babylon.max.js 5.7 MB

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  1. (function universalModuleDefinition(root, factory) {
  2. var amdDependencies = [];
  3. var CANNON = root.CANNON || this.CANNON;
  4. var OIMO = root.OIMO || this.OIMO;
  5. var earcut = root.earcut || this.earcut;
  6. if(typeof exports === 'object' && typeof module === 'object') {
  7. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  8. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  9. try { earcut = earcut || require("earcut"); } catch(e) {}
  10. module.exports = factory(CANNON,OIMO,earcut);
  11. } else if(typeof define === 'function' && define.amd) {
  12. if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
  13. if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
  14. if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
  15. define("babylonjs", amdDependencies, factory);
  16. } else if(typeof exports === 'object') {
  17. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  18. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  19. try { earcut = earcut || require("earcut"); } catch(e) {}
  20. exports["babylonjs"] = factory(CANNON,OIMO,earcut);
  21. } else {
  22. root["BABYLON"] = factory(CANNON,OIMO,earcut);
  23. }
  24. })(this, function(CANNON,OIMO,earcut) {
  25. CANNON = CANNON || this.CANNON;
  26. OIMO = OIMO || this.OIMO;
  27. earcut = earcut || this.earcut;
  28. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  29. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  30. var BABYLON;
  31. (function (BABYLON) {
  32. /**
  33. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  34. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  35. */
  36. var EffectFallbacks = /** @class */ (function () {
  37. function EffectFallbacks() {
  38. this._defines = {};
  39. this._currentRank = 32;
  40. this._maxRank = -1;
  41. }
  42. /**
  43. * Removes the fallback from the bound mesh.
  44. */
  45. EffectFallbacks.prototype.unBindMesh = function () {
  46. this._mesh = null;
  47. };
  48. /**
  49. * Adds a fallback on the specified property.
  50. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  51. * @param define The name of the define in the shader
  52. */
  53. EffectFallbacks.prototype.addFallback = function (rank, define) {
  54. if (!this._defines[rank]) {
  55. if (rank < this._currentRank) {
  56. this._currentRank = rank;
  57. }
  58. if (rank > this._maxRank) {
  59. this._maxRank = rank;
  60. }
  61. this._defines[rank] = new Array();
  62. }
  63. this._defines[rank].push(define);
  64. };
  65. /**
  66. * Sets the mesh to use CPU skinning when needing to fallback.
  67. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  68. * @param mesh The mesh to use the fallbacks.
  69. */
  70. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  71. this._mesh = mesh;
  72. if (rank < this._currentRank) {
  73. this._currentRank = rank;
  74. }
  75. if (rank > this._maxRank) {
  76. this._maxRank = rank;
  77. }
  78. };
  79. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  80. /**
  81. * Checks to see if more fallbacks are still availible.
  82. */
  83. get: function () {
  84. return this._currentRank <= this._maxRank;
  85. },
  86. enumerable: true,
  87. configurable: true
  88. });
  89. /**
  90. * Removes the defines that shoould be removed when falling back.
  91. * @param currentDefines defines the current define statements for the shader.
  92. * @param effect defines the current effect we try to compile
  93. * @returns The resulting defines with defines of the current rank removed.
  94. */
  95. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  96. // First we try to switch to CPU skinning
  97. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  98. this._mesh.computeBonesUsingShaders = false;
  99. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  100. effect._bonesComputationForcedToCPU = true;
  101. var scene = this._mesh.getScene();
  102. for (var index = 0; index < scene.meshes.length; index++) {
  103. var otherMesh = scene.meshes[index];
  104. if (!otherMesh.material) {
  105. continue;
  106. }
  107. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  108. continue;
  109. }
  110. if (otherMesh.material.getEffect() === effect) {
  111. otherMesh.computeBonesUsingShaders = false;
  112. }
  113. else if (otherMesh.subMeshes) {
  114. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  115. var subMesh = _a[_i];
  116. var subMeshEffect = subMesh.effect;
  117. if (subMeshEffect === effect) {
  118. otherMesh.computeBonesUsingShaders = false;
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. }
  125. else {
  126. var currentFallbacks = this._defines[this._currentRank];
  127. if (currentFallbacks) {
  128. for (var index = 0; index < currentFallbacks.length; index++) {
  129. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  130. }
  131. }
  132. this._currentRank++;
  133. }
  134. return currentDefines;
  135. };
  136. return EffectFallbacks;
  137. }());
  138. BABYLON.EffectFallbacks = EffectFallbacks;
  139. /**
  140. * Options to be used when creating an effect.
  141. */
  142. var EffectCreationOptions = /** @class */ (function () {
  143. function EffectCreationOptions() {
  144. }
  145. return EffectCreationOptions;
  146. }());
  147. BABYLON.EffectCreationOptions = EffectCreationOptions;
  148. /**
  149. * Effect containing vertex and fragment shader that can be executed on an object.
  150. */
  151. var Effect = /** @class */ (function () {
  152. /**
  153. * Instantiates an effect.
  154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  155. * @param baseName Name of the effect.
  156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  158. * @param samplers List of sampler variables that will be passed to the shader.
  159. * @param engine Engine to be used to render the effect
  160. * @param defines Define statements to be added to the shader.
  161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  162. * @param onCompiled Callback that will be called when the shader is compiled.
  163. * @param onError Callback that will be called if an error occurs during shader compilation.
  164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  165. */
  166. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  167. if (samplers === void 0) { samplers = null; }
  168. if (defines === void 0) { defines = null; }
  169. if (fallbacks === void 0) { fallbacks = null; }
  170. if (onCompiled === void 0) { onCompiled = null; }
  171. if (onError === void 0) { onError = null; }
  172. var _this = this;
  173. /**
  174. * Unique ID of the effect.
  175. */
  176. this.uniqueId = 0;
  177. /**
  178. * Observable that will be called when the shader is compiled.
  179. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  180. */
  181. this.onCompileObservable = new BABYLON.Observable();
  182. /**
  183. * Observable that will be called if an error occurs during shader compilation.
  184. */
  185. this.onErrorObservable = new BABYLON.Observable();
  186. /** @hidden */
  187. this._bonesComputationForcedToCPU = false;
  188. this._uniformBuffersNames = {};
  189. this._isReady = false;
  190. this._compilationError = "";
  191. this.name = baseName;
  192. if (attributesNamesOrOptions.attributes) {
  193. var options = attributesNamesOrOptions;
  194. this._engine = uniformsNamesOrEngine;
  195. this._attributesNames = options.attributes;
  196. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  197. this._samplers = options.samplers.slice();
  198. this.defines = options.defines;
  199. this.onError = options.onError;
  200. this.onCompiled = options.onCompiled;
  201. this._fallbacks = options.fallbacks;
  202. this._indexParameters = options.indexParameters;
  203. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  204. if (options.uniformBuffersNames) {
  205. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  206. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  207. }
  208. }
  209. }
  210. else {
  211. this._engine = engine;
  212. this.defines = defines;
  213. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  214. this._samplers = samplers ? samplers.slice() : [];
  215. this._attributesNames = attributesNamesOrOptions;
  216. this.onError = onError;
  217. this.onCompiled = onCompiled;
  218. this._indexParameters = indexParameters;
  219. this._fallbacks = fallbacks;
  220. }
  221. this.uniqueId = Effect._uniqueIdSeed++;
  222. var vertexSource;
  223. var fragmentSource;
  224. if (baseName.vertexElement) {
  225. vertexSource = document.getElementById(baseName.vertexElement);
  226. if (!vertexSource) {
  227. vertexSource = baseName.vertexElement;
  228. }
  229. }
  230. else {
  231. vertexSource = baseName.vertex || baseName;
  232. }
  233. if (baseName.fragmentElement) {
  234. fragmentSource = document.getElementById(baseName.fragmentElement);
  235. if (!fragmentSource) {
  236. fragmentSource = baseName.fragmentElement;
  237. }
  238. }
  239. else {
  240. fragmentSource = baseName.fragment || baseName;
  241. }
  242. this._loadVertexShader(vertexSource, function (vertexCode) {
  243. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  244. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  245. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  246. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  247. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  248. if (baseName) {
  249. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  250. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  251. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  252. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  253. }
  254. else {
  255. _this._vertexSourceCode = migratedVertexCode;
  256. _this._fragmentSourceCode = migratedFragmentCode;
  257. }
  258. _this._prepareEffect();
  259. });
  260. });
  261. });
  262. });
  263. });
  264. });
  265. }
  266. Object.defineProperty(Effect.prototype, "onBindObservable", {
  267. /**
  268. * Observable that will be called when effect is bound.
  269. */
  270. get: function () {
  271. if (!this._onBindObservable) {
  272. this._onBindObservable = new BABYLON.Observable();
  273. }
  274. return this._onBindObservable;
  275. },
  276. enumerable: true,
  277. configurable: true
  278. });
  279. Object.defineProperty(Effect.prototype, "key", {
  280. /**
  281. * Unique key for this effect
  282. */
  283. get: function () {
  284. return this._key;
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. /**
  290. * If the effect has been compiled and prepared.
  291. * @returns if the effect is compiled and prepared.
  292. */
  293. Effect.prototype.isReady = function () {
  294. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  295. return this._engine._isProgramCompiled(this._program);
  296. }
  297. return this._isReady;
  298. };
  299. /**
  300. * The engine the effect was initialized with.
  301. * @returns the engine.
  302. */
  303. Effect.prototype.getEngine = function () {
  304. return this._engine;
  305. };
  306. /**
  307. * The compiled webGL program for the effect
  308. * @returns the webGL program.
  309. */
  310. Effect.prototype.getProgram = function () {
  311. return this._program;
  312. };
  313. /**
  314. * The set of names of attribute variables for the shader.
  315. * @returns An array of attribute names.
  316. */
  317. Effect.prototype.getAttributesNames = function () {
  318. return this._attributesNames;
  319. };
  320. /**
  321. * Returns the attribute at the given index.
  322. * @param index The index of the attribute.
  323. * @returns The location of the attribute.
  324. */
  325. Effect.prototype.getAttributeLocation = function (index) {
  326. return this._attributes[index];
  327. };
  328. /**
  329. * Returns the attribute based on the name of the variable.
  330. * @param name of the attribute to look up.
  331. * @returns the attribute location.
  332. */
  333. Effect.prototype.getAttributeLocationByName = function (name) {
  334. var index = this._attributesNames.indexOf(name);
  335. return this._attributes[index];
  336. };
  337. /**
  338. * The number of attributes.
  339. * @returns the numnber of attributes.
  340. */
  341. Effect.prototype.getAttributesCount = function () {
  342. return this._attributes.length;
  343. };
  344. /**
  345. * Gets the index of a uniform variable.
  346. * @param uniformName of the uniform to look up.
  347. * @returns the index.
  348. */
  349. Effect.prototype.getUniformIndex = function (uniformName) {
  350. return this._uniformsNames.indexOf(uniformName);
  351. };
  352. /**
  353. * Returns the attribute based on the name of the variable.
  354. * @param uniformName of the uniform to look up.
  355. * @returns the location of the uniform.
  356. */
  357. Effect.prototype.getUniform = function (uniformName) {
  358. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  359. };
  360. /**
  361. * Returns an array of sampler variable names
  362. * @returns The array of sampler variable neames.
  363. */
  364. Effect.prototype.getSamplers = function () {
  365. return this._samplers;
  366. };
  367. /**
  368. * The error from the last compilation.
  369. * @returns the error string.
  370. */
  371. Effect.prototype.getCompilationError = function () {
  372. return this._compilationError;
  373. };
  374. /**
  375. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  376. * @param func The callback to be used.
  377. */
  378. Effect.prototype.executeWhenCompiled = function (func) {
  379. var _this = this;
  380. if (this.isReady()) {
  381. func(this);
  382. return;
  383. }
  384. this.onCompileObservable.add(function (effect) {
  385. func(effect);
  386. });
  387. if (!this._program || this._program.isParallelCompiled) {
  388. setTimeout(function () {
  389. _this._checkIsReady();
  390. }, 16);
  391. }
  392. };
  393. Effect.prototype._checkIsReady = function () {
  394. var _this = this;
  395. if (this.isReady()) {
  396. return;
  397. }
  398. setTimeout(function () {
  399. _this._checkIsReady();
  400. }, 16);
  401. };
  402. /** @hidden */
  403. Effect.prototype._loadVertexShader = function (vertex, callback) {
  404. if (BABYLON.Tools.IsWindowObjectExist()) {
  405. // DOM element ?
  406. if (vertex instanceof HTMLElement) {
  407. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  408. callback(vertexCode);
  409. return;
  410. }
  411. }
  412. // Base64 encoded ?
  413. if (vertex.substr(0, 7) === "base64:") {
  414. var vertexBinary = window.atob(vertex.substr(7));
  415. callback(vertexBinary);
  416. return;
  417. }
  418. // Is in local store ?
  419. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  420. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  421. return;
  422. }
  423. var vertexShaderUrl;
  424. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  425. vertexShaderUrl = vertex;
  426. }
  427. else {
  428. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  429. }
  430. // Vertex shader
  431. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  432. };
  433. /** @hidden */
  434. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  435. if (BABYLON.Tools.IsWindowObjectExist()) {
  436. // DOM element ?
  437. if (fragment instanceof HTMLElement) {
  438. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  439. callback(fragmentCode);
  440. return;
  441. }
  442. }
  443. // Base64 encoded ?
  444. if (fragment.substr(0, 7) === "base64:") {
  445. var fragmentBinary = window.atob(fragment.substr(7));
  446. callback(fragmentBinary);
  447. return;
  448. }
  449. // Is in local store ?
  450. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  451. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  452. return;
  453. }
  454. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  455. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  456. return;
  457. }
  458. var fragmentShaderUrl;
  459. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  460. fragmentShaderUrl = fragment;
  461. }
  462. else {
  463. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  464. }
  465. // Fragment shader
  466. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  467. };
  468. /** @hidden */
  469. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  470. // Rebuild shaders source code
  471. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  472. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  473. vertexCode = prefix + vertexCode;
  474. fragmentCode = prefix + fragmentCode;
  475. // Number lines of shaders source code
  476. var i = 2;
  477. var regex = /\n/gm;
  478. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  479. i = 2;
  480. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  481. // Dump shaders name and formatted source code
  482. if (this.name.vertexElement) {
  483. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  484. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  485. }
  486. else if (this.name.vertex) {
  487. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  488. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  489. }
  490. else {
  491. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  492. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  493. }
  494. };
  495. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  496. var preparedSourceCode = this._processPrecision(sourceCode);
  497. if (this._engine.webGLVersion == 1) {
  498. callback(preparedSourceCode);
  499. return;
  500. }
  501. // Already converted
  502. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  503. callback(preparedSourceCode.replace("#version 300 es", ""));
  504. return;
  505. }
  506. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  507. // Remove extensions
  508. // #extension GL_OES_standard_derivatives : enable
  509. // #extension GL_EXT_shader_texture_lod : enable
  510. // #extension GL_EXT_frag_depth : enable
  511. // #extension GL_EXT_draw_buffers : require
  512. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  513. var result = preparedSourceCode.replace(regex, "");
  514. // Migrate to GLSL v300
  515. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  516. result = result.replace(/attribute[ \t]/g, "in ");
  517. result = result.replace(/[ \t]attribute/g, " in");
  518. result = result.replace(/texture2D\s*\(/g, "texture(");
  519. if (isFragment) {
  520. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  521. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  522. result = result.replace(/textureCube\s*\(/g, "texture(");
  523. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  524. result = result.replace(/gl_FragColor/g, "glFragColor");
  525. result = result.replace(/gl_FragData/g, "glFragData");
  526. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  527. }
  528. callback(result);
  529. };
  530. Effect.prototype._processIncludes = function (sourceCode, callback) {
  531. var _this = this;
  532. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  533. var match = regex.exec(sourceCode);
  534. var returnValue = new String(sourceCode);
  535. while (match != null) {
  536. var includeFile = match[1];
  537. // Uniform declaration
  538. if (includeFile.indexOf("__decl__") !== -1) {
  539. includeFile = includeFile.replace(/__decl__/, "");
  540. if (this._engine.supportsUniformBuffers) {
  541. includeFile = includeFile.replace(/Vertex/, "Ubo");
  542. includeFile = includeFile.replace(/Fragment/, "Ubo");
  543. }
  544. includeFile = includeFile + "Declaration";
  545. }
  546. if (Effect.IncludesShadersStore[includeFile]) {
  547. // Substitution
  548. var includeContent = Effect.IncludesShadersStore[includeFile];
  549. if (match[2]) {
  550. var splits = match[3].split(",");
  551. for (var index = 0; index < splits.length; index += 2) {
  552. var source = new RegExp(splits[index], "g");
  553. var dest = splits[index + 1];
  554. includeContent = includeContent.replace(source, dest);
  555. }
  556. }
  557. if (match[4]) {
  558. var indexString = match[5];
  559. if (indexString.indexOf("..") !== -1) {
  560. var indexSplits = indexString.split("..");
  561. var minIndex = parseInt(indexSplits[0]);
  562. var maxIndex = parseInt(indexSplits[1]);
  563. var sourceIncludeContent = includeContent.slice(0);
  564. includeContent = "";
  565. if (isNaN(maxIndex)) {
  566. maxIndex = this._indexParameters[indexSplits[1]];
  567. }
  568. for (var i = minIndex; i < maxIndex; i++) {
  569. if (!this._engine.supportsUniformBuffers) {
  570. // Ubo replacement
  571. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  572. return p1 + "{X}";
  573. });
  574. }
  575. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  576. }
  577. }
  578. else {
  579. if (!this._engine.supportsUniformBuffers) {
  580. // Ubo replacement
  581. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  582. return p1 + "{X}";
  583. });
  584. }
  585. includeContent = includeContent.replace(/\{X\}/g, indexString);
  586. }
  587. }
  588. // Replace
  589. returnValue = returnValue.replace(match[0], includeContent);
  590. }
  591. else {
  592. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  593. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  594. Effect.IncludesShadersStore[includeFile] = fileContent;
  595. _this._processIncludes(returnValue, callback);
  596. });
  597. return;
  598. }
  599. match = regex.exec(sourceCode);
  600. }
  601. callback(returnValue);
  602. };
  603. Effect.prototype._processPrecision = function (source) {
  604. if (source.indexOf("precision highp float") === -1) {
  605. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  606. source = "precision mediump float;\n" + source;
  607. }
  608. else {
  609. source = "precision highp float;\n" + source;
  610. }
  611. }
  612. else {
  613. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  614. source = source.replace("precision highp float", "precision mediump float");
  615. }
  616. }
  617. return source;
  618. };
  619. /**
  620. * Recompiles the webGL program
  621. * @param vertexSourceCode The source code for the vertex shader.
  622. * @param fragmentSourceCode The source code for the fragment shader.
  623. * @param onCompiled Callback called when completed.
  624. * @param onError Callback called on error.
  625. * @hidden
  626. */
  627. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  628. var _this = this;
  629. this._isReady = false;
  630. this._vertexSourceCodeOverride = vertexSourceCode;
  631. this._fragmentSourceCodeOverride = fragmentSourceCode;
  632. this.onError = function (effect, error) {
  633. if (onError) {
  634. onError(error);
  635. }
  636. };
  637. this.onCompiled = function () {
  638. var scenes = _this.getEngine().scenes;
  639. for (var i = 0; i < scenes.length; i++) {
  640. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  641. }
  642. if (onCompiled) {
  643. onCompiled(_this._program);
  644. }
  645. };
  646. this._fallbacks = null;
  647. this._prepareEffect();
  648. };
  649. /**
  650. * Gets the uniform locations of the the specified variable names
  651. * @param names THe names of the variables to lookup.
  652. * @returns Array of locations in the same order as variable names.
  653. */
  654. Effect.prototype.getSpecificUniformLocations = function (names) {
  655. var engine = this._engine;
  656. return engine.getUniforms(this._program, names);
  657. };
  658. /**
  659. * Prepares the effect
  660. * @hidden
  661. */
  662. Effect.prototype._prepareEffect = function () {
  663. var _this = this;
  664. var attributesNames = this._attributesNames;
  665. var defines = this.defines;
  666. var fallbacks = this._fallbacks;
  667. this._valueCache = {};
  668. var previousProgram = this._program;
  669. try {
  670. var engine_1 = this._engine;
  671. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  672. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  673. }
  674. else {
  675. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  676. }
  677. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  678. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  679. if (engine_1.supportsUniformBuffers) {
  680. for (var name in _this._uniformBuffersNames) {
  681. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  682. }
  683. }
  684. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  685. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  686. var index;
  687. for (index = 0; index < _this._samplers.length; index++) {
  688. var sampler = _this.getUniform(_this._samplers[index]);
  689. if (sampler == null) {
  690. _this._samplers.splice(index, 1);
  691. index--;
  692. }
  693. }
  694. engine_1.bindSamplers(_this);
  695. _this._compilationError = "";
  696. _this._isReady = true;
  697. if (_this.onCompiled) {
  698. _this.onCompiled(_this);
  699. }
  700. _this.onCompileObservable.notifyObservers(_this);
  701. _this.onCompileObservable.clear();
  702. // Unbind mesh reference in fallbacks
  703. if (_this._fallbacks) {
  704. _this._fallbacks.unBindMesh();
  705. }
  706. if (previousProgram) {
  707. _this.getEngine()._deleteProgram(previousProgram);
  708. }
  709. });
  710. if (this._program.isParallelCompiled) {
  711. this._checkIsReady();
  712. }
  713. }
  714. catch (e) {
  715. this._compilationError = e.message;
  716. // Let's go through fallbacks then
  717. BABYLON.Tools.Error("Unable to compile effect:");
  718. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  719. return " " + uniform;
  720. }));
  721. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  722. return " " + attribute;
  723. }));
  724. BABYLON.Tools.Error("Error: " + this._compilationError);
  725. if (previousProgram) {
  726. this._program = previousProgram;
  727. this._isReady = true;
  728. if (this.onError) {
  729. this.onError(this, this._compilationError);
  730. }
  731. this.onErrorObservable.notifyObservers(this);
  732. }
  733. if (fallbacks && fallbacks.isMoreFallbacks) {
  734. BABYLON.Tools.Error("Trying next fallback.");
  735. this.defines = fallbacks.reduce(this.defines, this);
  736. this._prepareEffect();
  737. }
  738. else { // Sorry we did everything we can
  739. if (this.onError) {
  740. this.onError(this, this._compilationError);
  741. }
  742. this.onErrorObservable.notifyObservers(this);
  743. this.onErrorObservable.clear();
  744. // Unbind mesh reference in fallbacks
  745. if (this._fallbacks) {
  746. this._fallbacks.unBindMesh();
  747. }
  748. }
  749. }
  750. };
  751. Object.defineProperty(Effect.prototype, "isSupported", {
  752. /**
  753. * Checks if the effect is supported. (Must be called after compilation)
  754. */
  755. get: function () {
  756. return this._compilationError === "";
  757. },
  758. enumerable: true,
  759. configurable: true
  760. });
  761. /**
  762. * Binds a texture to the engine to be used as output of the shader.
  763. * @param channel Name of the output variable.
  764. * @param texture Texture to bind.
  765. * @hidden
  766. */
  767. Effect.prototype._bindTexture = function (channel, texture) {
  768. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  769. };
  770. /**
  771. * Sets a texture on the engine to be used in the shader.
  772. * @param channel Name of the sampler variable.
  773. * @param texture Texture to set.
  774. */
  775. Effect.prototype.setTexture = function (channel, texture) {
  776. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  777. };
  778. /**
  779. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  780. * @param channel Name of the sampler variable.
  781. * @param texture Texture to set.
  782. */
  783. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  784. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  785. };
  786. /**
  787. * Sets an array of textures on the engine to be used in the shader.
  788. * @param channel Name of the variable.
  789. * @param textures Textures to set.
  790. */
  791. Effect.prototype.setTextureArray = function (channel, textures) {
  792. if (this._samplers.indexOf(channel + "Ex") === -1) {
  793. var initialPos = this._samplers.indexOf(channel);
  794. for (var index = 1; index < textures.length; index++) {
  795. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  796. }
  797. }
  798. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  799. };
  800. /**
  801. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  802. * @param channel Name of the sampler variable.
  803. * @param postProcess Post process to get the input texture from.
  804. */
  805. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  806. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  807. };
  808. /**
  809. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  810. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  811. * @param channel Name of the sampler variable.
  812. * @param postProcess Post process to get the output texture from.
  813. */
  814. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  815. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  816. };
  817. /** @hidden */
  818. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  819. var cache = this._valueCache[uniformName];
  820. var flag = matrix.updateFlag;
  821. if (cache !== undefined && cache === flag) {
  822. return false;
  823. }
  824. this._valueCache[uniformName] = flag;
  825. return true;
  826. };
  827. /** @hidden */
  828. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  829. var cache = this._valueCache[uniformName];
  830. if (!cache) {
  831. cache = [x, y];
  832. this._valueCache[uniformName] = cache;
  833. return true;
  834. }
  835. var changed = false;
  836. if (cache[0] !== x) {
  837. cache[0] = x;
  838. changed = true;
  839. }
  840. if (cache[1] !== y) {
  841. cache[1] = y;
  842. changed = true;
  843. }
  844. return changed;
  845. };
  846. /** @hidden */
  847. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  848. var cache = this._valueCache[uniformName];
  849. if (!cache) {
  850. cache = [x, y, z];
  851. this._valueCache[uniformName] = cache;
  852. return true;
  853. }
  854. var changed = false;
  855. if (cache[0] !== x) {
  856. cache[0] = x;
  857. changed = true;
  858. }
  859. if (cache[1] !== y) {
  860. cache[1] = y;
  861. changed = true;
  862. }
  863. if (cache[2] !== z) {
  864. cache[2] = z;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /** @hidden */
  870. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  871. var cache = this._valueCache[uniformName];
  872. if (!cache) {
  873. cache = [x, y, z, w];
  874. this._valueCache[uniformName] = cache;
  875. return true;
  876. }
  877. var changed = false;
  878. if (cache[0] !== x) {
  879. cache[0] = x;
  880. changed = true;
  881. }
  882. if (cache[1] !== y) {
  883. cache[1] = y;
  884. changed = true;
  885. }
  886. if (cache[2] !== z) {
  887. cache[2] = z;
  888. changed = true;
  889. }
  890. if (cache[3] !== w) {
  891. cache[3] = w;
  892. changed = true;
  893. }
  894. return changed;
  895. };
  896. /**
  897. * Binds a buffer to a uniform.
  898. * @param buffer Buffer to bind.
  899. * @param name Name of the uniform variable to bind to.
  900. */
  901. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  902. var bufferName = this._uniformBuffersNames[name];
  903. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  904. return;
  905. }
  906. Effect._baseCache[bufferName] = buffer;
  907. this._engine.bindUniformBufferBase(buffer, bufferName);
  908. };
  909. /**
  910. * Binds block to a uniform.
  911. * @param blockName Name of the block to bind.
  912. * @param index Index to bind.
  913. */
  914. Effect.prototype.bindUniformBlock = function (blockName, index) {
  915. this._engine.bindUniformBlock(this._program, blockName, index);
  916. };
  917. /**
  918. * Sets an interger value on a uniform variable.
  919. * @param uniformName Name of the variable.
  920. * @param value Value to be set.
  921. * @returns this effect.
  922. */
  923. Effect.prototype.setInt = function (uniformName, value) {
  924. var cache = this._valueCache[uniformName];
  925. if (cache !== undefined && cache === value) {
  926. return this;
  927. }
  928. this._valueCache[uniformName] = value;
  929. this._engine.setInt(this.getUniform(uniformName), value);
  930. return this;
  931. };
  932. /**
  933. * Sets an int array on a uniform variable.
  934. * @param uniformName Name of the variable.
  935. * @param array array to be set.
  936. * @returns this effect.
  937. */
  938. Effect.prototype.setIntArray = function (uniformName, array) {
  939. this._valueCache[uniformName] = null;
  940. this._engine.setIntArray(this.getUniform(uniformName), array);
  941. return this;
  942. };
  943. /**
  944. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  945. * @param uniformName Name of the variable.
  946. * @param array array to be set.
  947. * @returns this effect.
  948. */
  949. Effect.prototype.setIntArray2 = function (uniformName, array) {
  950. this._valueCache[uniformName] = null;
  951. this._engine.setIntArray2(this.getUniform(uniformName), array);
  952. return this;
  953. };
  954. /**
  955. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  956. * @param uniformName Name of the variable.
  957. * @param array array to be set.
  958. * @returns this effect.
  959. */
  960. Effect.prototype.setIntArray3 = function (uniformName, array) {
  961. this._valueCache[uniformName] = null;
  962. this._engine.setIntArray3(this.getUniform(uniformName), array);
  963. return this;
  964. };
  965. /**
  966. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  967. * @param uniformName Name of the variable.
  968. * @param array array to be set.
  969. * @returns this effect.
  970. */
  971. Effect.prototype.setIntArray4 = function (uniformName, array) {
  972. this._valueCache[uniformName] = null;
  973. this._engine.setIntArray4(this.getUniform(uniformName), array);
  974. return this;
  975. };
  976. /**
  977. * Sets an float array on a uniform variable.
  978. * @param uniformName Name of the variable.
  979. * @param array array to be set.
  980. * @returns this effect.
  981. */
  982. Effect.prototype.setFloatArray = function (uniformName, array) {
  983. this._valueCache[uniformName] = null;
  984. this._engine.setFloatArray(this.getUniform(uniformName), array);
  985. return this;
  986. };
  987. /**
  988. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  989. * @param uniformName Name of the variable.
  990. * @param array array to be set.
  991. * @returns this effect.
  992. */
  993. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  994. this._valueCache[uniformName] = null;
  995. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  996. return this;
  997. };
  998. /**
  999. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1000. * @param uniformName Name of the variable.
  1001. * @param array array to be set.
  1002. * @returns this effect.
  1003. */
  1004. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  1005. this._valueCache[uniformName] = null;
  1006. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  1007. return this;
  1008. };
  1009. /**
  1010. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1011. * @param uniformName Name of the variable.
  1012. * @param array array to be set.
  1013. * @returns this effect.
  1014. */
  1015. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  1016. this._valueCache[uniformName] = null;
  1017. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  1018. return this;
  1019. };
  1020. /**
  1021. * Sets an array on a uniform variable.
  1022. * @param uniformName Name of the variable.
  1023. * @param array array to be set.
  1024. * @returns this effect.
  1025. */
  1026. Effect.prototype.setArray = function (uniformName, array) {
  1027. this._valueCache[uniformName] = null;
  1028. this._engine.setArray(this.getUniform(uniformName), array);
  1029. return this;
  1030. };
  1031. /**
  1032. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1033. * @param uniformName Name of the variable.
  1034. * @param array array to be set.
  1035. * @returns this effect.
  1036. */
  1037. Effect.prototype.setArray2 = function (uniformName, array) {
  1038. this._valueCache[uniformName] = null;
  1039. this._engine.setArray2(this.getUniform(uniformName), array);
  1040. return this;
  1041. };
  1042. /**
  1043. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1044. * @param uniformName Name of the variable.
  1045. * @param array array to be set.
  1046. * @returns this effect.
  1047. */
  1048. Effect.prototype.setArray3 = function (uniformName, array) {
  1049. this._valueCache[uniformName] = null;
  1050. this._engine.setArray3(this.getUniform(uniformName), array);
  1051. return this;
  1052. };
  1053. /**
  1054. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1055. * @param uniformName Name of the variable.
  1056. * @param array array to be set.
  1057. * @returns this effect.
  1058. */
  1059. Effect.prototype.setArray4 = function (uniformName, array) {
  1060. this._valueCache[uniformName] = null;
  1061. this._engine.setArray4(this.getUniform(uniformName), array);
  1062. return this;
  1063. };
  1064. /**
  1065. * Sets matrices on a uniform variable.
  1066. * @param uniformName Name of the variable.
  1067. * @param matrices matrices to be set.
  1068. * @returns this effect.
  1069. */
  1070. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1071. if (!matrices) {
  1072. return this;
  1073. }
  1074. this._valueCache[uniformName] = null;
  1075. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1076. return this;
  1077. };
  1078. /**
  1079. * Sets matrix on a uniform variable.
  1080. * @param uniformName Name of the variable.
  1081. * @param matrix matrix to be set.
  1082. * @returns this effect.
  1083. */
  1084. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1085. if (this._cacheMatrix(uniformName, matrix)) {
  1086. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1087. }
  1088. return this;
  1089. };
  1090. /**
  1091. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1092. * @param uniformName Name of the variable.
  1093. * @param matrix matrix to be set.
  1094. * @returns this effect.
  1095. */
  1096. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1097. this._valueCache[uniformName] = null;
  1098. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1099. return this;
  1100. };
  1101. /**
  1102. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1103. * @param uniformName Name of the variable.
  1104. * @param matrix matrix to be set.
  1105. * @returns this effect.
  1106. */
  1107. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1108. this._valueCache[uniformName] = null;
  1109. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1110. return this;
  1111. };
  1112. /**
  1113. * Sets a float on a uniform variable.
  1114. * @param uniformName Name of the variable.
  1115. * @param value value to be set.
  1116. * @returns this effect.
  1117. */
  1118. Effect.prototype.setFloat = function (uniformName, value) {
  1119. var cache = this._valueCache[uniformName];
  1120. if (cache !== undefined && cache === value) {
  1121. return this;
  1122. }
  1123. this._valueCache[uniformName] = value;
  1124. this._engine.setFloat(this.getUniform(uniformName), value);
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a boolean on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param bool value to be set.
  1131. * @returns this effect.
  1132. */
  1133. Effect.prototype.setBool = function (uniformName, bool) {
  1134. var cache = this._valueCache[uniformName];
  1135. if (cache !== undefined && cache === bool) {
  1136. return this;
  1137. }
  1138. this._valueCache[uniformName] = bool;
  1139. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1140. return this;
  1141. };
  1142. /**
  1143. * Sets a Vector2 on a uniform variable.
  1144. * @param uniformName Name of the variable.
  1145. * @param vector2 vector2 to be set.
  1146. * @returns this effect.
  1147. */
  1148. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1149. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1150. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1151. }
  1152. return this;
  1153. };
  1154. /**
  1155. * Sets a float2 on a uniform variable.
  1156. * @param uniformName Name of the variable.
  1157. * @param x First float in float2.
  1158. * @param y Second float in float2.
  1159. * @returns this effect.
  1160. */
  1161. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1162. if (this._cacheFloat2(uniformName, x, y)) {
  1163. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1164. }
  1165. return this;
  1166. };
  1167. /**
  1168. * Sets a Vector3 on a uniform variable.
  1169. * @param uniformName Name of the variable.
  1170. * @param vector3 Value to be set.
  1171. * @returns this effect.
  1172. */
  1173. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1174. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1175. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1176. }
  1177. return this;
  1178. };
  1179. /**
  1180. * Sets a float3 on a uniform variable.
  1181. * @param uniformName Name of the variable.
  1182. * @param x First float in float3.
  1183. * @param y Second float in float3.
  1184. * @param z Third float in float3.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1188. if (this._cacheFloat3(uniformName, x, y, z)) {
  1189. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Vector4 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param vector4 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1200. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1201. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a float4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param x First float in float4.
  1209. * @param y Second float in float4.
  1210. * @param z Third float in float4.
  1211. * @param w Fourth float in float4.
  1212. * @returns this effect.
  1213. */
  1214. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1215. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1216. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1217. }
  1218. return this;
  1219. };
  1220. /**
  1221. * Sets a Color3 on a uniform variable.
  1222. * @param uniformName Name of the variable.
  1223. * @param color3 Value to be set.
  1224. * @returns this effect.
  1225. */
  1226. Effect.prototype.setColor3 = function (uniformName, color3) {
  1227. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1228. this._engine.setColor3(this.getUniform(uniformName), color3);
  1229. }
  1230. return this;
  1231. };
  1232. /**
  1233. * Sets a Color4 on a uniform variable.
  1234. * @param uniformName Name of the variable.
  1235. * @param color3 Value to be set.
  1236. * @param alpha Alpha value to be set.
  1237. * @returns this effect.
  1238. */
  1239. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1240. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1241. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1242. }
  1243. return this;
  1244. };
  1245. /**
  1246. * Sets a Color4 on a uniform variable
  1247. * @param uniformName defines the name of the variable
  1248. * @param color4 defines the value to be set
  1249. * @returns this effect.
  1250. */
  1251. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1252. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1253. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1254. }
  1255. return this;
  1256. };
  1257. /**
  1258. * This function will add a new shader to the shader store
  1259. * @param name the name of the shader
  1260. * @param pixelShader optional pixel shader content
  1261. * @param vertexShader optional vertex shader content
  1262. */
  1263. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1264. if (pixelShader) {
  1265. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1266. }
  1267. if (vertexShader) {
  1268. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1269. }
  1270. };
  1271. /**
  1272. * Resets the cache of effects.
  1273. */
  1274. Effect.ResetCache = function () {
  1275. Effect._baseCache = {};
  1276. };
  1277. Effect._uniqueIdSeed = 0;
  1278. Effect._baseCache = {};
  1279. /**
  1280. * Store of each shader (The can be looked up using effect.key)
  1281. */
  1282. Effect.ShadersStore = {};
  1283. /**
  1284. * Store of each included file for a shader (The can be looked up using effect.key)
  1285. */
  1286. Effect.IncludesShadersStore = {};
  1287. return Effect;
  1288. }());
  1289. BABYLON.Effect = Effect;
  1290. })(BABYLON || (BABYLON = {}));
  1291. //# sourceMappingURL=babylon.effect.js.map
  1292. //# sourceMappingURL=babylon.types.js.map
  1293. var BABYLON;
  1294. (function (BABYLON) {
  1295. /**
  1296. * Gather the list of keyboard event types as constants.
  1297. */
  1298. var KeyboardEventTypes = /** @class */ (function () {
  1299. function KeyboardEventTypes() {
  1300. }
  1301. /**
  1302. * The keydown event is fired when a key becomes active (pressed).
  1303. */
  1304. KeyboardEventTypes.KEYDOWN = 0x01;
  1305. /**
  1306. * The keyup event is fired when a key has been released.
  1307. */
  1308. KeyboardEventTypes.KEYUP = 0x02;
  1309. return KeyboardEventTypes;
  1310. }());
  1311. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1312. /**
  1313. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1314. */
  1315. var KeyboardInfo = /** @class */ (function () {
  1316. /**
  1317. * Instantiates a new keyboard info.
  1318. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfo(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. this.type = type;
  1332. this.event = event;
  1333. }
  1334. return KeyboardInfo;
  1335. }());
  1336. BABYLON.KeyboardInfo = KeyboardInfo;
  1337. /**
  1338. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1339. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1340. */
  1341. var KeyboardInfoPre = /** @class */ (function (_super) {
  1342. __extends(KeyboardInfoPre, _super);
  1343. /**
  1344. * Instantiates a new keyboard pre info.
  1345. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1346. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1347. * @param event Defines the related dom event
  1348. */
  1349. function KeyboardInfoPre(
  1350. /**
  1351. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1352. */
  1353. type,
  1354. /**
  1355. * Defines the related dom event
  1356. */
  1357. event) {
  1358. var _this = _super.call(this, type, event) || this;
  1359. _this.type = type;
  1360. _this.event = event;
  1361. _this.skipOnPointerObservable = false;
  1362. return _this;
  1363. }
  1364. return KeyboardInfoPre;
  1365. }(KeyboardInfo));
  1366. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1367. })(BABYLON || (BABYLON = {}));
  1368. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1369. var BABYLON;
  1370. (function (BABYLON) {
  1371. /**
  1372. * Gather the list of pointer event types as constants.
  1373. */
  1374. var PointerEventTypes = /** @class */ (function () {
  1375. function PointerEventTypes() {
  1376. }
  1377. /**
  1378. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1379. */
  1380. PointerEventTypes.POINTERDOWN = 0x01;
  1381. /**
  1382. * The pointerup event is fired when a pointer is no longer active.
  1383. */
  1384. PointerEventTypes.POINTERUP = 0x02;
  1385. /**
  1386. * The pointermove event is fired when a pointer changes coordinates.
  1387. */
  1388. PointerEventTypes.POINTERMOVE = 0x04;
  1389. /**
  1390. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1391. */
  1392. PointerEventTypes.POINTERWHEEL = 0x08;
  1393. /**
  1394. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1395. */
  1396. PointerEventTypes.POINTERPICK = 0x10;
  1397. /**
  1398. * The pointertap event is fired when a the object has been touched and released without drag.
  1399. */
  1400. PointerEventTypes.POINTERTAP = 0x20;
  1401. /**
  1402. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1403. */
  1404. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1405. return PointerEventTypes;
  1406. }());
  1407. BABYLON.PointerEventTypes = PointerEventTypes;
  1408. /**
  1409. * Base class of pointer info types.
  1410. */
  1411. var PointerInfoBase = /** @class */ (function () {
  1412. /**
  1413. * Instantiates the base class of pointers info.
  1414. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1415. * @param event Defines the related dom event
  1416. */
  1417. function PointerInfoBase(
  1418. /**
  1419. * Defines the type of event (BABYLON.PointerEventTypes)
  1420. */
  1421. type,
  1422. /**
  1423. * Defines the related dom event
  1424. */
  1425. event) {
  1426. this.type = type;
  1427. this.event = event;
  1428. }
  1429. return PointerInfoBase;
  1430. }());
  1431. BABYLON.PointerInfoBase = PointerInfoBase;
  1432. /**
  1433. * This class is used to store pointer related info for the onPrePointerObservable event.
  1434. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1435. */
  1436. var PointerInfoPre = /** @class */ (function (_super) {
  1437. __extends(PointerInfoPre, _super);
  1438. /**
  1439. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1440. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1441. * @param event Defines the related dom event
  1442. * @param localX Defines the local x coordinates of the pointer when the event occured
  1443. * @param localY Defines the local y coordinates of the pointer when the event occured
  1444. */
  1445. function PointerInfoPre(type, event, localX, localY) {
  1446. var _this = _super.call(this, type, event) || this;
  1447. /**
  1448. * Ray from a pointer if availible (eg. 6dof controller)
  1449. */
  1450. _this.ray = null;
  1451. _this.skipOnPointerObservable = false;
  1452. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1453. return _this;
  1454. }
  1455. return PointerInfoPre;
  1456. }(PointerInfoBase));
  1457. BABYLON.PointerInfoPre = PointerInfoPre;
  1458. /**
  1459. * This type contains all the data related to a pointer event in Babylon.js.
  1460. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1461. */
  1462. var PointerInfo = /** @class */ (function (_super) {
  1463. __extends(PointerInfo, _super);
  1464. /**
  1465. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1466. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1467. * @param event Defines the related dom event
  1468. * @param pickInfo Defines the picking info associated to the info (if any)\
  1469. */
  1470. function PointerInfo(type, event,
  1471. /**
  1472. * Defines the picking info associated to the info (if any)\
  1473. */
  1474. pickInfo) {
  1475. var _this = _super.call(this, type, event) || this;
  1476. _this.pickInfo = pickInfo;
  1477. return _this;
  1478. }
  1479. return PointerInfo;
  1480. }(PointerInfoBase));
  1481. BABYLON.PointerInfo = PointerInfo;
  1482. })(BABYLON || (BABYLON = {}));
  1483. //# sourceMappingURL=babylon.pointerEvents.js.map
  1484. var BABYLON;
  1485. (function (BABYLON) {
  1486. /**
  1487. * Gather the list of clipboard event types as constants.
  1488. */
  1489. var ClipboardEventTypes = /** @class */ (function () {
  1490. function ClipboardEventTypes() {
  1491. }
  1492. /**
  1493. * The clipboard event is fired when a copy command is active (pressed).
  1494. */
  1495. ClipboardEventTypes.COPY = 0x01; //
  1496. /**
  1497. * The clipboard event is fired when a cut command is active (pressed).
  1498. */
  1499. ClipboardEventTypes.CUT = 0x02;
  1500. /**
  1501. * The clipboard event is fired when a paste command is active (pressed).
  1502. */
  1503. ClipboardEventTypes.PASTE = 0x03;
  1504. return ClipboardEventTypes;
  1505. }());
  1506. BABYLON.ClipboardEventTypes = ClipboardEventTypes;
  1507. /**
  1508. * This class is used to store clipboard related info for the onClipboardObservable event.
  1509. */
  1510. var ClipboardInfo = /** @class */ (function () {
  1511. /**
  1512. *Creates an instance of ClipboardInfo.
  1513. * @param {number} type
  1514. * @param {ClipboardEvent} event
  1515. */
  1516. function ClipboardInfo(
  1517. /**
  1518. * Defines the type of event (BABYLON.ClipboardEventTypes)
  1519. */
  1520. type,
  1521. /**
  1522. * Defines the related dom event
  1523. */
  1524. event) {
  1525. this.type = type;
  1526. this.event = event;
  1527. }
  1528. /**
  1529. * Get the clipboard event's type from the keycode.
  1530. * @param keyCode Defines the keyCode for the current keyboard event.
  1531. * @return {number}
  1532. */
  1533. ClipboardInfo.GetTypeFromCharacter = function (keyCode) {
  1534. var charCode = keyCode;
  1535. //TODO: add codes for extended ASCII
  1536. switch (charCode) {
  1537. case 67: return ClipboardEventTypes.COPY;
  1538. case 86: return ClipboardEventTypes.PASTE;
  1539. case 88: return ClipboardEventTypes.CUT;
  1540. default: return -1;
  1541. }
  1542. };
  1543. return ClipboardInfo;
  1544. }());
  1545. BABYLON.ClipboardInfo = ClipboardInfo;
  1546. })(BABYLON || (BABYLON = {}));
  1547. //# sourceMappingURL=babylon.clipboardEvents.js.map
  1548. var BABYLON;
  1549. (function (BABYLON) {
  1550. /** Class used to store color4 gradient */
  1551. var ColorGradient = /** @class */ (function () {
  1552. function ColorGradient() {
  1553. }
  1554. /**
  1555. * Will get a color picked randomly between color1 and color2.
  1556. * If color2 is undefined then color1 will be used
  1557. * @param result defines the target Color4 to store the result in
  1558. */
  1559. ColorGradient.prototype.getColorToRef = function (result) {
  1560. if (!this.color2) {
  1561. result.copyFrom(this.color1);
  1562. return;
  1563. }
  1564. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1565. };
  1566. return ColorGradient;
  1567. }());
  1568. BABYLON.ColorGradient = ColorGradient;
  1569. /** Class used to store color 3 gradient */
  1570. var Color3Gradient = /** @class */ (function () {
  1571. function Color3Gradient() {
  1572. }
  1573. return Color3Gradient;
  1574. }());
  1575. BABYLON.Color3Gradient = Color3Gradient;
  1576. /** Class used to store factor gradient */
  1577. var FactorGradient = /** @class */ (function () {
  1578. function FactorGradient() {
  1579. }
  1580. /**
  1581. * Will get a number picked randomly between factor1 and factor2.
  1582. * If factor2 is undefined then factor1 will be used
  1583. * @returns the picked number
  1584. */
  1585. FactorGradient.prototype.getFactor = function () {
  1586. if (this.factor2 === undefined) {
  1587. return this.factor1;
  1588. }
  1589. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1590. };
  1591. return FactorGradient;
  1592. }());
  1593. BABYLON.FactorGradient = FactorGradient;
  1594. /**
  1595. * @ignore
  1596. * Application error to support additional information when loading a file
  1597. */
  1598. var LoadFileError = /** @class */ (function (_super) {
  1599. __extends(LoadFileError, _super);
  1600. /**
  1601. * Creates a new LoadFileError
  1602. * @param message defines the message of the error
  1603. * @param request defines the optional XHR request
  1604. */
  1605. function LoadFileError(message,
  1606. /** defines the optional XHR request */
  1607. request) {
  1608. var _this = _super.call(this, message) || this;
  1609. _this.request = request;
  1610. _this.name = "LoadFileError";
  1611. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1612. return _this;
  1613. }
  1614. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1615. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1616. // Polyfill for Object.setPrototypeOf if necessary.
  1617. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1618. return LoadFileError;
  1619. }(Error));
  1620. BABYLON.LoadFileError = LoadFileError;
  1621. /**
  1622. * Class used to define a retry strategy when error happens while loading assets
  1623. */
  1624. var RetryStrategy = /** @class */ (function () {
  1625. function RetryStrategy() {
  1626. }
  1627. /**
  1628. * Function used to defines an exponential back off strategy
  1629. * @param maxRetries defines the maximum number of retries (3 by default)
  1630. * @param baseInterval defines the interval between retries
  1631. * @returns the strategy function to use
  1632. */
  1633. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1634. if (maxRetries === void 0) { maxRetries = 3; }
  1635. if (baseInterval === void 0) { baseInterval = 500; }
  1636. return function (url, request, retryIndex) {
  1637. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1638. return -1;
  1639. }
  1640. return Math.pow(2, retryIndex) * baseInterval;
  1641. };
  1642. };
  1643. return RetryStrategy;
  1644. }());
  1645. BABYLON.RetryStrategy = RetryStrategy;
  1646. // Screenshots
  1647. var screenshotCanvas;
  1648. var cloneValue = function (source, destinationObject) {
  1649. if (!source) {
  1650. return null;
  1651. }
  1652. if (source instanceof BABYLON.Mesh) {
  1653. return null;
  1654. }
  1655. if (source instanceof BABYLON.SubMesh) {
  1656. return source.clone(destinationObject);
  1657. }
  1658. else if (source.clone) {
  1659. return source.clone();
  1660. }
  1661. return null;
  1662. };
  1663. /**
  1664. * Class containing a set of static utilities functions
  1665. */
  1666. var Tools = /** @class */ (function () {
  1667. function Tools() {
  1668. }
  1669. /**
  1670. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1671. * @param u defines the coordinate on X axis
  1672. * @param v defines the coordinate on Y axis
  1673. * @param width defines the width of the source data
  1674. * @param height defines the height of the source data
  1675. * @param pixels defines the source byte array
  1676. * @param color defines the output color
  1677. */
  1678. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1679. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1680. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1681. var position = (wrappedU + wrappedV * width) * 4;
  1682. color.r = pixels[position] / 255;
  1683. color.g = pixels[position + 1] / 255;
  1684. color.b = pixels[position + 2] / 255;
  1685. color.a = pixels[position + 3] / 255;
  1686. };
  1687. /**
  1688. * Interpolates between a and b via alpha
  1689. * @param a The lower value (returned when alpha = 0)
  1690. * @param b The upper value (returned when alpha = 1)
  1691. * @param alpha The interpolation-factor
  1692. * @return The mixed value
  1693. */
  1694. Tools.Mix = function (a, b, alpha) {
  1695. return a * (1 - alpha) + b * alpha;
  1696. };
  1697. /**
  1698. * Tries to instantiate a new object from a given class name
  1699. * @param className defines the class name to instantiate
  1700. * @returns the new object or null if the system was not able to do the instantiation
  1701. */
  1702. Tools.Instantiate = function (className) {
  1703. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1704. return Tools.RegisteredExternalClasses[className];
  1705. }
  1706. var arr = className.split(".");
  1707. var fn = (window || this);
  1708. for (var i = 0, len = arr.length; i < len; i++) {
  1709. fn = fn[arr[i]];
  1710. }
  1711. if (typeof fn !== "function") {
  1712. return null;
  1713. }
  1714. return fn;
  1715. };
  1716. /**
  1717. * Provides a slice function that will work even on IE
  1718. * @param data defines the array to slice
  1719. * @param start defines the start of the data (optional)
  1720. * @param end defines the end of the data (optional)
  1721. * @returns the new sliced array
  1722. */
  1723. Tools.Slice = function (data, start, end) {
  1724. if (data.slice) {
  1725. return data.slice(start, end);
  1726. }
  1727. return Array.prototype.slice.call(data, start, end);
  1728. };
  1729. /**
  1730. * Polyfill for setImmediate
  1731. * @param action defines the action to execute after the current execution block
  1732. */
  1733. Tools.SetImmediate = function (action) {
  1734. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1735. window.setImmediate(action);
  1736. }
  1737. else {
  1738. setTimeout(action, 1);
  1739. }
  1740. };
  1741. /**
  1742. * Function indicating if a number is an exponent of 2
  1743. * @param value defines the value to test
  1744. * @returns true if the value is an exponent of 2
  1745. */
  1746. Tools.IsExponentOfTwo = function (value) {
  1747. var count = 1;
  1748. do {
  1749. count *= 2;
  1750. } while (count < value);
  1751. return count === value;
  1752. };
  1753. /**
  1754. * Returns the nearest 32-bit single precision float representation of a Number
  1755. * @param value A Number. If the parameter is of a different type, it will get converted
  1756. * to a number or to NaN if it cannot be converted
  1757. * @returns number
  1758. */
  1759. Tools.FloatRound = function (value) {
  1760. if (Math.fround) {
  1761. return Math.fround(value);
  1762. }
  1763. return (Tools._tmpFloatArray[0] = value);
  1764. };
  1765. /**
  1766. * Find the next highest power of two.
  1767. * @param x Number to start search from.
  1768. * @return Next highest power of two.
  1769. */
  1770. Tools.CeilingPOT = function (x) {
  1771. x--;
  1772. x |= x >> 1;
  1773. x |= x >> 2;
  1774. x |= x >> 4;
  1775. x |= x >> 8;
  1776. x |= x >> 16;
  1777. x++;
  1778. return x;
  1779. };
  1780. /**
  1781. * Find the next lowest power of two.
  1782. * @param x Number to start search from.
  1783. * @return Next lowest power of two.
  1784. */
  1785. Tools.FloorPOT = function (x) {
  1786. x = x | (x >> 1);
  1787. x = x | (x >> 2);
  1788. x = x | (x >> 4);
  1789. x = x | (x >> 8);
  1790. x = x | (x >> 16);
  1791. return x - (x >> 1);
  1792. };
  1793. /**
  1794. * Find the nearest power of two.
  1795. * @param x Number to start search from.
  1796. * @return Next nearest power of two.
  1797. */
  1798. Tools.NearestPOT = function (x) {
  1799. var c = Tools.CeilingPOT(x);
  1800. var f = Tools.FloorPOT(x);
  1801. return (c - x) > (x - f) ? f : c;
  1802. };
  1803. /**
  1804. * Get the closest exponent of two
  1805. * @param value defines the value to approximate
  1806. * @param max defines the maximum value to return
  1807. * @param mode defines how to define the closest value
  1808. * @returns closest exponent of two of the given value
  1809. */
  1810. Tools.GetExponentOfTwo = function (value, max, mode) {
  1811. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1812. var pot;
  1813. switch (mode) {
  1814. case BABYLON.Engine.SCALEMODE_FLOOR:
  1815. pot = Tools.FloorPOT(value);
  1816. break;
  1817. case BABYLON.Engine.SCALEMODE_NEAREST:
  1818. pot = Tools.NearestPOT(value);
  1819. break;
  1820. case BABYLON.Engine.SCALEMODE_CEILING:
  1821. default:
  1822. pot = Tools.CeilingPOT(value);
  1823. break;
  1824. }
  1825. return Math.min(pot, max);
  1826. };
  1827. /**
  1828. * Extracts the filename from a path
  1829. * @param path defines the path to use
  1830. * @returns the filename
  1831. */
  1832. Tools.GetFilename = function (path) {
  1833. var index = path.lastIndexOf("/");
  1834. if (index < 0) {
  1835. return path;
  1836. }
  1837. return path.substring(index + 1);
  1838. };
  1839. /**
  1840. * Extracts the "folder" part of a path (everything before the filename).
  1841. * @param uri The URI to extract the info from
  1842. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1843. * @returns The "folder" part of the path
  1844. */
  1845. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1846. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1847. var index = uri.lastIndexOf("/");
  1848. if (index < 0) {
  1849. if (returnUnchangedIfNoSlash) {
  1850. return uri;
  1851. }
  1852. return "";
  1853. }
  1854. return uri.substring(0, index + 1);
  1855. };
  1856. /**
  1857. * Extracts text content from a DOM element hierarchy
  1858. * @param element defines the root element
  1859. * @returns a string
  1860. */
  1861. Tools.GetDOMTextContent = function (element) {
  1862. var result = "";
  1863. var child = element.firstChild;
  1864. while (child) {
  1865. if (child.nodeType === 3) {
  1866. result += child.textContent;
  1867. }
  1868. child = (child.nextSibling);
  1869. }
  1870. return result;
  1871. };
  1872. /**
  1873. * Convert an angle in radians to degrees
  1874. * @param angle defines the angle to convert
  1875. * @returns the angle in degrees
  1876. */
  1877. Tools.ToDegrees = function (angle) {
  1878. return angle * 180 / Math.PI;
  1879. };
  1880. /**
  1881. * Convert an angle in degrees to radians
  1882. * @param angle defines the angle to convert
  1883. * @returns the angle in radians
  1884. */
  1885. Tools.ToRadians = function (angle) {
  1886. return angle * Math.PI / 180;
  1887. };
  1888. /**
  1889. * Encode a buffer to a base64 string
  1890. * @param buffer defines the buffer to encode
  1891. * @returns the encoded string
  1892. */
  1893. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1894. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1895. var output = "";
  1896. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1897. var i = 0;
  1898. var bytes = new Uint8Array(buffer);
  1899. while (i < bytes.length) {
  1900. chr1 = bytes[i++];
  1901. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1902. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1903. enc1 = chr1 >> 2;
  1904. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1905. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1906. enc4 = chr3 & 63;
  1907. if (isNaN(chr2)) {
  1908. enc3 = enc4 = 64;
  1909. }
  1910. else if (isNaN(chr3)) {
  1911. enc4 = 64;
  1912. }
  1913. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1914. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1915. }
  1916. return "data:image/png;base64," + output;
  1917. };
  1918. /**
  1919. * Extracts minimum and maximum values from a list of indexed positions
  1920. * @param positions defines the positions to use
  1921. * @param indices defines the indices to the positions
  1922. * @param indexStart defines the start index
  1923. * @param indexCount defines the end index
  1924. * @param bias defines bias value to add to the result
  1925. * @return minimum and maximum values
  1926. */
  1927. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1928. if (bias === void 0) { bias = null; }
  1929. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1930. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1931. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1932. var offset = indices[index] * 3;
  1933. var x = positions[offset];
  1934. var y = positions[offset + 1];
  1935. var z = positions[offset + 2];
  1936. minimum.minimizeInPlaceFromFloats(x, y, z);
  1937. maximum.maximizeInPlaceFromFloats(x, y, z);
  1938. }
  1939. if (bias) {
  1940. minimum.x -= minimum.x * bias.x + bias.y;
  1941. minimum.y -= minimum.y * bias.x + bias.y;
  1942. minimum.z -= minimum.z * bias.x + bias.y;
  1943. maximum.x += maximum.x * bias.x + bias.y;
  1944. maximum.y += maximum.y * bias.x + bias.y;
  1945. maximum.z += maximum.z * bias.x + bias.y;
  1946. }
  1947. return {
  1948. minimum: minimum,
  1949. maximum: maximum
  1950. };
  1951. };
  1952. /**
  1953. * Extracts minimum and maximum values from a list of positions
  1954. * @param positions defines the positions to use
  1955. * @param start defines the start index in the positions array
  1956. * @param count defines the number of positions to handle
  1957. * @param bias defines bias value to add to the result
  1958. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1959. * @return minimum and maximum values
  1960. */
  1961. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1962. if (bias === void 0) { bias = null; }
  1963. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1964. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1965. if (!stride) {
  1966. stride = 3;
  1967. }
  1968. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1969. var x = positions[offset];
  1970. var y = positions[offset + 1];
  1971. var z = positions[offset + 2];
  1972. minimum.minimizeInPlaceFromFloats(x, y, z);
  1973. maximum.maximizeInPlaceFromFloats(x, y, z);
  1974. }
  1975. if (bias) {
  1976. minimum.x -= minimum.x * bias.x + bias.y;
  1977. minimum.y -= minimum.y * bias.x + bias.y;
  1978. minimum.z -= minimum.z * bias.x + bias.y;
  1979. maximum.x += maximum.x * bias.x + bias.y;
  1980. maximum.y += maximum.y * bias.x + bias.y;
  1981. maximum.z += maximum.z * bias.x + bias.y;
  1982. }
  1983. return {
  1984. minimum: minimum,
  1985. maximum: maximum
  1986. };
  1987. };
  1988. /**
  1989. * Returns an array if obj is not an array
  1990. * @param obj defines the object to evaluate as an array
  1991. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1992. * @returns either obj directly if obj is an array or a new array containing obj
  1993. */
  1994. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1995. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1996. return null;
  1997. }
  1998. return Array.isArray(obj) ? obj : [obj];
  1999. };
  2000. /**
  2001. * Returns an array of the given size filled with element built from the given constructor and the paramters
  2002. * @param size the number of element to construct and put in the array
  2003. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  2004. * @returns a new array filled with new objects
  2005. */
  2006. Tools.BuildArray = function (size, itemBuilder) {
  2007. var a = [];
  2008. for (var i = 0; i < size; ++i) {
  2009. a.push(itemBuilder());
  2010. }
  2011. return a;
  2012. };
  2013. /**
  2014. * Gets the pointer prefix to use
  2015. * @returns "pointer" if touch is enabled. Else returns "mouse"
  2016. */
  2017. Tools.GetPointerPrefix = function () {
  2018. var eventPrefix = "pointer";
  2019. // Check if pointer events are supported
  2020. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  2021. eventPrefix = "mouse";
  2022. }
  2023. return eventPrefix;
  2024. };
  2025. /**
  2026. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  2027. * @param func - the function to be called
  2028. * @param requester - the object that will request the next frame. Falls back to window.
  2029. * @returns frame number
  2030. */
  2031. Tools.QueueNewFrame = function (func, requester) {
  2032. if (!Tools.IsWindowObjectExist()) {
  2033. return setTimeout(func, 16);
  2034. }
  2035. if (!requester) {
  2036. requester = window;
  2037. }
  2038. if (requester.requestAnimationFrame) {
  2039. return requester.requestAnimationFrame(func);
  2040. }
  2041. else if (requester.msRequestAnimationFrame) {
  2042. return requester.msRequestAnimationFrame(func);
  2043. }
  2044. else if (requester.webkitRequestAnimationFrame) {
  2045. return requester.webkitRequestAnimationFrame(func);
  2046. }
  2047. else if (requester.mozRequestAnimationFrame) {
  2048. return requester.mozRequestAnimationFrame(func);
  2049. }
  2050. else if (requester.oRequestAnimationFrame) {
  2051. return requester.oRequestAnimationFrame(func);
  2052. }
  2053. else {
  2054. return window.setTimeout(func, 16);
  2055. }
  2056. };
  2057. /**
  2058. * Ask the browser to promote the current element to fullscreen rendering mode
  2059. * @param element defines the DOM element to promote
  2060. */
  2061. Tools.RequestFullscreen = function (element) {
  2062. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  2063. if (!requestFunction) {
  2064. return;
  2065. }
  2066. requestFunction.call(element);
  2067. };
  2068. /**
  2069. * Asks the browser to exit fullscreen mode
  2070. */
  2071. Tools.ExitFullscreen = function () {
  2072. if (document.exitFullscreen) {
  2073. document.exitFullscreen();
  2074. }
  2075. else if (document.mozCancelFullScreen) {
  2076. document.mozCancelFullScreen();
  2077. }
  2078. else if (document.webkitCancelFullScreen) {
  2079. document.webkitCancelFullScreen();
  2080. }
  2081. else if (document.msCancelFullScreen) {
  2082. document.msCancelFullScreen();
  2083. }
  2084. };
  2085. /**
  2086. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2087. * @param url define the url we are trying
  2088. * @param element define the dom element where to configure the cors policy
  2089. */
  2090. Tools.SetCorsBehavior = function (url, element) {
  2091. if (url && url.indexOf("data:") === 0) {
  2092. return;
  2093. }
  2094. if (Tools.CorsBehavior) {
  2095. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2096. element.crossOrigin = Tools.CorsBehavior;
  2097. }
  2098. else {
  2099. var result = Tools.CorsBehavior(url);
  2100. if (result) {
  2101. element.crossOrigin = result;
  2102. }
  2103. }
  2104. }
  2105. };
  2106. // External files
  2107. /**
  2108. * Removes unwanted characters from an url
  2109. * @param url defines the url to clean
  2110. * @returns the cleaned url
  2111. */
  2112. Tools.CleanUrl = function (url) {
  2113. url = url.replace(/#/mg, "%23");
  2114. return url;
  2115. };
  2116. /**
  2117. * Loads an image as an HTMLImageElement.
  2118. * @param input url string, ArrayBuffer, or Blob to load
  2119. * @param onLoad callback called when the image successfully loads
  2120. * @param onError callback called when the image fails to load
  2121. * @param offlineProvider offline provider for caching
  2122. * @returns the HTMLImageElement of the loaded image
  2123. */
  2124. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2125. var url;
  2126. var usingObjectURL = false;
  2127. if (input instanceof ArrayBuffer) {
  2128. url = URL.createObjectURL(new Blob([input]));
  2129. usingObjectURL = true;
  2130. }
  2131. else if (input instanceof Blob) {
  2132. url = URL.createObjectURL(input);
  2133. usingObjectURL = true;
  2134. }
  2135. else {
  2136. url = Tools.CleanUrl(input);
  2137. url = Tools.PreprocessUrl(input);
  2138. }
  2139. var img = new Image();
  2140. Tools.SetCorsBehavior(url, img);
  2141. var loadHandler = function () {
  2142. if (usingObjectURL && img.src) {
  2143. URL.revokeObjectURL(img.src);
  2144. }
  2145. img.removeEventListener("load", loadHandler);
  2146. img.removeEventListener("error", errorHandler);
  2147. onLoad(img);
  2148. };
  2149. var errorHandler = function (err) {
  2150. if (usingObjectURL && img.src) {
  2151. URL.revokeObjectURL(img.src);
  2152. }
  2153. img.removeEventListener("load", loadHandler);
  2154. img.removeEventListener("error", errorHandler);
  2155. Tools.Error("Error while trying to load image: " + input);
  2156. if (onError) {
  2157. onError("Error while trying to load image: " + input, err);
  2158. }
  2159. };
  2160. img.addEventListener("load", loadHandler);
  2161. img.addEventListener("error", errorHandler);
  2162. var noOfflineSupport = function () {
  2163. img.src = url;
  2164. };
  2165. var loadFromOfflineSupport = function () {
  2166. if (offlineProvider) {
  2167. offlineProvider.loadImage(url, img);
  2168. }
  2169. };
  2170. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2171. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2172. }
  2173. else {
  2174. if (url.indexOf("file:") !== -1) {
  2175. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2176. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2177. try {
  2178. var blobURL;
  2179. try {
  2180. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2181. }
  2182. catch (ex) {
  2183. // Chrome doesn't support oneTimeOnly parameter
  2184. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2185. }
  2186. img.src = blobURL;
  2187. usingObjectURL = true;
  2188. }
  2189. catch (e) {
  2190. img.src = "";
  2191. }
  2192. return img;
  2193. }
  2194. }
  2195. noOfflineSupport();
  2196. }
  2197. return img;
  2198. };
  2199. /**
  2200. * Loads a file
  2201. * @param url url string, ArrayBuffer, or Blob to load
  2202. * @param onSuccess callback called when the file successfully loads
  2203. * @param onProgress callback called while file is loading (if the server supports this mode)
  2204. * @param offlineProvider defines the offline provider for caching
  2205. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2206. * @param onError callback called when the file fails to load
  2207. * @returns a file request object
  2208. */
  2209. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2210. url = Tools.CleanUrl(url);
  2211. url = Tools.PreprocessUrl(url);
  2212. // If file and file input are set
  2213. if (url.indexOf("file:") !== -1) {
  2214. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2215. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2216. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2217. }
  2218. }
  2219. var loadUrl = Tools.BaseUrl + url;
  2220. var aborted = false;
  2221. var fileRequest = {
  2222. onCompleteObservable: new BABYLON.Observable(),
  2223. abort: function () { return aborted = true; },
  2224. };
  2225. var requestFile = function () {
  2226. var request = new XMLHttpRequest();
  2227. var retryHandle = null;
  2228. fileRequest.abort = function () {
  2229. aborted = true;
  2230. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2231. request.abort();
  2232. }
  2233. if (retryHandle !== null) {
  2234. clearTimeout(retryHandle);
  2235. retryHandle = null;
  2236. }
  2237. };
  2238. var retryLoop = function (retryIndex) {
  2239. request.open('GET', loadUrl, true);
  2240. if (useArrayBuffer) {
  2241. request.responseType = "arraybuffer";
  2242. }
  2243. if (onProgress) {
  2244. request.addEventListener("progress", onProgress);
  2245. }
  2246. var onLoadEnd = function () {
  2247. request.removeEventListener("loadend", onLoadEnd);
  2248. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2249. fileRequest.onCompleteObservable.clear();
  2250. };
  2251. request.addEventListener("loadend", onLoadEnd);
  2252. var onReadyStateChange = function () {
  2253. if (aborted) {
  2254. return;
  2255. }
  2256. // In case of undefined state in some browsers.
  2257. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2258. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2259. request.removeEventListener("readystatechange", onReadyStateChange);
  2260. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2261. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2262. return;
  2263. }
  2264. var retryStrategy = Tools.DefaultRetryStrategy;
  2265. if (retryStrategy) {
  2266. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2267. if (waitTime !== -1) {
  2268. // Prevent the request from completing for retry.
  2269. request.removeEventListener("loadend", onLoadEnd);
  2270. request = new XMLHttpRequest();
  2271. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2272. return;
  2273. }
  2274. }
  2275. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2276. if (onError) {
  2277. onError(request, e);
  2278. }
  2279. else {
  2280. throw e;
  2281. }
  2282. }
  2283. };
  2284. request.addEventListener("readystatechange", onReadyStateChange);
  2285. if (Tools.UseCustomRequestHeaders) {
  2286. Tools.InjectCustomRequestHeaders(request);
  2287. }
  2288. request.send();
  2289. };
  2290. retryLoop(0);
  2291. };
  2292. // Caching all files
  2293. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2294. var noOfflineSupport_1 = function (request) {
  2295. if (request && request.status > 400) {
  2296. if (onError) {
  2297. onError(request);
  2298. }
  2299. }
  2300. else {
  2301. if (!aborted) {
  2302. requestFile();
  2303. }
  2304. }
  2305. };
  2306. var loadFromOfflineSupport = function () {
  2307. // TODO: database needs to support aborting and should return a IFileRequest
  2308. if (aborted) {
  2309. return;
  2310. }
  2311. if (offlineProvider) {
  2312. offlineProvider.loadFile(url, function (data) {
  2313. if (!aborted) {
  2314. onSuccess(data);
  2315. }
  2316. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2317. }, onProgress ? function (event) {
  2318. if (!aborted) {
  2319. onProgress(event);
  2320. }
  2321. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2322. }
  2323. };
  2324. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2325. }
  2326. else {
  2327. requestFile();
  2328. }
  2329. return fileRequest;
  2330. };
  2331. /**
  2332. * Load a script (identified by an url). When the url returns, the
  2333. * content of this file is added into a new script element, attached to the DOM (body element)
  2334. * @param scriptUrl defines the url of the script to laod
  2335. * @param onSuccess defines the callback called when the script is loaded
  2336. * @param onError defines the callback to call if an error occurs
  2337. */
  2338. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2339. if (!Tools.IsWindowObjectExist()) {
  2340. return;
  2341. }
  2342. var head = document.getElementsByTagName('head')[0];
  2343. var script = document.createElement('script');
  2344. script.type = 'text/javascript';
  2345. script.src = scriptUrl;
  2346. script.onload = function () {
  2347. if (onSuccess) {
  2348. onSuccess();
  2349. }
  2350. };
  2351. script.onerror = function (e) {
  2352. if (onError) {
  2353. onError("Unable to load script '" + scriptUrl + "'", e);
  2354. }
  2355. };
  2356. head.appendChild(script);
  2357. };
  2358. /**
  2359. * Loads a file from a blob
  2360. * @param fileToLoad defines the blob to use
  2361. * @param callback defines the callback to call when data is loaded
  2362. * @param progressCallback defines the callback to call during loading process
  2363. * @returns a file request object
  2364. */
  2365. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2366. var reader = new FileReader();
  2367. var request = {
  2368. onCompleteObservable: new BABYLON.Observable(),
  2369. abort: function () { return reader.abort(); },
  2370. };
  2371. reader.onloadend = function (e) {
  2372. request.onCompleteObservable.notifyObservers(request);
  2373. };
  2374. reader.onload = function (e) {
  2375. //target doesn't have result from ts 1.3
  2376. callback(e.target['result']);
  2377. };
  2378. reader.onprogress = progressCallback;
  2379. reader.readAsDataURL(fileToLoad);
  2380. return request;
  2381. };
  2382. /**
  2383. * Loads a file
  2384. * @param fileToLoad defines the file to load
  2385. * @param callback defines the callback to call when data is loaded
  2386. * @param progressCallBack defines the callback to call during loading process
  2387. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2388. * @returns a file request object
  2389. */
  2390. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2391. var reader = new FileReader();
  2392. var request = {
  2393. onCompleteObservable: new BABYLON.Observable(),
  2394. abort: function () { return reader.abort(); },
  2395. };
  2396. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2397. reader.onerror = function (e) {
  2398. Tools.Log("Error while reading file: " + fileToLoad.name);
  2399. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2400. };
  2401. reader.onload = function (e) {
  2402. //target doesn't have result from ts 1.3
  2403. callback(e.target['result']);
  2404. };
  2405. if (progressCallBack) {
  2406. reader.onprogress = progressCallBack;
  2407. }
  2408. if (!useArrayBuffer) {
  2409. // Asynchronous read
  2410. reader.readAsText(fileToLoad);
  2411. }
  2412. else {
  2413. reader.readAsArrayBuffer(fileToLoad);
  2414. }
  2415. return request;
  2416. };
  2417. /**
  2418. * Creates a data url from a given string content
  2419. * @param content defines the content to convert
  2420. * @returns the new data url link
  2421. */
  2422. Tools.FileAsURL = function (content) {
  2423. var fileBlob = new Blob([content]);
  2424. var url = window.URL || window.webkitURL;
  2425. var link = url.createObjectURL(fileBlob);
  2426. return link;
  2427. };
  2428. /**
  2429. * Format the given number to a specific decimal format
  2430. * @param value defines the number to format
  2431. * @param decimals defines the number of decimals to use
  2432. * @returns the formatted string
  2433. */
  2434. Tools.Format = function (value, decimals) {
  2435. if (decimals === void 0) { decimals = 2; }
  2436. return value.toFixed(decimals);
  2437. };
  2438. /**
  2439. * Checks if a given vector is inside a specific range
  2440. * @param v defines the vector to test
  2441. * @param min defines the minimum range
  2442. * @param max defines the maximum range
  2443. */
  2444. Tools.CheckExtends = function (v, min, max) {
  2445. min.minimizeInPlace(v);
  2446. max.maximizeInPlace(v);
  2447. };
  2448. /**
  2449. * Tries to copy an object by duplicating every property
  2450. * @param source defines the source object
  2451. * @param destination defines the target object
  2452. * @param doNotCopyList defines a list of properties to avoid
  2453. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2454. */
  2455. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2456. for (var prop in source) {
  2457. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2458. continue;
  2459. }
  2460. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2461. continue;
  2462. }
  2463. var sourceValue = source[prop];
  2464. var typeOfSourceValue = typeof sourceValue;
  2465. if (typeOfSourceValue === "function") {
  2466. continue;
  2467. }
  2468. try {
  2469. if (typeOfSourceValue === "object") {
  2470. if (sourceValue instanceof Array) {
  2471. destination[prop] = [];
  2472. if (sourceValue.length > 0) {
  2473. if (typeof sourceValue[0] == "object") {
  2474. for (var index = 0; index < sourceValue.length; index++) {
  2475. var clonedValue = cloneValue(sourceValue[index], destination);
  2476. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2477. destination[prop].push(clonedValue);
  2478. }
  2479. }
  2480. }
  2481. else {
  2482. destination[prop] = sourceValue.slice(0);
  2483. }
  2484. }
  2485. }
  2486. else {
  2487. destination[prop] = cloneValue(sourceValue, destination);
  2488. }
  2489. }
  2490. else {
  2491. destination[prop] = sourceValue;
  2492. }
  2493. }
  2494. catch (e) {
  2495. // Just ignore error (it could be because of a read-only property)
  2496. }
  2497. }
  2498. };
  2499. /**
  2500. * Gets a boolean indicating if the given object has no own property
  2501. * @param obj defines the object to test
  2502. * @returns true if object has no own property
  2503. */
  2504. Tools.IsEmpty = function (obj) {
  2505. for (var i in obj) {
  2506. if (obj.hasOwnProperty(i)) {
  2507. return false;
  2508. }
  2509. }
  2510. return true;
  2511. };
  2512. /**
  2513. * Function used to register events at window level
  2514. * @param events defines the events to register
  2515. */
  2516. Tools.RegisterTopRootEvents = function (events) {
  2517. for (var index = 0; index < events.length; index++) {
  2518. var event = events[index];
  2519. window.addEventListener(event.name, event.handler, false);
  2520. try {
  2521. if (window.parent) {
  2522. window.parent.addEventListener(event.name, event.handler, false);
  2523. }
  2524. }
  2525. catch (e) {
  2526. // Silently fails...
  2527. }
  2528. }
  2529. };
  2530. /**
  2531. * Function used to unregister events from window level
  2532. * @param events defines the events to unregister
  2533. */
  2534. Tools.UnregisterTopRootEvents = function (events) {
  2535. for (var index = 0; index < events.length; index++) {
  2536. var event = events[index];
  2537. window.removeEventListener(event.name, event.handler);
  2538. try {
  2539. if (window.parent) {
  2540. window.parent.removeEventListener(event.name, event.handler);
  2541. }
  2542. }
  2543. catch (e) {
  2544. // Silently fails...
  2545. }
  2546. }
  2547. };
  2548. /**
  2549. * Dumps the current bound framebuffer
  2550. * @param width defines the rendering width
  2551. * @param height defines the rendering height
  2552. * @param engine defines the hosting engine
  2553. * @param successCallback defines the callback triggered once the data are available
  2554. * @param mimeType defines the mime type of the result
  2555. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2556. */
  2557. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2558. if (mimeType === void 0) { mimeType = "image/png"; }
  2559. // Read the contents of the framebuffer
  2560. var numberOfChannelsByLine = width * 4;
  2561. var halfHeight = height / 2;
  2562. //Reading datas from WebGL
  2563. var data = engine.readPixels(0, 0, width, height);
  2564. //To flip image on Y axis.
  2565. for (var i = 0; i < halfHeight; i++) {
  2566. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2567. var currentCell = j + i * numberOfChannelsByLine;
  2568. var targetLine = height - i - 1;
  2569. var targetCell = j + targetLine * numberOfChannelsByLine;
  2570. var temp = data[currentCell];
  2571. data[currentCell] = data[targetCell];
  2572. data[targetCell] = temp;
  2573. }
  2574. }
  2575. // Create a 2D canvas to store the result
  2576. if (!screenshotCanvas) {
  2577. screenshotCanvas = document.createElement('canvas');
  2578. }
  2579. screenshotCanvas.width = width;
  2580. screenshotCanvas.height = height;
  2581. var context = screenshotCanvas.getContext('2d');
  2582. if (context) {
  2583. // Copy the pixels to a 2D canvas
  2584. var imageData = context.createImageData(width, height);
  2585. var castData = (imageData.data);
  2586. castData.set(data);
  2587. context.putImageData(imageData, 0, 0);
  2588. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2589. }
  2590. };
  2591. /**
  2592. * Converts the canvas data to blob.
  2593. * This acts as a polyfill for browsers not supporting the to blob function.
  2594. * @param canvas Defines the canvas to extract the data from
  2595. * @param successCallback Defines the callback triggered once the data are available
  2596. * @param mimeType Defines the mime type of the result
  2597. */
  2598. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2599. if (mimeType === void 0) { mimeType = "image/png"; }
  2600. // We need HTMLCanvasElement.toBlob for HD screenshots
  2601. if (!canvas.toBlob) {
  2602. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2603. canvas.toBlob = function (callback, type, quality) {
  2604. var _this = this;
  2605. setTimeout(function () {
  2606. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2607. for (var i = 0; i < len; i++) {
  2608. arr[i] = binStr.charCodeAt(i);
  2609. }
  2610. callback(new Blob([arr]));
  2611. });
  2612. };
  2613. }
  2614. canvas.toBlob(function (blob) {
  2615. successCallback(blob);
  2616. }, mimeType);
  2617. };
  2618. /**
  2619. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2620. * @param successCallback defines the callback triggered once the data are available
  2621. * @param mimeType defines the mime type of the result
  2622. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2623. */
  2624. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2625. if (mimeType === void 0) { mimeType = "image/png"; }
  2626. if (successCallback) {
  2627. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2628. successCallback(base64Image);
  2629. }
  2630. else {
  2631. this.ToBlob(screenshotCanvas, function (blob) {
  2632. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2633. if (("download" in document.createElement("a"))) {
  2634. if (!fileName) {
  2635. var date = new Date();
  2636. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2637. fileName = "screenshot_" + stringDate + ".png";
  2638. }
  2639. Tools.Download(blob, fileName);
  2640. }
  2641. else {
  2642. var url = URL.createObjectURL(blob);
  2643. var newWindow = window.open("");
  2644. if (!newWindow) {
  2645. return;
  2646. }
  2647. var img = newWindow.document.createElement("img");
  2648. img.onload = function () {
  2649. // no longer need to read the blob so it's revoked
  2650. URL.revokeObjectURL(url);
  2651. };
  2652. img.src = url;
  2653. newWindow.document.body.appendChild(img);
  2654. }
  2655. }, mimeType);
  2656. }
  2657. };
  2658. /**
  2659. * Downloads a blob in the browser
  2660. * @param blob defines the blob to download
  2661. * @param fileName defines the name of the downloaded file
  2662. */
  2663. Tools.Download = function (blob, fileName) {
  2664. if (navigator && navigator.msSaveBlob) {
  2665. navigator.msSaveBlob(blob, fileName);
  2666. return;
  2667. }
  2668. var url = window.URL.createObjectURL(blob);
  2669. var a = document.createElement("a");
  2670. document.body.appendChild(a);
  2671. a.style.display = "none";
  2672. a.href = url;
  2673. a.download = fileName;
  2674. a.addEventListener("click", function () {
  2675. if (a.parentElement) {
  2676. a.parentElement.removeChild(a);
  2677. }
  2678. });
  2679. a.click();
  2680. window.URL.revokeObjectURL(url);
  2681. };
  2682. /**
  2683. * Captures a screenshot of the current rendering
  2684. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2685. * @param engine defines the rendering engine
  2686. * @param camera defines the source camera
  2687. * @param size This parameter can be set to a single number or to an object with the
  2688. * following (optional) properties: precision, width, height. If a single number is passed,
  2689. * it will be used for both width and height. If an object is passed, the screenshot size
  2690. * will be derived from the parameters. The precision property is a multiplier allowing
  2691. * rendering at a higher or lower resolution
  2692. * @param successCallback defines the callback receives a single parameter which contains the
  2693. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2694. * src parameter of an <img> to display it
  2695. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2696. * Check your browser for supported MIME types
  2697. */
  2698. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2699. if (mimeType === void 0) { mimeType = "image/png"; }
  2700. var width;
  2701. var height;
  2702. // If a precision value is specified
  2703. if (size.precision) {
  2704. width = Math.round(engine.getRenderWidth() * size.precision);
  2705. height = Math.round(width / engine.getAspectRatio(camera));
  2706. }
  2707. else if (size.width && size.height) {
  2708. width = size.width;
  2709. height = size.height;
  2710. }
  2711. //If passing only width, computing height to keep display canvas ratio.
  2712. else if (size.width && !size.height) {
  2713. width = size.width;
  2714. height = Math.round(width / engine.getAspectRatio(camera));
  2715. }
  2716. //If passing only height, computing width to keep display canvas ratio.
  2717. else if (size.height && !size.width) {
  2718. height = size.height;
  2719. width = Math.round(height * engine.getAspectRatio(camera));
  2720. }
  2721. //Assuming here that "size" parameter is a number
  2722. else if (!isNaN(size)) {
  2723. height = size;
  2724. width = size;
  2725. }
  2726. else {
  2727. Tools.Error("Invalid 'size' parameter !");
  2728. return;
  2729. }
  2730. if (!screenshotCanvas) {
  2731. screenshotCanvas = document.createElement('canvas');
  2732. }
  2733. screenshotCanvas.width = width;
  2734. screenshotCanvas.height = height;
  2735. var renderContext = screenshotCanvas.getContext("2d");
  2736. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2737. var newWidth = width;
  2738. var newHeight = newWidth / ratio;
  2739. if (newHeight > height) {
  2740. newHeight = height;
  2741. newWidth = newHeight * ratio;
  2742. }
  2743. var offsetX = Math.max(0, width - newWidth) / 2;
  2744. var offsetY = Math.max(0, height - newHeight) / 2;
  2745. var renderingCanvas = engine.getRenderingCanvas();
  2746. if (renderContext && renderingCanvas) {
  2747. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2748. }
  2749. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2750. };
  2751. /**
  2752. * Generates an image screenshot from the specified camera.
  2753. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2754. * @param engine The engine to use for rendering
  2755. * @param camera The camera to use for rendering
  2756. * @param size This parameter can be set to a single number or to an object with the
  2757. * following (optional) properties: precision, width, height. If a single number is passed,
  2758. * it will be used for both width and height. If an object is passed, the screenshot size
  2759. * will be derived from the parameters. The precision property is a multiplier allowing
  2760. * rendering at a higher or lower resolution
  2761. * @param successCallback The callback receives a single parameter which contains the
  2762. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2763. * src parameter of an <img> to display it
  2764. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2765. * Check your browser for supported MIME types
  2766. * @param samples Texture samples (default: 1)
  2767. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2768. * @param fileName A name for for the downloaded file.
  2769. */
  2770. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2771. if (mimeType === void 0) { mimeType = "image/png"; }
  2772. if (samples === void 0) { samples = 1; }
  2773. if (antialiasing === void 0) { antialiasing = false; }
  2774. var width;
  2775. var height;
  2776. //If a precision value is specified
  2777. if (size.precision) {
  2778. width = Math.round(engine.getRenderWidth() * size.precision);
  2779. height = Math.round(width / engine.getAspectRatio(camera));
  2780. size = { width: width, height: height };
  2781. }
  2782. else if (size.width && size.height) {
  2783. width = size.width;
  2784. height = size.height;
  2785. }
  2786. //If passing only width, computing height to keep display canvas ratio.
  2787. else if (size.width && !size.height) {
  2788. width = size.width;
  2789. height = Math.round(width / engine.getAspectRatio(camera));
  2790. size = { width: width, height: height };
  2791. }
  2792. //If passing only height, computing width to keep display canvas ratio.
  2793. else if (size.height && !size.width) {
  2794. height = size.height;
  2795. width = Math.round(height * engine.getAspectRatio(camera));
  2796. size = { width: width, height: height };
  2797. }
  2798. //Assuming here that "size" parameter is a number
  2799. else if (!isNaN(size)) {
  2800. height = size;
  2801. width = size;
  2802. }
  2803. else {
  2804. Tools.Error("Invalid 'size' parameter !");
  2805. return;
  2806. }
  2807. var scene = camera.getScene();
  2808. var previousCamera = null;
  2809. if (scene.activeCamera !== camera) {
  2810. previousCamera = scene.activeCamera;
  2811. scene.activeCamera = camera;
  2812. }
  2813. var renderCanvas = engine.getRenderingCanvas();
  2814. if (!renderCanvas) {
  2815. Tools.Error("No rendering canvas found !");
  2816. return;
  2817. }
  2818. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2819. engine.setSize(width, height);
  2820. scene.render();
  2821. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2822. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2823. texture.renderList = null;
  2824. texture.samples = samples;
  2825. if (antialiasing) {
  2826. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2827. }
  2828. texture.onAfterRenderObservable.add(function () {
  2829. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2830. });
  2831. scene.incrementRenderId();
  2832. scene.resetCachedMaterial();
  2833. texture.render(true);
  2834. texture.dispose();
  2835. if (previousCamera) {
  2836. scene.activeCamera = previousCamera;
  2837. }
  2838. engine.setSize(originalSize.width, originalSize.height);
  2839. camera.getProjectionMatrix(true); // Force cache refresh;
  2840. };
  2841. /**
  2842. * Validates if xhr data is correct
  2843. * @param xhr defines the request to validate
  2844. * @param dataType defines the expected data type
  2845. * @returns true if data is correct
  2846. */
  2847. Tools.ValidateXHRData = function (xhr, dataType) {
  2848. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2849. if (dataType === void 0) { dataType = 7; }
  2850. try {
  2851. if (dataType & 1) {
  2852. if (xhr.responseText && xhr.responseText.length > 0) {
  2853. return true;
  2854. }
  2855. else if (dataType === 1) {
  2856. return false;
  2857. }
  2858. }
  2859. if (dataType & 2) {
  2860. // Check header width and height since there is no "TGA" magic number
  2861. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2862. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2863. return true;
  2864. }
  2865. else if (dataType === 2) {
  2866. return false;
  2867. }
  2868. }
  2869. if (dataType & 4) {
  2870. // Check for the "DDS" magic number
  2871. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2872. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2873. return true;
  2874. }
  2875. else {
  2876. return false;
  2877. }
  2878. }
  2879. }
  2880. catch (e) {
  2881. // Global protection
  2882. }
  2883. return false;
  2884. };
  2885. /**
  2886. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2887. * Be aware Math.random() could cause collisions, but:
  2888. * "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"
  2889. * @returns a pseudo random id
  2890. */
  2891. Tools.RandomId = function () {
  2892. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2893. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2894. return v.toString(16);
  2895. });
  2896. };
  2897. /**
  2898. * Test if the given uri is a base64 string
  2899. * @param uri The uri to test
  2900. * @return True if the uri is a base64 string or false otherwise
  2901. */
  2902. Tools.IsBase64 = function (uri) {
  2903. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2904. };
  2905. /**
  2906. * Decode the given base64 uri.
  2907. * @param uri The uri to decode
  2908. * @return The decoded base64 data.
  2909. */
  2910. Tools.DecodeBase64 = function (uri) {
  2911. var decodedString = atob(uri.split(",")[1]);
  2912. var bufferLength = decodedString.length;
  2913. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2914. for (var i = 0; i < bufferLength; i++) {
  2915. bufferView[i] = decodedString.charCodeAt(i);
  2916. }
  2917. return bufferView.buffer;
  2918. };
  2919. Tools._AddLogEntry = function (entry) {
  2920. Tools._LogCache = entry + Tools._LogCache;
  2921. if (Tools.OnNewCacheEntry) {
  2922. Tools.OnNewCacheEntry(entry);
  2923. }
  2924. };
  2925. Tools._FormatMessage = function (message) {
  2926. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2927. var date = new Date();
  2928. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2929. };
  2930. Tools._LogDisabled = function (message) {
  2931. // nothing to do
  2932. };
  2933. Tools._LogEnabled = function (message) {
  2934. var formattedMessage = Tools._FormatMessage(message);
  2935. console.log("BJS - " + formattedMessage);
  2936. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2937. Tools._AddLogEntry(entry);
  2938. };
  2939. Tools._WarnDisabled = function (message) {
  2940. // nothing to do
  2941. };
  2942. Tools._WarnEnabled = function (message) {
  2943. var formattedMessage = Tools._FormatMessage(message);
  2944. console.warn("BJS - " + formattedMessage);
  2945. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2946. Tools._AddLogEntry(entry);
  2947. };
  2948. Tools._ErrorDisabled = function (message) {
  2949. // nothing to do
  2950. };
  2951. Tools._ErrorEnabled = function (message) {
  2952. Tools.errorsCount++;
  2953. var formattedMessage = Tools._FormatMessage(message);
  2954. console.error("BJS - " + formattedMessage);
  2955. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2956. Tools._AddLogEntry(entry);
  2957. };
  2958. Object.defineProperty(Tools, "LogCache", {
  2959. /**
  2960. * Gets current log cache (list of logs)
  2961. */
  2962. get: function () {
  2963. return Tools._LogCache;
  2964. },
  2965. enumerable: true,
  2966. configurable: true
  2967. });
  2968. /**
  2969. * Clears the log cache
  2970. */
  2971. Tools.ClearLogCache = function () {
  2972. Tools._LogCache = "";
  2973. Tools.errorsCount = 0;
  2974. };
  2975. Object.defineProperty(Tools, "LogLevels", {
  2976. /**
  2977. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2978. */
  2979. set: function (level) {
  2980. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2981. Tools.Log = Tools._LogEnabled;
  2982. }
  2983. else {
  2984. Tools.Log = Tools._LogDisabled;
  2985. }
  2986. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2987. Tools.Warn = Tools._WarnEnabled;
  2988. }
  2989. else {
  2990. Tools.Warn = Tools._WarnDisabled;
  2991. }
  2992. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2993. Tools.Error = Tools._ErrorEnabled;
  2994. }
  2995. else {
  2996. Tools.Error = Tools._ErrorDisabled;
  2997. }
  2998. },
  2999. enumerable: true,
  3000. configurable: true
  3001. });
  3002. /**
  3003. * Checks if the loaded document was accessed via `file:`-Protocol.
  3004. * @returns boolean
  3005. */
  3006. Tools.IsFileURL = function () {
  3007. return location.protocol === "file:";
  3008. };
  3009. /**
  3010. * Checks if the window object exists
  3011. * @returns true if the window object exists
  3012. */
  3013. Tools.IsWindowObjectExist = function () {
  3014. return (typeof window) !== "undefined";
  3015. };
  3016. Object.defineProperty(Tools, "PerformanceLogLevel", {
  3017. /**
  3018. * Sets the current performance log level
  3019. */
  3020. set: function (level) {
  3021. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  3022. Tools.StartPerformanceCounter = Tools._StartUserMark;
  3023. Tools.EndPerformanceCounter = Tools._EndUserMark;
  3024. return;
  3025. }
  3026. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3027. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3028. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3029. return;
  3030. }
  3031. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3032. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3033. },
  3034. enumerable: true,
  3035. configurable: true
  3036. });
  3037. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3038. };
  3039. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3040. };
  3041. Tools._StartUserMark = function (counterName, condition) {
  3042. if (condition === void 0) { condition = true; }
  3043. if (!Tools._performance) {
  3044. if (!Tools.IsWindowObjectExist()) {
  3045. return;
  3046. }
  3047. Tools._performance = window.performance;
  3048. }
  3049. if (!condition || !Tools._performance.mark) {
  3050. return;
  3051. }
  3052. Tools._performance.mark(counterName + "-Begin");
  3053. };
  3054. Tools._EndUserMark = function (counterName, condition) {
  3055. if (condition === void 0) { condition = true; }
  3056. if (!condition || !Tools._performance.mark) {
  3057. return;
  3058. }
  3059. Tools._performance.mark(counterName + "-End");
  3060. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3061. };
  3062. Tools._StartPerformanceConsole = function (counterName, condition) {
  3063. if (condition === void 0) { condition = true; }
  3064. if (!condition) {
  3065. return;
  3066. }
  3067. Tools._StartUserMark(counterName, condition);
  3068. if (console.time) {
  3069. console.time(counterName);
  3070. }
  3071. };
  3072. Tools._EndPerformanceConsole = function (counterName, condition) {
  3073. if (condition === void 0) { condition = true; }
  3074. if (!condition) {
  3075. return;
  3076. }
  3077. Tools._EndUserMark(counterName, condition);
  3078. if (console.time) {
  3079. console.timeEnd(counterName);
  3080. }
  3081. };
  3082. /**
  3083. * Injects the @see CustomRequestHeaders into the given request
  3084. * @param request the request that should be used for injection
  3085. */
  3086. Tools.InjectCustomRequestHeaders = function (request) {
  3087. for (var key in Tools.CustomRequestHeaders) {
  3088. var val = Tools.CustomRequestHeaders[key];
  3089. if (val) {
  3090. request.setRequestHeader(key, val);
  3091. }
  3092. }
  3093. };
  3094. Object.defineProperty(Tools, "Now", {
  3095. /**
  3096. * Gets either window.performance.now() if supported or Date.now() else
  3097. */
  3098. get: function () {
  3099. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3100. return window.performance.now();
  3101. }
  3102. return Date.now();
  3103. },
  3104. enumerable: true,
  3105. configurable: true
  3106. });
  3107. /**
  3108. * This method will return the name of the class used to create the instance of the given object.
  3109. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3110. * @param object the object to get the class name from
  3111. * @param isType defines if the object is actually a type
  3112. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3113. */
  3114. Tools.GetClassName = function (object, isType) {
  3115. if (isType === void 0) { isType = false; }
  3116. var name = null;
  3117. if (!isType && object.getClassName) {
  3118. name = object.getClassName();
  3119. }
  3120. else {
  3121. if (object instanceof Object) {
  3122. var classObj = isType ? object : Object.getPrototypeOf(object);
  3123. name = classObj.constructor["__bjsclassName__"];
  3124. }
  3125. if (!name) {
  3126. name = typeof object;
  3127. }
  3128. }
  3129. return name;
  3130. };
  3131. /**
  3132. * Gets the first element of an array satisfying a given predicate
  3133. * @param array defines the array to browse
  3134. * @param predicate defines the predicate to use
  3135. * @returns null if not found or the element
  3136. */
  3137. Tools.First = function (array, predicate) {
  3138. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3139. var el = array_1[_i];
  3140. if (predicate(el)) {
  3141. return el;
  3142. }
  3143. }
  3144. return null;
  3145. };
  3146. /**
  3147. * This method will return the name of the full name of the class, including its owning module (if any).
  3148. * 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).
  3149. * @param object the object to get the class name from
  3150. * @param isType defines if the object is actually a type
  3151. * @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.
  3152. * @ignorenaming
  3153. */
  3154. Tools.getFullClassName = function (object, isType) {
  3155. if (isType === void 0) { isType = false; }
  3156. var className = null;
  3157. var moduleName = null;
  3158. if (!isType && object.getClassName) {
  3159. className = object.getClassName();
  3160. }
  3161. else {
  3162. if (object instanceof Object) {
  3163. var classObj = isType ? object : Object.getPrototypeOf(object);
  3164. className = classObj.constructor["__bjsclassName__"];
  3165. moduleName = classObj.constructor["__bjsmoduleName__"];
  3166. }
  3167. if (!className) {
  3168. className = typeof object;
  3169. }
  3170. }
  3171. if (!className) {
  3172. return null;
  3173. }
  3174. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3175. };
  3176. /**
  3177. * Returns a promise that resolves after the given amount of time.
  3178. * @param delay Number of milliseconds to delay
  3179. * @returns Promise that resolves after the given amount of time
  3180. */
  3181. Tools.DelayAsync = function (delay) {
  3182. return new Promise(function (resolve) {
  3183. setTimeout(function () {
  3184. resolve();
  3185. }, delay);
  3186. });
  3187. };
  3188. /**
  3189. * Gets the current gradient from an array of IValueGradient
  3190. * @param ratio defines the current ratio to get
  3191. * @param gradients defines the array of IValueGradient
  3192. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3193. */
  3194. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3195. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3196. var currentGradient = gradients[gradientIndex];
  3197. var nextGradient = gradients[gradientIndex + 1];
  3198. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3199. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3200. updateFunc(currentGradient, nextGradient, scale);
  3201. return;
  3202. }
  3203. }
  3204. // Use last index if over
  3205. var lastIndex = gradients.length - 1;
  3206. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3207. };
  3208. /**
  3209. * Gets or sets the base URL to use to load assets
  3210. */
  3211. Tools.BaseUrl = "";
  3212. /**
  3213. * Enable/Disable Custom HTTP Request Headers globally.
  3214. * default = false
  3215. * @see CustomRequestHeaders
  3216. */
  3217. Tools.UseCustomRequestHeaders = false;
  3218. /**
  3219. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  3220. * i.e. when loading files, where the server/service expects an Authorization header.
  3221. * @see InjectCustomRequestHeaders injects them to an XMLHttpRequest
  3222. */
  3223. Tools.CustomRequestHeaders = {};
  3224. /**
  3225. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3226. */
  3227. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3228. /**
  3229. * Default behaviour for cors in the application.
  3230. * It can be a string if the expected behavior is identical in the entire app.
  3231. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3232. */
  3233. Tools.CorsBehavior = "anonymous";
  3234. /**
  3235. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3236. * @ignorenaming
  3237. */
  3238. Tools.UseFallbackTexture = true;
  3239. /**
  3240. * Use this object to register external classes like custom textures or material
  3241. * to allow the laoders to instantiate them
  3242. */
  3243. Tools.RegisteredExternalClasses = {};
  3244. /**
  3245. * Texture content used if a texture cannot loaded
  3246. * @ignorenaming
  3247. */
  3248. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3249. Tools._tmpFloatArray = new Float32Array(1);
  3250. /**
  3251. * Gets or sets a function used to pre-process url before using them to load assets
  3252. */
  3253. Tools.PreprocessUrl = function (url) {
  3254. return url;
  3255. };
  3256. // Logs
  3257. /**
  3258. * No log
  3259. */
  3260. Tools.NoneLogLevel = 0;
  3261. /**
  3262. * Only message logs
  3263. */
  3264. Tools.MessageLogLevel = 1;
  3265. /**
  3266. * Only warning logs
  3267. */
  3268. Tools.WarningLogLevel = 2;
  3269. /**
  3270. * Only error logs
  3271. */
  3272. Tools.ErrorLogLevel = 4;
  3273. /**
  3274. * All logs
  3275. */
  3276. Tools.AllLogLevel = 7;
  3277. Tools._LogCache = "";
  3278. /**
  3279. * Gets a value indicating the number of loading errors
  3280. * @ignorenaming
  3281. */
  3282. Tools.errorsCount = 0;
  3283. /**
  3284. * Log a message to the console
  3285. */
  3286. Tools.Log = Tools._LogEnabled;
  3287. /**
  3288. * Write a warning message to the console
  3289. */
  3290. Tools.Warn = Tools._WarnEnabled;
  3291. /**
  3292. * Write an error message to the console
  3293. */
  3294. Tools.Error = Tools._ErrorEnabled;
  3295. // Performances
  3296. /**
  3297. * No performance log
  3298. */
  3299. Tools.PerformanceNoneLogLevel = 0;
  3300. /**
  3301. * Use user marks to log performance
  3302. */
  3303. Tools.PerformanceUserMarkLogLevel = 1;
  3304. /**
  3305. * Log performance to the console
  3306. */
  3307. Tools.PerformanceConsoleLogLevel = 2;
  3308. /**
  3309. * Starts a performance counter
  3310. */
  3311. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3312. /**
  3313. * Ends a specific performance coutner
  3314. */
  3315. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3316. return Tools;
  3317. }());
  3318. BABYLON.Tools = Tools;
  3319. /**
  3320. * This class is used to track a performance counter which is number based.
  3321. * The user has access to many properties which give statistics of different nature.
  3322. *
  3323. * The implementer can track two kinds of Performance Counter: time and count.
  3324. * 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.
  3325. * 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.
  3326. */
  3327. var PerfCounter = /** @class */ (function () {
  3328. /**
  3329. * Creates a new counter
  3330. */
  3331. function PerfCounter() {
  3332. this._startMonitoringTime = 0;
  3333. this._min = 0;
  3334. this._max = 0;
  3335. this._average = 0;
  3336. this._lastSecAverage = 0;
  3337. this._current = 0;
  3338. this._totalValueCount = 0;
  3339. this._totalAccumulated = 0;
  3340. this._lastSecAccumulated = 0;
  3341. this._lastSecTime = 0;
  3342. this._lastSecValueCount = 0;
  3343. }
  3344. Object.defineProperty(PerfCounter.prototype, "min", {
  3345. /**
  3346. * Returns the smallest value ever
  3347. */
  3348. get: function () {
  3349. return this._min;
  3350. },
  3351. enumerable: true,
  3352. configurable: true
  3353. });
  3354. Object.defineProperty(PerfCounter.prototype, "max", {
  3355. /**
  3356. * Returns the biggest value ever
  3357. */
  3358. get: function () {
  3359. return this._max;
  3360. },
  3361. enumerable: true,
  3362. configurable: true
  3363. });
  3364. Object.defineProperty(PerfCounter.prototype, "average", {
  3365. /**
  3366. * Returns the average value since the performance counter is running
  3367. */
  3368. get: function () {
  3369. return this._average;
  3370. },
  3371. enumerable: true,
  3372. configurable: true
  3373. });
  3374. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3375. /**
  3376. * Returns the average value of the last second the counter was monitored
  3377. */
  3378. get: function () {
  3379. return this._lastSecAverage;
  3380. },
  3381. enumerable: true,
  3382. configurable: true
  3383. });
  3384. Object.defineProperty(PerfCounter.prototype, "current", {
  3385. /**
  3386. * Returns the current value
  3387. */
  3388. get: function () {
  3389. return this._current;
  3390. },
  3391. enumerable: true,
  3392. configurable: true
  3393. });
  3394. Object.defineProperty(PerfCounter.prototype, "total", {
  3395. /**
  3396. * Gets the accumulated total
  3397. */
  3398. get: function () {
  3399. return this._totalAccumulated;
  3400. },
  3401. enumerable: true,
  3402. configurable: true
  3403. });
  3404. Object.defineProperty(PerfCounter.prototype, "count", {
  3405. /**
  3406. * Gets the total value count
  3407. */
  3408. get: function () {
  3409. return this._totalValueCount;
  3410. },
  3411. enumerable: true,
  3412. configurable: true
  3413. });
  3414. /**
  3415. * Call this method to start monitoring a new frame.
  3416. * 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.
  3417. */
  3418. PerfCounter.prototype.fetchNewFrame = function () {
  3419. this._totalValueCount++;
  3420. this._current = 0;
  3421. this._lastSecValueCount++;
  3422. };
  3423. /**
  3424. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3425. * @param newCount the count value to add to the monitored count
  3426. * @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.
  3427. */
  3428. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3429. if (!PerfCounter.Enabled) {
  3430. return;
  3431. }
  3432. this._current += newCount;
  3433. if (fetchResult) {
  3434. this._fetchResult();
  3435. }
  3436. };
  3437. /**
  3438. * Start monitoring this performance counter
  3439. */
  3440. PerfCounter.prototype.beginMonitoring = function () {
  3441. if (!PerfCounter.Enabled) {
  3442. return;
  3443. }
  3444. this._startMonitoringTime = Tools.Now;
  3445. };
  3446. /**
  3447. * Compute the time lapsed since the previous beginMonitoring() call.
  3448. * @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
  3449. */
  3450. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3451. if (newFrame === void 0) { newFrame = true; }
  3452. if (!PerfCounter.Enabled) {
  3453. return;
  3454. }
  3455. if (newFrame) {
  3456. this.fetchNewFrame();
  3457. }
  3458. var currentTime = Tools.Now;
  3459. this._current = currentTime - this._startMonitoringTime;
  3460. if (newFrame) {
  3461. this._fetchResult();
  3462. }
  3463. };
  3464. PerfCounter.prototype._fetchResult = function () {
  3465. this._totalAccumulated += this._current;
  3466. this._lastSecAccumulated += this._current;
  3467. // Min/Max update
  3468. this._min = Math.min(this._min, this._current);
  3469. this._max = Math.max(this._max, this._current);
  3470. this._average = this._totalAccumulated / this._totalValueCount;
  3471. // Reset last sec?
  3472. var now = Tools.Now;
  3473. if ((now - this._lastSecTime) > 1000) {
  3474. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3475. this._lastSecTime = now;
  3476. this._lastSecAccumulated = 0;
  3477. this._lastSecValueCount = 0;
  3478. }
  3479. };
  3480. /**
  3481. * Gets or sets a global boolean to turn on and off all the counters
  3482. */
  3483. PerfCounter.Enabled = true;
  3484. return PerfCounter;
  3485. }());
  3486. BABYLON.PerfCounter = PerfCounter;
  3487. /**
  3488. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3489. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3490. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3491. * @param name The name of the class, case should be preserved
  3492. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3493. */
  3494. function className(name, module) {
  3495. return function (target) {
  3496. target["__bjsclassName__"] = name;
  3497. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3498. };
  3499. }
  3500. BABYLON.className = className;
  3501. /**
  3502. * An implementation of a loop for asynchronous functions.
  3503. */
  3504. var AsyncLoop = /** @class */ (function () {
  3505. /**
  3506. * Constructor.
  3507. * @param iterations the number of iterations.
  3508. * @param func the function to run each iteration
  3509. * @param successCallback the callback that will be called upon succesful execution
  3510. * @param offset starting offset.
  3511. */
  3512. function AsyncLoop(
  3513. /**
  3514. * Defines the number of iterations for the loop
  3515. */
  3516. iterations, func, successCallback, offset) {
  3517. if (offset === void 0) { offset = 0; }
  3518. this.iterations = iterations;
  3519. this.index = offset - 1;
  3520. this._done = false;
  3521. this._fn = func;
  3522. this._successCallback = successCallback;
  3523. }
  3524. /**
  3525. * Execute the next iteration. Must be called after the last iteration was finished.
  3526. */
  3527. AsyncLoop.prototype.executeNext = function () {
  3528. if (!this._done) {
  3529. if (this.index + 1 < this.iterations) {
  3530. ++this.index;
  3531. this._fn(this);
  3532. }
  3533. else {
  3534. this.breakLoop();
  3535. }
  3536. }
  3537. };
  3538. /**
  3539. * Break the loop and run the success callback.
  3540. */
  3541. AsyncLoop.prototype.breakLoop = function () {
  3542. this._done = true;
  3543. this._successCallback();
  3544. };
  3545. /**
  3546. * Create and run an async loop.
  3547. * @param iterations the number of iterations.
  3548. * @param fn the function to run each iteration
  3549. * @param successCallback the callback that will be called upon succesful execution
  3550. * @param offset starting offset.
  3551. * @returns the created async loop object
  3552. */
  3553. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3554. if (offset === void 0) { offset = 0; }
  3555. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3556. loop.executeNext();
  3557. return loop;
  3558. };
  3559. /**
  3560. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3561. * @param iterations total number of iterations
  3562. * @param syncedIterations number of synchronous iterations in each async iteration.
  3563. * @param fn the function to call each iteration.
  3564. * @param callback a success call back that will be called when iterating stops.
  3565. * @param breakFunction a break condition (optional)
  3566. * @param timeout timeout settings for the setTimeout function. default - 0.
  3567. * @returns the created async loop object
  3568. */
  3569. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3570. if (timeout === void 0) { timeout = 0; }
  3571. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3572. if (breakFunction && breakFunction()) {
  3573. loop.breakLoop();
  3574. }
  3575. else {
  3576. setTimeout(function () {
  3577. for (var i = 0; i < syncedIterations; ++i) {
  3578. var iteration = (loop.index * syncedIterations) + i;
  3579. if (iteration >= iterations) {
  3580. break;
  3581. }
  3582. fn(iteration);
  3583. if (breakFunction && breakFunction()) {
  3584. loop.breakLoop();
  3585. break;
  3586. }
  3587. }
  3588. loop.executeNext();
  3589. }, timeout);
  3590. }
  3591. }, callback);
  3592. };
  3593. return AsyncLoop;
  3594. }());
  3595. BABYLON.AsyncLoop = AsyncLoop;
  3596. })(BABYLON || (BABYLON = {}));
  3597. //# sourceMappingURL=babylon.tools.js.map
  3598. var BABYLON;
  3599. (function (BABYLON) {
  3600. /**
  3601. * Constant used to convert a value to gamma space
  3602. * @ignorenaming
  3603. */
  3604. BABYLON.ToGammaSpace = 1 / 2.2;
  3605. /**
  3606. * Constant used to convert a value to linear space
  3607. * @ignorenaming
  3608. */
  3609. BABYLON.ToLinearSpace = 2.2;
  3610. /**
  3611. * Constant used to define the minimal number value in Babylon.js
  3612. * @ignorenaming
  3613. */
  3614. BABYLON.Epsilon = 0.001;
  3615. /**
  3616. * Class used to hold a RBG color
  3617. */
  3618. var Color3 = /** @class */ (function () {
  3619. /**
  3620. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3621. * @param r defines the red component (between 0 and 1, default is 0)
  3622. * @param g defines the green component (between 0 and 1, default is 0)
  3623. * @param b defines the blue component (between 0 and 1, default is 0)
  3624. */
  3625. function Color3(
  3626. /**
  3627. * Defines the red component (between 0 and 1, default is 0)
  3628. */
  3629. r,
  3630. /**
  3631. * Defines the green component (between 0 and 1, default is 0)
  3632. */
  3633. g,
  3634. /**
  3635. * Defines the blue component (between 0 and 1, default is 0)
  3636. */
  3637. b) {
  3638. if (r === void 0) { r = 0; }
  3639. if (g === void 0) { g = 0; }
  3640. if (b === void 0) { b = 0; }
  3641. this.r = r;
  3642. this.g = g;
  3643. this.b = b;
  3644. }
  3645. /**
  3646. * Creates a string with the Color3 current values
  3647. * @returns the string representation of the Color3 object
  3648. */
  3649. Color3.prototype.toString = function () {
  3650. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3651. };
  3652. /**
  3653. * Returns the string "Color3"
  3654. * @returns "Color3"
  3655. */
  3656. Color3.prototype.getClassName = function () {
  3657. return "Color3";
  3658. };
  3659. /**
  3660. * Compute the Color3 hash code
  3661. * @returns an unique number that can be used to hash Color3 objects
  3662. */
  3663. Color3.prototype.getHashCode = function () {
  3664. var hash = this.r || 0;
  3665. hash = (hash * 397) ^ (this.g || 0);
  3666. hash = (hash * 397) ^ (this.b || 0);
  3667. return hash;
  3668. };
  3669. // Operators
  3670. /**
  3671. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3672. * @param array defines the array where to store the r,g,b components
  3673. * @param index defines an optional index in the target array to define where to start storing values
  3674. * @returns the current Color3 object
  3675. */
  3676. Color3.prototype.toArray = function (array, index) {
  3677. if (index === void 0) { index = 0; }
  3678. array[index] = this.r;
  3679. array[index + 1] = this.g;
  3680. array[index + 2] = this.b;
  3681. return this;
  3682. };
  3683. /**
  3684. * Returns a new Color4 object from the current Color3 and the given alpha
  3685. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3686. * @returns a new Color4 object
  3687. */
  3688. Color3.prototype.toColor4 = function (alpha) {
  3689. if (alpha === void 0) { alpha = 1; }
  3690. return new Color4(this.r, this.g, this.b, alpha);
  3691. };
  3692. /**
  3693. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3694. * @returns the new array
  3695. */
  3696. Color3.prototype.asArray = function () {
  3697. var result = new Array();
  3698. this.toArray(result, 0);
  3699. return result;
  3700. };
  3701. /**
  3702. * Returns the luminance value
  3703. * @returns a float value
  3704. */
  3705. Color3.prototype.toLuminance = function () {
  3706. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3707. };
  3708. /**
  3709. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3710. * @param otherColor defines the second operand
  3711. * @returns the new Color3 object
  3712. */
  3713. Color3.prototype.multiply = function (otherColor) {
  3714. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3715. };
  3716. /**
  3717. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3718. * @param otherColor defines the second operand
  3719. * @param result defines the Color3 object where to store the result
  3720. * @returns the current Color3
  3721. */
  3722. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3723. result.r = this.r * otherColor.r;
  3724. result.g = this.g * otherColor.g;
  3725. result.b = this.b * otherColor.b;
  3726. return this;
  3727. };
  3728. /**
  3729. * Determines equality between Color3 objects
  3730. * @param otherColor defines the second operand
  3731. * @returns true if the rgb values are equal to the given ones
  3732. */
  3733. Color3.prototype.equals = function (otherColor) {
  3734. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3735. };
  3736. /**
  3737. * Determines equality between the current Color3 object and a set of r,b,g values
  3738. * @param r defines the red component to check
  3739. * @param g defines the green component to check
  3740. * @param b defines the blue component to check
  3741. * @returns true if the rgb values are equal to the given ones
  3742. */
  3743. Color3.prototype.equalsFloats = function (r, g, b) {
  3744. return this.r === r && this.g === g && this.b === b;
  3745. };
  3746. /**
  3747. * Multiplies in place each rgb value by scale
  3748. * @param scale defines the scaling factor
  3749. * @returns the updated Color3
  3750. */
  3751. Color3.prototype.scale = function (scale) {
  3752. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3753. };
  3754. /**
  3755. * Multiplies the rgb values by scale and stores the result into "result"
  3756. * @param scale defines the scaling factor
  3757. * @param result defines the Color3 object where to store the result
  3758. * @returns the unmodified current Color3
  3759. */
  3760. Color3.prototype.scaleToRef = function (scale, result) {
  3761. result.r = this.r * scale;
  3762. result.g = this.g * scale;
  3763. result.b = this.b * scale;
  3764. return this;
  3765. };
  3766. /**
  3767. * Scale the current Color3 values by a factor and add the result to a given Color3
  3768. * @param scale defines the scale factor
  3769. * @param result defines color to store the result into
  3770. * @returns the unmodified current Color3
  3771. */
  3772. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3773. result.r += this.r * scale;
  3774. result.g += this.g * scale;
  3775. result.b += this.b * scale;
  3776. return this;
  3777. };
  3778. /**
  3779. * Clamps the rgb values by the min and max values and stores the result into "result"
  3780. * @param min defines minimum clamping value (default is 0)
  3781. * @param max defines maximum clamping value (default is 1)
  3782. * @param result defines color to store the result into
  3783. * @returns the original Color3
  3784. */
  3785. Color3.prototype.clampToRef = function (min, max, result) {
  3786. if (min === void 0) { min = 0; }
  3787. if (max === void 0) { max = 1; }
  3788. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3789. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3790. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3791. return this;
  3792. };
  3793. /**
  3794. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3795. * @param otherColor defines the second operand
  3796. * @returns the new Color3
  3797. */
  3798. Color3.prototype.add = function (otherColor) {
  3799. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3800. };
  3801. /**
  3802. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3803. * @param otherColor defines the second operand
  3804. * @param result defines Color3 object to store the result into
  3805. * @returns the unmodified current Color3
  3806. */
  3807. Color3.prototype.addToRef = function (otherColor, result) {
  3808. result.r = this.r + otherColor.r;
  3809. result.g = this.g + otherColor.g;
  3810. result.b = this.b + otherColor.b;
  3811. return this;
  3812. };
  3813. /**
  3814. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3815. * @param otherColor defines the second operand
  3816. * @returns the new Color3
  3817. */
  3818. Color3.prototype.subtract = function (otherColor) {
  3819. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3820. };
  3821. /**
  3822. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3823. * @param otherColor defines the second operand
  3824. * @param result defines Color3 object to store the result into
  3825. * @returns the unmodified current Color3
  3826. */
  3827. Color3.prototype.subtractToRef = function (otherColor, result) {
  3828. result.r = this.r - otherColor.r;
  3829. result.g = this.g - otherColor.g;
  3830. result.b = this.b - otherColor.b;
  3831. return this;
  3832. };
  3833. /**
  3834. * Copy the current object
  3835. * @returns a new Color3 copied the current one
  3836. */
  3837. Color3.prototype.clone = function () {
  3838. return new Color3(this.r, this.g, this.b);
  3839. };
  3840. /**
  3841. * Copies the rgb values from the source in the current Color3
  3842. * @param source defines the source Color3 object
  3843. * @returns the updated Color3 object
  3844. */
  3845. Color3.prototype.copyFrom = function (source) {
  3846. this.r = source.r;
  3847. this.g = source.g;
  3848. this.b = source.b;
  3849. return this;
  3850. };
  3851. /**
  3852. * Updates the Color3 rgb values from the given floats
  3853. * @param r defines the red component to read from
  3854. * @param g defines the green component to read from
  3855. * @param b defines the blue component to read from
  3856. * @returns the current Color3 object
  3857. */
  3858. Color3.prototype.copyFromFloats = function (r, g, b) {
  3859. this.r = r;
  3860. this.g = g;
  3861. this.b = b;
  3862. return this;
  3863. };
  3864. /**
  3865. * Updates the Color3 rgb values from the given floats
  3866. * @param r defines the red component to read from
  3867. * @param g defines the green component to read from
  3868. * @param b defines the blue component to read from
  3869. * @returns the current Color3 object
  3870. */
  3871. Color3.prototype.set = function (r, g, b) {
  3872. return this.copyFromFloats(r, g, b);
  3873. };
  3874. /**
  3875. * Compute the Color3 hexadecimal code as a string
  3876. * @returns a string containing the hexadecimal representation of the Color3 object
  3877. */
  3878. Color3.prototype.toHexString = function () {
  3879. var intR = (this.r * 255) | 0;
  3880. var intG = (this.g * 255) | 0;
  3881. var intB = (this.b * 255) | 0;
  3882. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3883. };
  3884. /**
  3885. * Computes a new Color3 converted from the current one to linear space
  3886. * @returns a new Color3 object
  3887. */
  3888. Color3.prototype.toLinearSpace = function () {
  3889. var convertedColor = new Color3();
  3890. this.toLinearSpaceToRef(convertedColor);
  3891. return convertedColor;
  3892. };
  3893. /**
  3894. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3895. * @param convertedColor defines the Color3 object where to store the linear space version
  3896. * @returns the unmodified Color3
  3897. */
  3898. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3899. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3900. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3901. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3902. return this;
  3903. };
  3904. /**
  3905. * Computes a new Color3 converted from the current one to gamma space
  3906. * @returns a new Color3 object
  3907. */
  3908. Color3.prototype.toGammaSpace = function () {
  3909. var convertedColor = new Color3();
  3910. this.toGammaSpaceToRef(convertedColor);
  3911. return convertedColor;
  3912. };
  3913. /**
  3914. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3915. * @param convertedColor defines the Color3 object where to store the gamma space version
  3916. * @returns the unmodified Color3
  3917. */
  3918. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3919. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3920. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3921. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3922. return this;
  3923. };
  3924. // Statics
  3925. /**
  3926. * Creates a new Color3 from the string containing valid hexadecimal values
  3927. * @param hex defines a string containing valid hexadecimal values
  3928. * @returns a new Color3 object
  3929. */
  3930. Color3.FromHexString = function (hex) {
  3931. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3932. return new Color3(0, 0, 0);
  3933. }
  3934. var r = parseInt(hex.substring(1, 3), 16);
  3935. var g = parseInt(hex.substring(3, 5), 16);
  3936. var b = parseInt(hex.substring(5, 7), 16);
  3937. return Color3.FromInts(r, g, b);
  3938. };
  3939. /**
  3940. * Creates a new Vector3 from the starting index of the given array
  3941. * @param array defines the source array
  3942. * @param offset defines an offset in the source array
  3943. * @returns a new Color3 object
  3944. */
  3945. Color3.FromArray = function (array, offset) {
  3946. if (offset === void 0) { offset = 0; }
  3947. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3948. };
  3949. /**
  3950. * Creates a new Color3 from integer values (< 256)
  3951. * @param r defines the red component to read from (value between 0 and 255)
  3952. * @param g defines the green component to read from (value between 0 and 255)
  3953. * @param b defines the blue component to read from (value between 0 and 255)
  3954. * @returns a new Color3 object
  3955. */
  3956. Color3.FromInts = function (r, g, b) {
  3957. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3958. };
  3959. /**
  3960. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3961. * @param start defines the start Color3 value
  3962. * @param end defines the end Color3 value
  3963. * @param amount defines the gradient value between start and end
  3964. * @returns a new Color3 object
  3965. */
  3966. Color3.Lerp = function (start, end, amount) {
  3967. var result = new Color3(0.0, 0.0, 0.0);
  3968. Color3.LerpToRef(start, end, amount, result);
  3969. return result;
  3970. };
  3971. /**
  3972. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3973. * @param left defines the start value
  3974. * @param right defines the end value
  3975. * @param amount defines the gradient factor
  3976. * @param result defines the Color3 object where to store the result
  3977. */
  3978. Color3.LerpToRef = function (left, right, amount, result) {
  3979. result.r = left.r + ((right.r - left.r) * amount);
  3980. result.g = left.g + ((right.g - left.g) * amount);
  3981. result.b = left.b + ((right.b - left.b) * amount);
  3982. };
  3983. /**
  3984. * Returns a Color3 value containing a red color
  3985. * @returns a new Color3 object
  3986. */
  3987. Color3.Red = function () { return new Color3(1, 0, 0); };
  3988. /**
  3989. * Returns a Color3 value containing a green color
  3990. * @returns a new Color3 object
  3991. */
  3992. Color3.Green = function () { return new Color3(0, 1, 0); };
  3993. /**
  3994. * Returns a Color3 value containing a blue color
  3995. * @returns a new Color3 object
  3996. */
  3997. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3998. /**
  3999. * Returns a Color3 value containing a black color
  4000. * @returns a new Color3 object
  4001. */
  4002. Color3.Black = function () { return new Color3(0, 0, 0); };
  4003. /**
  4004. * Returns a Color3 value containing a white color
  4005. * @returns a new Color3 object
  4006. */
  4007. Color3.White = function () { return new Color3(1, 1, 1); };
  4008. /**
  4009. * Returns a Color3 value containing a purple color
  4010. * @returns a new Color3 object
  4011. */
  4012. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  4013. /**
  4014. * Returns a Color3 value containing a magenta color
  4015. * @returns a new Color3 object
  4016. */
  4017. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  4018. /**
  4019. * Returns a Color3 value containing a yellow color
  4020. * @returns a new Color3 object
  4021. */
  4022. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  4023. /**
  4024. * Returns a Color3 value containing a gray color
  4025. * @returns a new Color3 object
  4026. */
  4027. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  4028. /**
  4029. * Returns a Color3 value containing a teal color
  4030. * @returns a new Color3 object
  4031. */
  4032. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  4033. /**
  4034. * Returns a Color3 value containing a random color
  4035. * @returns a new Color3 object
  4036. */
  4037. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  4038. return Color3;
  4039. }());
  4040. BABYLON.Color3 = Color3;
  4041. /**
  4042. * Class used to hold a RBGA color
  4043. */
  4044. var Color4 = /** @class */ (function () {
  4045. /**
  4046. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  4047. * @param r defines the red component (between 0 and 1, default is 0)
  4048. * @param g defines the green component (between 0 and 1, default is 0)
  4049. * @param b defines the blue component (between 0 and 1, default is 0)
  4050. * @param a defines the alpha component (between 0 and 1, default is 1)
  4051. */
  4052. function Color4(
  4053. /**
  4054. * Defines the red component (between 0 and 1, default is 0)
  4055. */
  4056. r,
  4057. /**
  4058. * Defines the green component (between 0 and 1, default is 0)
  4059. */
  4060. g,
  4061. /**
  4062. * Defines the blue component (between 0 and 1, default is 0)
  4063. */
  4064. b,
  4065. /**
  4066. * Defines the alpha component (between 0 and 1, default is 1)
  4067. */
  4068. a) {
  4069. if (r === void 0) { r = 0; }
  4070. if (g === void 0) { g = 0; }
  4071. if (b === void 0) { b = 0; }
  4072. if (a === void 0) { a = 1; }
  4073. this.r = r;
  4074. this.g = g;
  4075. this.b = b;
  4076. this.a = a;
  4077. }
  4078. // Operators
  4079. /**
  4080. * Adds in place the given Color4 values to the current Color4 object
  4081. * @param right defines the second operand
  4082. * @returns the current updated Color4 object
  4083. */
  4084. Color4.prototype.addInPlace = function (right) {
  4085. this.r += right.r;
  4086. this.g += right.g;
  4087. this.b += right.b;
  4088. this.a += right.a;
  4089. return this;
  4090. };
  4091. /**
  4092. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4093. * @returns the new array
  4094. */
  4095. Color4.prototype.asArray = function () {
  4096. var result = new Array();
  4097. this.toArray(result, 0);
  4098. return result;
  4099. };
  4100. /**
  4101. * Stores from the starting index in the given array the Color4 successive values
  4102. * @param array defines the array where to store the r,g,b components
  4103. * @param index defines an optional index in the target array to define where to start storing values
  4104. * @returns the current Color4 object
  4105. */
  4106. Color4.prototype.toArray = function (array, index) {
  4107. if (index === void 0) { index = 0; }
  4108. array[index] = this.r;
  4109. array[index + 1] = this.g;
  4110. array[index + 2] = this.b;
  4111. array[index + 3] = this.a;
  4112. return this;
  4113. };
  4114. /**
  4115. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4116. * @param right defines the second operand
  4117. * @returns a new Color4 object
  4118. */
  4119. Color4.prototype.add = function (right) {
  4120. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4121. };
  4122. /**
  4123. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4124. * @param right defines the second operand
  4125. * @returns a new Color4 object
  4126. */
  4127. Color4.prototype.subtract = function (right) {
  4128. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4129. };
  4130. /**
  4131. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4132. * @param right defines the second operand
  4133. * @param result defines the Color4 object where to store the result
  4134. * @returns the current Color4 object
  4135. */
  4136. Color4.prototype.subtractToRef = function (right, result) {
  4137. result.r = this.r - right.r;
  4138. result.g = this.g - right.g;
  4139. result.b = this.b - right.b;
  4140. result.a = this.a - right.a;
  4141. return this;
  4142. };
  4143. /**
  4144. * Creates a new Color4 with the current Color4 values multiplied by scale
  4145. * @param scale defines the scaling factor to apply
  4146. * @returns a new Color4 object
  4147. */
  4148. Color4.prototype.scale = function (scale) {
  4149. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4150. };
  4151. /**
  4152. * Multiplies the current Color4 values by scale and stores the result in "result"
  4153. * @param scale defines the scaling factor to apply
  4154. * @param result defines the Color4 object where to store the result
  4155. * @returns the current unmodified Color4
  4156. */
  4157. Color4.prototype.scaleToRef = function (scale, result) {
  4158. result.r = this.r * scale;
  4159. result.g = this.g * scale;
  4160. result.b = this.b * scale;
  4161. result.a = this.a * scale;
  4162. return this;
  4163. };
  4164. /**
  4165. * Scale the current Color4 values by a factor and add the result to a given Color4
  4166. * @param scale defines the scale factor
  4167. * @param result defines the Color4 object where to store the result
  4168. * @returns the unmodified current Color4
  4169. */
  4170. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4171. result.r += this.r * scale;
  4172. result.g += this.g * scale;
  4173. result.b += this.b * scale;
  4174. result.a += this.a * scale;
  4175. return this;
  4176. };
  4177. /**
  4178. * Clamps the rgb values by the min and max values and stores the result into "result"
  4179. * @param min defines minimum clamping value (default is 0)
  4180. * @param max defines maximum clamping value (default is 1)
  4181. * @param result defines color to store the result into.
  4182. * @returns the cuurent Color4
  4183. */
  4184. Color4.prototype.clampToRef = function (min, max, result) {
  4185. if (min === void 0) { min = 0; }
  4186. if (max === void 0) { max = 1; }
  4187. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4188. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4189. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4190. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4191. return this;
  4192. };
  4193. /**
  4194. * Multipy an Color4 value by another and return a new Color4 object
  4195. * @param color defines the Color4 value to multiply by
  4196. * @returns a new Color4 object
  4197. */
  4198. Color4.prototype.multiply = function (color) {
  4199. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4200. };
  4201. /**
  4202. * Multipy a Color4 value by another and push the result in a reference value
  4203. * @param color defines the Color4 value to multiply by
  4204. * @param result defines the Color4 to fill the result in
  4205. * @returns the result Color4
  4206. */
  4207. Color4.prototype.multiplyToRef = function (color, result) {
  4208. result.r = this.r * color.r;
  4209. result.g = this.g * color.g;
  4210. result.b = this.b * color.b;
  4211. result.a = this.a * color.a;
  4212. return result;
  4213. };
  4214. /**
  4215. * Creates a string with the Color4 current values
  4216. * @returns the string representation of the Color4 object
  4217. */
  4218. Color4.prototype.toString = function () {
  4219. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4220. };
  4221. /**
  4222. * Returns the string "Color4"
  4223. * @returns "Color4"
  4224. */
  4225. Color4.prototype.getClassName = function () {
  4226. return "Color4";
  4227. };
  4228. /**
  4229. * Compute the Color4 hash code
  4230. * @returns an unique number that can be used to hash Color4 objects
  4231. */
  4232. Color4.prototype.getHashCode = function () {
  4233. var hash = this.r || 0;
  4234. hash = (hash * 397) ^ (this.g || 0);
  4235. hash = (hash * 397) ^ (this.b || 0);
  4236. hash = (hash * 397) ^ (this.a || 0);
  4237. return hash;
  4238. };
  4239. /**
  4240. * Creates a new Color4 copied from the current one
  4241. * @returns a new Color4 object
  4242. */
  4243. Color4.prototype.clone = function () {
  4244. return new Color4(this.r, this.g, this.b, this.a);
  4245. };
  4246. /**
  4247. * Copies the given Color4 values into the current one
  4248. * @param source defines the source Color4 object
  4249. * @returns the current updated Color4 object
  4250. */
  4251. Color4.prototype.copyFrom = function (source) {
  4252. this.r = source.r;
  4253. this.g = source.g;
  4254. this.b = source.b;
  4255. this.a = source.a;
  4256. return this;
  4257. };
  4258. /**
  4259. * Copies the given float values into the current one
  4260. * @param r defines the red component to read from
  4261. * @param g defines the green component to read from
  4262. * @param b defines the blue component to read from
  4263. * @param a defines the alpha component to read from
  4264. * @returns the current updated Color4 object
  4265. */
  4266. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4267. this.r = r;
  4268. this.g = g;
  4269. this.b = b;
  4270. this.a = a;
  4271. return this;
  4272. };
  4273. /**
  4274. * Copies the given float values into the current one
  4275. * @param r defines the red component to read from
  4276. * @param g defines the green component to read from
  4277. * @param b defines the blue component to read from
  4278. * @param a defines the alpha component to read from
  4279. * @returns the current updated Color4 object
  4280. */
  4281. Color4.prototype.set = function (r, g, b, a) {
  4282. return this.copyFromFloats(r, g, b, a);
  4283. };
  4284. /**
  4285. * Compute the Color4 hexadecimal code as a string
  4286. * @returns a string containing the hexadecimal representation of the Color4 object
  4287. */
  4288. Color4.prototype.toHexString = function () {
  4289. var intR = (this.r * 255) | 0;
  4290. var intG = (this.g * 255) | 0;
  4291. var intB = (this.b * 255) | 0;
  4292. var intA = (this.a * 255) | 0;
  4293. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4294. };
  4295. /**
  4296. * Computes a new Color4 converted from the current one to linear space
  4297. * @returns a new Color4 object
  4298. */
  4299. Color4.prototype.toLinearSpace = function () {
  4300. var convertedColor = new Color4();
  4301. this.toLinearSpaceToRef(convertedColor);
  4302. return convertedColor;
  4303. };
  4304. /**
  4305. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4306. * @param convertedColor defines the Color4 object where to store the linear space version
  4307. * @returns the unmodified Color4
  4308. */
  4309. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4310. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4311. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4312. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4313. convertedColor.a = this.a;
  4314. return this;
  4315. };
  4316. /**
  4317. * Computes a new Color4 converted from the current one to gamma space
  4318. * @returns a new Color4 object
  4319. */
  4320. Color4.prototype.toGammaSpace = function () {
  4321. var convertedColor = new Color4();
  4322. this.toGammaSpaceToRef(convertedColor);
  4323. return convertedColor;
  4324. };
  4325. /**
  4326. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4327. * @param convertedColor defines the Color4 object where to store the gamma space version
  4328. * @returns the unmodified Color4
  4329. */
  4330. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4331. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4332. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4333. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4334. convertedColor.a = this.a;
  4335. return this;
  4336. };
  4337. // Statics
  4338. /**
  4339. * Creates a new Color4 from the string containing valid hexadecimal values
  4340. * @param hex defines a string containing valid hexadecimal values
  4341. * @returns a new Color4 object
  4342. */
  4343. Color4.FromHexString = function (hex) {
  4344. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4345. return new Color4(0.0, 0.0, 0.0, 0.0);
  4346. }
  4347. var r = parseInt(hex.substring(1, 3), 16);
  4348. var g = parseInt(hex.substring(3, 5), 16);
  4349. var b = parseInt(hex.substring(5, 7), 16);
  4350. var a = parseInt(hex.substring(7, 9), 16);
  4351. return Color4.FromInts(r, g, b, a);
  4352. };
  4353. /**
  4354. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4355. * @param left defines the start value
  4356. * @param right defines the end value
  4357. * @param amount defines the gradient factor
  4358. * @returns a new Color4 object
  4359. */
  4360. Color4.Lerp = function (left, right, amount) {
  4361. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4362. Color4.LerpToRef(left, right, amount, result);
  4363. return result;
  4364. };
  4365. /**
  4366. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4367. * @param left defines the start value
  4368. * @param right defines the end value
  4369. * @param amount defines the gradient factor
  4370. * @param result defines the Color4 object where to store data
  4371. */
  4372. Color4.LerpToRef = function (left, right, amount, result) {
  4373. result.r = left.r + (right.r - left.r) * amount;
  4374. result.g = left.g + (right.g - left.g) * amount;
  4375. result.b = left.b + (right.b - left.b) * amount;
  4376. result.a = left.a + (right.a - left.a) * amount;
  4377. };
  4378. /**
  4379. * Creates a new Color4 from a Color3 and an alpha value
  4380. * @param color3 defines the source Color3 to read from
  4381. * @param alpha defines the alpha component (1.0 by default)
  4382. * @returns a new Color4 object
  4383. */
  4384. Color4.FromColor3 = function (color3, alpha) {
  4385. if (alpha === void 0) { alpha = 1.0; }
  4386. return new Color4(color3.r, color3.g, color3.b, alpha);
  4387. };
  4388. /**
  4389. * Creates a new Color4 from the starting index element of the given array
  4390. * @param array defines the source array to read from
  4391. * @param offset defines the offset in the source array
  4392. * @returns a new Color4 object
  4393. */
  4394. Color4.FromArray = function (array, offset) {
  4395. if (offset === void 0) { offset = 0; }
  4396. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4397. };
  4398. /**
  4399. * Creates a new Color3 from integer values (< 256)
  4400. * @param r defines the red component to read from (value between 0 and 255)
  4401. * @param g defines the green component to read from (value between 0 and 255)
  4402. * @param b defines the blue component to read from (value between 0 and 255)
  4403. * @param a defines the alpha component to read from (value between 0 and 255)
  4404. * @returns a new Color3 object
  4405. */
  4406. Color4.FromInts = function (r, g, b, a) {
  4407. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4408. };
  4409. /**
  4410. * Check the content of a given array and convert it to an array containing RGBA data
  4411. * If the original array was already containing count * 4 values then it is returned directly
  4412. * @param colors defines the array to check
  4413. * @param count defines the number of RGBA data to expect
  4414. * @returns an array containing count * 4 values (RGBA)
  4415. */
  4416. Color4.CheckColors4 = function (colors, count) {
  4417. // Check if color3 was used
  4418. if (colors.length === count * 3) {
  4419. var colors4 = [];
  4420. for (var index = 0; index < colors.length; index += 3) {
  4421. var newIndex = (index / 3) * 4;
  4422. colors4[newIndex] = colors[index];
  4423. colors4[newIndex + 1] = colors[index + 1];
  4424. colors4[newIndex + 2] = colors[index + 2];
  4425. colors4[newIndex + 3] = 1.0;
  4426. }
  4427. return colors4;
  4428. }
  4429. return colors;
  4430. };
  4431. return Color4;
  4432. }());
  4433. BABYLON.Color4 = Color4;
  4434. /**
  4435. * Class representing a vector containing 2 coordinates
  4436. */
  4437. var Vector2 = /** @class */ (function () {
  4438. /**
  4439. * Creates a new Vector2 from the given x and y coordinates
  4440. * @param x defines the first coordinate
  4441. * @param y defines the second coordinate
  4442. */
  4443. function Vector2(
  4444. /** defines the first coordinate */
  4445. x,
  4446. /** defines the second coordinate */
  4447. y) {
  4448. if (x === void 0) { x = 0; }
  4449. if (y === void 0) { y = 0; }
  4450. this.x = x;
  4451. this.y = y;
  4452. }
  4453. /**
  4454. * Gets a string with the Vector2 coordinates
  4455. * @returns a string with the Vector2 coordinates
  4456. */
  4457. Vector2.prototype.toString = function () {
  4458. return "{X: " + this.x + " Y:" + this.y + "}";
  4459. };
  4460. /**
  4461. * Gets class name
  4462. * @returns the string "Vector2"
  4463. */
  4464. Vector2.prototype.getClassName = function () {
  4465. return "Vector2";
  4466. };
  4467. /**
  4468. * Gets current vector hash code
  4469. * @returns the Vector2 hash code as a number
  4470. */
  4471. Vector2.prototype.getHashCode = function () {
  4472. var hash = this.x || 0;
  4473. hash = (hash * 397) ^ (this.y || 0);
  4474. return hash;
  4475. };
  4476. // Operators
  4477. /**
  4478. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4479. * @param array defines the source array
  4480. * @param index defines the offset in source array
  4481. * @returns the current Vector2
  4482. */
  4483. Vector2.prototype.toArray = function (array, index) {
  4484. if (index === void 0) { index = 0; }
  4485. array[index] = this.x;
  4486. array[index + 1] = this.y;
  4487. return this;
  4488. };
  4489. /**
  4490. * Copy the current vector to an array
  4491. * @returns a new array with 2 elements: the Vector2 coordinates.
  4492. */
  4493. Vector2.prototype.asArray = function () {
  4494. var result = new Array();
  4495. this.toArray(result, 0);
  4496. return result;
  4497. };
  4498. /**
  4499. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4500. * @param source defines the source Vector2
  4501. * @returns the current updated Vector2
  4502. */
  4503. Vector2.prototype.copyFrom = function (source) {
  4504. this.x = source.x;
  4505. this.y = source.y;
  4506. return this;
  4507. };
  4508. /**
  4509. * Sets the Vector2 coordinates with the given floats
  4510. * @param x defines the first coordinate
  4511. * @param y defines the second coordinate
  4512. * @returns the current updated Vector2
  4513. */
  4514. Vector2.prototype.copyFromFloats = function (x, y) {
  4515. this.x = x;
  4516. this.y = y;
  4517. return this;
  4518. };
  4519. /**
  4520. * Sets the Vector2 coordinates with the given floats
  4521. * @param x defines the first coordinate
  4522. * @param y defines the second coordinate
  4523. * @returns the current updated Vector2
  4524. */
  4525. Vector2.prototype.set = function (x, y) {
  4526. return this.copyFromFloats(x, y);
  4527. };
  4528. /**
  4529. * Add another vector with the current one
  4530. * @param otherVector defines the other vector
  4531. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4532. */
  4533. Vector2.prototype.add = function (otherVector) {
  4534. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4535. };
  4536. /**
  4537. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4538. * @param otherVector defines the other vector
  4539. * @param result defines the target vector
  4540. * @returns the unmodified current Vector2
  4541. */
  4542. Vector2.prototype.addToRef = function (otherVector, result) {
  4543. result.x = this.x + otherVector.x;
  4544. result.y = this.y + otherVector.y;
  4545. return this;
  4546. };
  4547. /**
  4548. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4549. * @param otherVector defines the other vector
  4550. * @returns the current updated Vector2
  4551. */
  4552. Vector2.prototype.addInPlace = function (otherVector) {
  4553. this.x += otherVector.x;
  4554. this.y += otherVector.y;
  4555. return this;
  4556. };
  4557. /**
  4558. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4559. * @param otherVector defines the other vector
  4560. * @returns a new Vector2
  4561. */
  4562. Vector2.prototype.addVector3 = function (otherVector) {
  4563. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4564. };
  4565. /**
  4566. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4567. * @param otherVector defines the other vector
  4568. * @returns a new Vector2
  4569. */
  4570. Vector2.prototype.subtract = function (otherVector) {
  4571. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4572. };
  4573. /**
  4574. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4575. * @param otherVector defines the other vector
  4576. * @param result defines the target vector
  4577. * @returns the unmodified current Vector2
  4578. */
  4579. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4580. result.x = this.x - otherVector.x;
  4581. result.y = this.y - otherVector.y;
  4582. return this;
  4583. };
  4584. /**
  4585. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4586. * @param otherVector defines the other vector
  4587. * @returns the current updated Vector2
  4588. */
  4589. Vector2.prototype.subtractInPlace = function (otherVector) {
  4590. this.x -= otherVector.x;
  4591. this.y -= otherVector.y;
  4592. return this;
  4593. };
  4594. /**
  4595. * Multiplies in place the current Vector2 coordinates by the given ones
  4596. * @param otherVector defines the other vector
  4597. * @returns the current updated Vector2
  4598. */
  4599. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4600. this.x *= otherVector.x;
  4601. this.y *= otherVector.y;
  4602. return this;
  4603. };
  4604. /**
  4605. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4606. * @param otherVector defines the other vector
  4607. * @returns a new Vector2
  4608. */
  4609. Vector2.prototype.multiply = function (otherVector) {
  4610. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4611. };
  4612. /**
  4613. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4614. * @param otherVector defines the other vector
  4615. * @param result defines the target vector
  4616. * @returns the unmodified current Vector2
  4617. */
  4618. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4619. result.x = this.x * otherVector.x;
  4620. result.y = this.y * otherVector.y;
  4621. return this;
  4622. };
  4623. /**
  4624. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4625. * @param x defines the first coordinate
  4626. * @param y defines the second coordinate
  4627. * @returns a new Vector2
  4628. */
  4629. Vector2.prototype.multiplyByFloats = function (x, y) {
  4630. return new Vector2(this.x * x, this.y * y);
  4631. };
  4632. /**
  4633. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4634. * @param otherVector defines the other vector
  4635. * @returns a new Vector2
  4636. */
  4637. Vector2.prototype.divide = function (otherVector) {
  4638. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4639. };
  4640. /**
  4641. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4642. * @param otherVector defines the other vector
  4643. * @param result defines the target vector
  4644. * @returns the unmodified current Vector2
  4645. */
  4646. Vector2.prototype.divideToRef = function (otherVector, result) {
  4647. result.x = this.x / otherVector.x;
  4648. result.y = this.y / otherVector.y;
  4649. return this;
  4650. };
  4651. /**
  4652. * Divides the current Vector2 coordinates by the given ones
  4653. * @param otherVector defines the other vector
  4654. * @returns the current updated Vector2
  4655. */
  4656. Vector2.prototype.divideInPlace = function (otherVector) {
  4657. return this.divideToRef(otherVector, this);
  4658. };
  4659. /**
  4660. * Gets a new Vector2 with current Vector2 negated coordinates
  4661. * @returns a new Vector2
  4662. */
  4663. Vector2.prototype.negate = function () {
  4664. return new Vector2(-this.x, -this.y);
  4665. };
  4666. /**
  4667. * Multiply the Vector2 coordinates by scale
  4668. * @param scale defines the scaling factor
  4669. * @returns the current updated Vector2
  4670. */
  4671. Vector2.prototype.scaleInPlace = function (scale) {
  4672. this.x *= scale;
  4673. this.y *= scale;
  4674. return this;
  4675. };
  4676. /**
  4677. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4678. * @param scale defines the scaling factor
  4679. * @returns a new Vector2
  4680. */
  4681. Vector2.prototype.scale = function (scale) {
  4682. var result = new Vector2(0, 0);
  4683. this.scaleToRef(scale, result);
  4684. return result;
  4685. };
  4686. /**
  4687. * Scale the current Vector2 values by a factor to a given Vector2
  4688. * @param scale defines the scale factor
  4689. * @param result defines the Vector2 object where to store the result
  4690. * @returns the unmodified current Vector2
  4691. */
  4692. Vector2.prototype.scaleToRef = function (scale, result) {
  4693. result.x = this.x * scale;
  4694. result.y = this.y * scale;
  4695. return this;
  4696. };
  4697. /**
  4698. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4699. * @param scale defines the scale factor
  4700. * @param result defines the Vector2 object where to store the result
  4701. * @returns the unmodified current Vector2
  4702. */
  4703. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4704. result.x += this.x * scale;
  4705. result.y += this.y * scale;
  4706. return this;
  4707. };
  4708. /**
  4709. * Gets a boolean if two vectors are equals
  4710. * @param otherVector defines the other vector
  4711. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4712. */
  4713. Vector2.prototype.equals = function (otherVector) {
  4714. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4715. };
  4716. /**
  4717. * Gets a boolean if two vectors are equals (using an epsilon value)
  4718. * @param otherVector defines the other vector
  4719. * @param epsilon defines the minimal distance to consider equality
  4720. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4721. */
  4722. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4723. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4724. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4725. };
  4726. /**
  4727. * Gets a new Vector2 from current Vector2 floored values
  4728. * @returns a new Vector2
  4729. */
  4730. Vector2.prototype.floor = function () {
  4731. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4732. };
  4733. /**
  4734. * Gets a new Vector2 from current Vector2 floored values
  4735. * @returns a new Vector2
  4736. */
  4737. Vector2.prototype.fract = function () {
  4738. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4739. };
  4740. // Properties
  4741. /**
  4742. * Gets the length of the vector
  4743. * @returns the vector length (float)
  4744. */
  4745. Vector2.prototype.length = function () {
  4746. return Math.sqrt(this.x * this.x + this.y * this.y);
  4747. };
  4748. /**
  4749. * Gets the vector squared length
  4750. * @returns the vector squared length (float)
  4751. */
  4752. Vector2.prototype.lengthSquared = function () {
  4753. return (this.x * this.x + this.y * this.y);
  4754. };
  4755. // Methods
  4756. /**
  4757. * Normalize the vector
  4758. * @returns the current updated Vector2
  4759. */
  4760. Vector2.prototype.normalize = function () {
  4761. var len = this.length();
  4762. if (len === 0) {
  4763. return this;
  4764. }
  4765. var num = 1.0 / len;
  4766. this.x *= num;
  4767. this.y *= num;
  4768. return this;
  4769. };
  4770. /**
  4771. * Gets a new Vector2 copied from the Vector2
  4772. * @returns a new Vector2
  4773. */
  4774. Vector2.prototype.clone = function () {
  4775. return new Vector2(this.x, this.y);
  4776. };
  4777. // Statics
  4778. /**
  4779. * Gets a new Vector2(0, 0)
  4780. * @returns a new Vector2
  4781. */
  4782. Vector2.Zero = function () {
  4783. return new Vector2(0, 0);
  4784. };
  4785. /**
  4786. * Gets a new Vector2(1, 1)
  4787. * @returns a new Vector2
  4788. */
  4789. Vector2.One = function () {
  4790. return new Vector2(1, 1);
  4791. };
  4792. /**
  4793. * Gets a new Vector2 set from the given index element of the given array
  4794. * @param array defines the data source
  4795. * @param offset defines the offset in the data source
  4796. * @returns a new Vector2
  4797. */
  4798. Vector2.FromArray = function (array, offset) {
  4799. if (offset === void 0) { offset = 0; }
  4800. return new Vector2(array[offset], array[offset + 1]);
  4801. };
  4802. /**
  4803. * Sets "result" from the given index element of the given array
  4804. * @param array defines the data source
  4805. * @param offset defines the offset in the data source
  4806. * @param result defines the target vector
  4807. */
  4808. Vector2.FromArrayToRef = function (array, offset, result) {
  4809. result.x = array[offset];
  4810. result.y = array[offset + 1];
  4811. };
  4812. /**
  4813. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4814. * @param value1 defines 1st point of control
  4815. * @param value2 defines 2nd point of control
  4816. * @param value3 defines 3rd point of control
  4817. * @param value4 defines 4th point of control
  4818. * @param amount defines the interpolation factor
  4819. * @returns a new Vector2
  4820. */
  4821. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4822. var squared = amount * amount;
  4823. var cubed = amount * squared;
  4824. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4825. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4826. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4827. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4828. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4829. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4830. return new Vector2(x, y);
  4831. };
  4832. /**
  4833. * 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".
  4834. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4835. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4836. * @param value defines the value to clamp
  4837. * @param min defines the lower limit
  4838. * @param max defines the upper limit
  4839. * @returns a new Vector2
  4840. */
  4841. Vector2.Clamp = function (value, min, max) {
  4842. var x = value.x;
  4843. x = (x > max.x) ? max.x : x;
  4844. x = (x < min.x) ? min.x : x;
  4845. var y = value.y;
  4846. y = (y > max.y) ? max.y : y;
  4847. y = (y < min.y) ? min.y : y;
  4848. return new Vector2(x, y);
  4849. };
  4850. /**
  4851. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4852. * @param value1 defines the 1st control point
  4853. * @param tangent1 defines the outgoing tangent
  4854. * @param value2 defines the 2nd control point
  4855. * @param tangent2 defines the incoming tangent
  4856. * @param amount defines the interpolation factor
  4857. * @returns a new Vector2
  4858. */
  4859. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4860. var squared = amount * amount;
  4861. var cubed = amount * squared;
  4862. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4863. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4864. var part3 = (cubed - (2.0 * squared)) + amount;
  4865. var part4 = cubed - squared;
  4866. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4867. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4868. return new Vector2(x, y);
  4869. };
  4870. /**
  4871. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4872. * @param start defines the start vector
  4873. * @param end defines the end vector
  4874. * @param amount defines the interpolation factor
  4875. * @returns a new Vector2
  4876. */
  4877. Vector2.Lerp = function (start, end, amount) {
  4878. var x = start.x + ((end.x - start.x) * amount);
  4879. var y = start.y + ((end.y - start.y) * amount);
  4880. return new Vector2(x, y);
  4881. };
  4882. /**
  4883. * Gets the dot product of the vector "left" and the vector "right"
  4884. * @param left defines first vector
  4885. * @param right defines second vector
  4886. * @returns the dot product (float)
  4887. */
  4888. Vector2.Dot = function (left, right) {
  4889. return left.x * right.x + left.y * right.y;
  4890. };
  4891. /**
  4892. * Returns a new Vector2 equal to the normalized given vector
  4893. * @param vector defines the vector to normalize
  4894. * @returns a new Vector2
  4895. */
  4896. Vector2.Normalize = function (vector) {
  4897. var newVector = vector.clone();
  4898. newVector.normalize();
  4899. return newVector;
  4900. };
  4901. /**
  4902. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4903. * @param left defines 1st vector
  4904. * @param right defines 2nd vector
  4905. * @returns a new Vector2
  4906. */
  4907. Vector2.Minimize = function (left, right) {
  4908. var x = (left.x < right.x) ? left.x : right.x;
  4909. var y = (left.y < right.y) ? left.y : right.y;
  4910. return new Vector2(x, y);
  4911. };
  4912. /**
  4913. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4914. * @param left defines 1st vector
  4915. * @param right defines 2nd vector
  4916. * @returns a new Vector2
  4917. */
  4918. Vector2.Maximize = function (left, right) {
  4919. var x = (left.x > right.x) ? left.x : right.x;
  4920. var y = (left.y > right.y) ? left.y : right.y;
  4921. return new Vector2(x, y);
  4922. };
  4923. /**
  4924. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4925. * @param vector defines the vector to transform
  4926. * @param transformation defines the matrix to apply
  4927. * @returns a new Vector2
  4928. */
  4929. Vector2.Transform = function (vector, transformation) {
  4930. var r = Vector2.Zero();
  4931. Vector2.TransformToRef(vector, transformation, r);
  4932. return r;
  4933. };
  4934. /**
  4935. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4936. * @param vector defines the vector to transform
  4937. * @param transformation defines the matrix to apply
  4938. * @param result defines the target vector
  4939. */
  4940. Vector2.TransformToRef = function (vector, transformation, result) {
  4941. var m = transformation.m;
  4942. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4943. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4944. result.x = x;
  4945. result.y = y;
  4946. };
  4947. /**
  4948. * Determines if a given vector is included in a triangle
  4949. * @param p defines the vector to test
  4950. * @param p0 defines 1st triangle point
  4951. * @param p1 defines 2nd triangle point
  4952. * @param p2 defines 3rd triangle point
  4953. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4954. */
  4955. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4956. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4957. var sign = a < 0 ? -1 : 1;
  4958. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4959. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4960. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4961. };
  4962. /**
  4963. * Gets the distance between the vectors "value1" and "value2"
  4964. * @param value1 defines first vector
  4965. * @param value2 defines second vector
  4966. * @returns the distance between vectors
  4967. */
  4968. Vector2.Distance = function (value1, value2) {
  4969. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4970. };
  4971. /**
  4972. * Returns the squared distance between the vectors "value1" and "value2"
  4973. * @param value1 defines first vector
  4974. * @param value2 defines second vector
  4975. * @returns the squared distance between vectors
  4976. */
  4977. Vector2.DistanceSquared = function (value1, value2) {
  4978. var x = value1.x - value2.x;
  4979. var y = value1.y - value2.y;
  4980. return (x * x) + (y * y);
  4981. };
  4982. /**
  4983. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4984. * @param value1 defines first vector
  4985. * @param value2 defines second vector
  4986. * @returns a new Vector2
  4987. */
  4988. Vector2.Center = function (value1, value2) {
  4989. var center = value1.add(value2);
  4990. center.scaleInPlace(0.5);
  4991. return center;
  4992. };
  4993. /**
  4994. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4995. * @param p defines the middle point
  4996. * @param segA defines one point of the segment
  4997. * @param segB defines the other point of the segment
  4998. * @returns the shortest distance
  4999. */
  5000. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  5001. var l2 = Vector2.DistanceSquared(segA, segB);
  5002. if (l2 === 0.0) {
  5003. return Vector2.Distance(p, segA);
  5004. }
  5005. var v = segB.subtract(segA);
  5006. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  5007. var proj = segA.add(v.multiplyByFloats(t, t));
  5008. return Vector2.Distance(p, proj);
  5009. };
  5010. return Vector2;
  5011. }());
  5012. BABYLON.Vector2 = Vector2;
  5013. /**
  5014. * Classed used to store (x,y,z) vector representation
  5015. * A Vector3 is the main object used in 3D geometry
  5016. * It can represent etiher the coordinates of a point the space, either a direction
  5017. * Reminder: Babylon.js uses a left handed forward facing system
  5018. */
  5019. var Vector3 = /** @class */ (function () {
  5020. /**
  5021. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  5022. * @param x defines the first coordinates (on X axis)
  5023. * @param y defines the second coordinates (on Y axis)
  5024. * @param z defines the third coordinates (on Z axis)
  5025. */
  5026. function Vector3(
  5027. /**
  5028. * Defines the first coordinates (on X axis)
  5029. */
  5030. x,
  5031. /**
  5032. * Defines the second coordinates (on Y axis)
  5033. */
  5034. y,
  5035. /**
  5036. * Defines the third coordinates (on Z axis)
  5037. */
  5038. z) {
  5039. if (x === void 0) { x = 0; }
  5040. if (y === void 0) { y = 0; }
  5041. if (z === void 0) { z = 0; }
  5042. this.x = x;
  5043. this.y = y;
  5044. this.z = z;
  5045. }
  5046. /**
  5047. * Creates a string representation of the Vector3
  5048. * @returns a string with the Vector3 coordinates.
  5049. */
  5050. Vector3.prototype.toString = function () {
  5051. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  5052. };
  5053. /**
  5054. * Gets the class name
  5055. * @returns the string "Vector3"
  5056. */
  5057. Vector3.prototype.getClassName = function () {
  5058. return "Vector3";
  5059. };
  5060. /**
  5061. * Creates the Vector3 hash code
  5062. * @returns a number which tends to be unique between Vector3 instances
  5063. */
  5064. Vector3.prototype.getHashCode = function () {
  5065. var hash = this.x || 0;
  5066. hash = (hash * 397) ^ (this.y || 0);
  5067. hash = (hash * 397) ^ (this.z || 0);
  5068. return hash;
  5069. };
  5070. // Operators
  5071. /**
  5072. * Creates an array containing three elements : the coordinates of the Vector3
  5073. * @returns a new array of numbers
  5074. */
  5075. Vector3.prototype.asArray = function () {
  5076. var result = [];
  5077. this.toArray(result, 0);
  5078. return result;
  5079. };
  5080. /**
  5081. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5082. * @param array defines the destination array
  5083. * @param index defines the offset in the destination array
  5084. * @returns the current Vector3
  5085. */
  5086. Vector3.prototype.toArray = function (array, index) {
  5087. if (index === void 0) { index = 0; }
  5088. array[index] = this.x;
  5089. array[index + 1] = this.y;
  5090. array[index + 2] = this.z;
  5091. return this;
  5092. };
  5093. /**
  5094. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5095. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5096. */
  5097. Vector3.prototype.toQuaternion = function () {
  5098. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5099. };
  5100. /**
  5101. * Adds the given vector to the current Vector3
  5102. * @param otherVector defines the second operand
  5103. * @returns the current updated Vector3
  5104. */
  5105. Vector3.prototype.addInPlace = function (otherVector) {
  5106. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5107. };
  5108. /**
  5109. * Adds the given coordinates to the current Vector3
  5110. * @param x defines the x coordinate of the operand
  5111. * @param y defines the y coordinate of the operand
  5112. * @param z defines the z coordinate of the operand
  5113. * @returns the current updated Vector3
  5114. */
  5115. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5116. this.x += x;
  5117. this.y += y;
  5118. this.z += z;
  5119. return this;
  5120. };
  5121. /**
  5122. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5123. * @param otherVector defines the second operand
  5124. * @returns the resulting Vector3
  5125. */
  5126. Vector3.prototype.add = function (otherVector) {
  5127. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5128. };
  5129. /**
  5130. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5131. * @param otherVector defines the second operand
  5132. * @param result defines the Vector3 object where to store the result
  5133. * @returns the current Vector3
  5134. */
  5135. Vector3.prototype.addToRef = function (otherVector, result) {
  5136. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5137. };
  5138. /**
  5139. * Subtract the given vector from the current Vector3
  5140. * @param otherVector defines the second operand
  5141. * @returns the current updated Vector3
  5142. */
  5143. Vector3.prototype.subtractInPlace = function (otherVector) {
  5144. this.x -= otherVector.x;
  5145. this.y -= otherVector.y;
  5146. this.z -= otherVector.z;
  5147. return this;
  5148. };
  5149. /**
  5150. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5151. * @param otherVector defines the second operand
  5152. * @returns the resulting Vector3
  5153. */
  5154. Vector3.prototype.subtract = function (otherVector) {
  5155. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5156. };
  5157. /**
  5158. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5159. * @param otherVector defines the second operand
  5160. * @param result defines the Vector3 object where to store the result
  5161. * @returns the current Vector3
  5162. */
  5163. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5164. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5165. };
  5166. /**
  5167. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5168. * @param x defines the x coordinate of the operand
  5169. * @param y defines the y coordinate of the operand
  5170. * @param z defines the z coordinate of the operand
  5171. * @returns the resulting Vector3
  5172. */
  5173. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5174. return new Vector3(this.x - x, this.y - y, this.z - z);
  5175. };
  5176. /**
  5177. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5178. * @param x defines the x coordinate of the operand
  5179. * @param y defines the y coordinate of the operand
  5180. * @param z defines the z coordinate of the operand
  5181. * @param result defines the Vector3 object where to store the result
  5182. * @returns the current Vector3
  5183. */
  5184. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5185. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5186. };
  5187. /**
  5188. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5189. * @returns a new Vector3
  5190. */
  5191. Vector3.prototype.negate = function () {
  5192. return new Vector3(-this.x, -this.y, -this.z);
  5193. };
  5194. /**
  5195. * Multiplies the Vector3 coordinates by the float "scale"
  5196. * @param scale defines the multiplier factor
  5197. * @returns the current updated Vector3
  5198. */
  5199. Vector3.prototype.scaleInPlace = function (scale) {
  5200. this.x *= scale;
  5201. this.y *= scale;
  5202. this.z *= scale;
  5203. return this;
  5204. };
  5205. /**
  5206. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5207. * @param scale defines the multiplier factor
  5208. * @returns a new Vector3
  5209. */
  5210. Vector3.prototype.scale = function (scale) {
  5211. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5212. };
  5213. /**
  5214. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5215. * @param scale defines the multiplier factor
  5216. * @param result defines the Vector3 object where to store the result
  5217. * @returns the current Vector3
  5218. */
  5219. Vector3.prototype.scaleToRef = function (scale, result) {
  5220. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5221. };
  5222. /**
  5223. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5224. * @param scale defines the scale factor
  5225. * @param result defines the Vector3 object where to store the result
  5226. * @returns the unmodified current Vector3
  5227. */
  5228. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5229. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5230. };
  5231. /**
  5232. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5233. * @param otherVector defines the second operand
  5234. * @returns true if both vectors are equals
  5235. */
  5236. Vector3.prototype.equals = function (otherVector) {
  5237. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5238. };
  5239. /**
  5240. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5241. * @param otherVector defines the second operand
  5242. * @param epsilon defines the minimal distance to define values as equals
  5243. * @returns true if both vectors are distant less than epsilon
  5244. */
  5245. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5246. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5247. 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);
  5248. };
  5249. /**
  5250. * Returns true if the current Vector3 coordinates equals the given floats
  5251. * @param x defines the x coordinate of the operand
  5252. * @param y defines the y coordinate of the operand
  5253. * @param z defines the z coordinate of the operand
  5254. * @returns true if both vectors are equals
  5255. */
  5256. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5257. return this.x === x && this.y === y && this.z === z;
  5258. };
  5259. /**
  5260. * Multiplies the current Vector3 coordinates by the given ones
  5261. * @param otherVector defines the second operand
  5262. * @returns the current updated Vector3
  5263. */
  5264. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5265. this.x *= otherVector.x;
  5266. this.y *= otherVector.y;
  5267. this.z *= otherVector.z;
  5268. return this;
  5269. };
  5270. /**
  5271. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5272. * @param otherVector defines the second operand
  5273. * @returns the new Vector3
  5274. */
  5275. Vector3.prototype.multiply = function (otherVector) {
  5276. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5277. };
  5278. /**
  5279. * Multiplies the current Vector3 by the given one 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.multiplyToRef = function (otherVector, result) {
  5285. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5286. };
  5287. /**
  5288. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5289. * @param x defines the x coordinate of the operand
  5290. * @param y defines the y coordinate of the operand
  5291. * @param z defines the z coordinate of the operand
  5292. * @returns the new Vector3
  5293. */
  5294. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5295. return new Vector3(this.x * x, this.y * y, this.z * z);
  5296. };
  5297. /**
  5298. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5299. * @param otherVector defines the second operand
  5300. * @returns the new Vector3
  5301. */
  5302. Vector3.prototype.divide = function (otherVector) {
  5303. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5304. };
  5305. /**
  5306. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5307. * @param otherVector defines the second operand
  5308. * @param result defines the Vector3 object where to store the result
  5309. * @returns the current Vector3
  5310. */
  5311. Vector3.prototype.divideToRef = function (otherVector, result) {
  5312. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5313. };
  5314. /**
  5315. * Divides the current Vector3 coordinates by the given ones.
  5316. * @param otherVector defines the second operand
  5317. * @returns the current updated Vector3
  5318. */
  5319. Vector3.prototype.divideInPlace = function (otherVector) {
  5320. return this.divideToRef(otherVector, this);
  5321. };
  5322. /**
  5323. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5324. * @param other defines the second operand
  5325. * @returns the current updated Vector3
  5326. */
  5327. Vector3.prototype.minimizeInPlace = function (other) {
  5328. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5329. };
  5330. /**
  5331. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5332. * @param other defines the second operand
  5333. * @returns the current updated Vector3
  5334. */
  5335. Vector3.prototype.maximizeInPlace = function (other) {
  5336. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5337. };
  5338. /**
  5339. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5340. * @param x defines the x coordinate of the operand
  5341. * @param y defines the y coordinate of the operand
  5342. * @param z defines the z coordinate of the operand
  5343. * @returns the current updated Vector3
  5344. */
  5345. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5346. if (x < this.x) {
  5347. this.x = x;
  5348. }
  5349. if (y < this.y) {
  5350. this.y = y;
  5351. }
  5352. if (z < this.z) {
  5353. this.z = z;
  5354. }
  5355. return this;
  5356. };
  5357. /**
  5358. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5359. * @param x defines the x coordinate of the operand
  5360. * @param y defines the y coordinate of the operand
  5361. * @param z defines the z coordinate of the operand
  5362. * @returns the current updated Vector3
  5363. */
  5364. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5365. if (x > this.x) {
  5366. this.x = x;
  5367. }
  5368. if (y > this.y) {
  5369. this.y = y;
  5370. }
  5371. if (z > this.z) {
  5372. this.z = z;
  5373. }
  5374. return this;
  5375. };
  5376. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5377. /**
  5378. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5379. */
  5380. get: function () {
  5381. var absX = Math.abs(this.x);
  5382. var absY = Math.abs(this.y);
  5383. if (absX !== absY) {
  5384. return true;
  5385. }
  5386. var absZ = Math.abs(this.z);
  5387. if (absX !== absZ) {
  5388. return true;
  5389. }
  5390. if (absY !== absZ) {
  5391. return true;
  5392. }
  5393. return false;
  5394. },
  5395. enumerable: true,
  5396. configurable: true
  5397. });
  5398. /**
  5399. * Gets a new Vector3 from current Vector3 floored values
  5400. * @returns a new Vector3
  5401. */
  5402. Vector3.prototype.floor = function () {
  5403. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5404. };
  5405. /**
  5406. * Gets a new Vector3 from current Vector3 floored values
  5407. * @returns a new Vector3
  5408. */
  5409. Vector3.prototype.fract = function () {
  5410. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5411. };
  5412. // Properties
  5413. /**
  5414. * Gets the length of the Vector3
  5415. * @returns the length of the Vecto3
  5416. */
  5417. Vector3.prototype.length = function () {
  5418. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5419. };
  5420. /**
  5421. * Gets the squared length of the Vector3
  5422. * @returns squared length of the Vector3
  5423. */
  5424. Vector3.prototype.lengthSquared = function () {
  5425. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5426. };
  5427. /**
  5428. * Normalize the current Vector3.
  5429. * Please note that this is an in place operation.
  5430. * @returns the current updated Vector3
  5431. */
  5432. Vector3.prototype.normalize = function () {
  5433. return this.normalizeFromLength(this.length());
  5434. };
  5435. /**
  5436. * Reorders the x y z properties of the vector in place
  5437. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5438. * @returns the current updated vector
  5439. */
  5440. Vector3.prototype.reorderInPlace = function (order) {
  5441. var _this = this;
  5442. order = order.toLowerCase();
  5443. if (order === "xyz") {
  5444. return this;
  5445. }
  5446. MathTmp.Vector3[0].copyFrom(this);
  5447. ["x", "y", "z"].forEach(function (val, i) {
  5448. _this[val] = MathTmp.Vector3[0][order[i]];
  5449. });
  5450. return this;
  5451. };
  5452. /**
  5453. * Rotates the vector around 0,0,0 by a quaternion
  5454. * @param quaternion the rotation quaternion
  5455. * @param result vector to store the result
  5456. * @returns the resulting vector
  5457. */
  5458. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5459. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5460. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5461. return result;
  5462. };
  5463. /**
  5464. * Rotates a vector around a given point
  5465. * @param quaternion the rotation quaternion
  5466. * @param point the point to rotate around
  5467. * @param result vector to store the result
  5468. * @returns the resulting vector
  5469. */
  5470. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5471. this.subtractToRef(point, MathTmp.Vector3[0]);
  5472. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5473. point.addToRef(MathTmp.Vector3[0], result);
  5474. return result;
  5475. };
  5476. /**
  5477. * Normalize the current Vector3 with the given input length.
  5478. * Please note that this is an in place operation.
  5479. * @param len the length of the vector
  5480. * @returns the current updated Vector3
  5481. */
  5482. Vector3.prototype.normalizeFromLength = function (len) {
  5483. if (len === 0 || len === 1.0) {
  5484. return this;
  5485. }
  5486. return this.scaleInPlace(1.0 / len);
  5487. };
  5488. /**
  5489. * Normalize the current Vector3 to a new vector
  5490. * @returns the new Vector3
  5491. */
  5492. Vector3.prototype.normalizeToNew = function () {
  5493. var normalized = new Vector3(0, 0, 0);
  5494. this.normalizeToRef(normalized);
  5495. return normalized;
  5496. };
  5497. /**
  5498. * Normalize the current Vector3 to the reference
  5499. * @param reference define the Vector3 to update
  5500. * @returns the updated Vector3
  5501. */
  5502. Vector3.prototype.normalizeToRef = function (reference) {
  5503. var len = this.length();
  5504. if (len === 0 || len === 1.0) {
  5505. return reference.copyFromFloats(this.x, this.y, this.z);
  5506. }
  5507. return this.scaleToRef(1.0 / len, reference);
  5508. };
  5509. /**
  5510. * Creates a new Vector3 copied from the current Vector3
  5511. * @returns the new Vector3
  5512. */
  5513. Vector3.prototype.clone = function () {
  5514. return new Vector3(this.x, this.y, this.z);
  5515. };
  5516. /**
  5517. * Copies the given vector coordinates to the current Vector3 ones
  5518. * @param source defines the source Vector3
  5519. * @returns the current updated Vector3
  5520. */
  5521. Vector3.prototype.copyFrom = function (source) {
  5522. return this.copyFromFloats(source.x, source.y, source.z);
  5523. };
  5524. /**
  5525. * Copies the given floats to the current Vector3 coordinates
  5526. * @param x defines the x coordinate of the operand
  5527. * @param y defines the y coordinate of the operand
  5528. * @param z defines the z coordinate of the operand
  5529. * @returns the current updated Vector3
  5530. */
  5531. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5532. this.x = x;
  5533. this.y = y;
  5534. this.z = z;
  5535. return this;
  5536. };
  5537. /**
  5538. * Copies the given floats to the current Vector3 coordinates
  5539. * @param x defines the x coordinate of the operand
  5540. * @param y defines the y coordinate of the operand
  5541. * @param z defines the z coordinate of the operand
  5542. * @returns the current updated Vector3
  5543. */
  5544. Vector3.prototype.set = function (x, y, z) {
  5545. return this.copyFromFloats(x, y, z);
  5546. };
  5547. /**
  5548. * Copies the given float to the current Vector3 coordinates
  5549. * @param v defines the x, y and z coordinates of the operand
  5550. * @returns the current updated Vector3
  5551. */
  5552. Vector3.prototype.setAll = function (v) {
  5553. this.x = this.y = this.z = v;
  5554. return this;
  5555. };
  5556. // Statics
  5557. /**
  5558. * Get the clip factor between two vectors
  5559. * @param vector0 defines the first operand
  5560. * @param vector1 defines the second operand
  5561. * @param axis defines the axis to use
  5562. * @param size defines the size along the axis
  5563. * @returns the clip factor
  5564. */
  5565. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5566. var d0 = Vector3.Dot(vector0, axis) - size;
  5567. var d1 = Vector3.Dot(vector1, axis) - size;
  5568. var s = d0 / (d0 - d1);
  5569. return s;
  5570. };
  5571. /**
  5572. * Get angle between two vectors
  5573. * @param vector0 angle between vector0 and vector1
  5574. * @param vector1 angle between vector0 and vector1
  5575. * @param normal direction of the normal
  5576. * @return the angle between vector0 and vector1
  5577. */
  5578. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5579. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5580. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5581. var dot = Vector3.Dot(v0, v1);
  5582. var n = MathTmp.Vector3[3];
  5583. Vector3.CrossToRef(v0, v1, n);
  5584. if (Vector3.Dot(n, normal) > 0) {
  5585. return Math.acos(dot);
  5586. }
  5587. return -Math.acos(dot);
  5588. };
  5589. /**
  5590. * Returns a new Vector3 set from the index "offset" of the given array
  5591. * @param array defines the source array
  5592. * @param offset defines the offset in the source array
  5593. * @returns the new Vector3
  5594. */
  5595. Vector3.FromArray = function (array, offset) {
  5596. if (offset === void 0) { offset = 0; }
  5597. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5598. };
  5599. /**
  5600. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5601. * This function is deprecated. Use FromArray instead
  5602. * @param array defines the source array
  5603. * @param offset defines the offset in the source array
  5604. * @returns the new Vector3
  5605. */
  5606. Vector3.FromFloatArray = function (array, offset) {
  5607. return Vector3.FromArray(array, offset);
  5608. };
  5609. /**
  5610. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5611. * @param array defines the source array
  5612. * @param offset defines the offset in the source array
  5613. * @param result defines the Vector3 where to store the result
  5614. */
  5615. Vector3.FromArrayToRef = function (array, offset, result) {
  5616. result.x = array[offset];
  5617. result.y = array[offset + 1];
  5618. result.z = array[offset + 2];
  5619. };
  5620. /**
  5621. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5622. * This function is deprecated. Use FromArrayToRef instead.
  5623. * @param array defines the source array
  5624. * @param offset defines the offset in the source array
  5625. * @param result defines the Vector3 where to store the result
  5626. */
  5627. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5628. return Vector3.FromArrayToRef(array, offset, result);
  5629. };
  5630. /**
  5631. * Sets the given vector "result" with the given floats.
  5632. * @param x defines the x coordinate of the source
  5633. * @param y defines the y coordinate of the source
  5634. * @param z defines the z coordinate of the source
  5635. * @param result defines the Vector3 where to store the result
  5636. */
  5637. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5638. result.copyFromFloats(x, y, z);
  5639. };
  5640. /**
  5641. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5642. * @returns a new empty Vector3
  5643. */
  5644. Vector3.Zero = function () {
  5645. return new Vector3(0.0, 0.0, 0.0);
  5646. };
  5647. /**
  5648. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5649. * @returns a new unit Vector3
  5650. */
  5651. Vector3.One = function () {
  5652. return new Vector3(1.0, 1.0, 1.0);
  5653. };
  5654. /**
  5655. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5656. * @returns a new up Vector3
  5657. */
  5658. Vector3.Up = function () {
  5659. return new Vector3(0.0, 1.0, 0.0);
  5660. };
  5661. /**
  5662. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5663. * @returns a new down Vector3
  5664. */
  5665. Vector3.Down = function () {
  5666. return new Vector3(0.0, -1.0, 0.0);
  5667. };
  5668. /**
  5669. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5670. * @returns a new forward Vector3
  5671. */
  5672. Vector3.Forward = function () {
  5673. return new Vector3(0.0, 0.0, 1.0);
  5674. };
  5675. /**
  5676. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5677. * @returns a new forward Vector3
  5678. */
  5679. Vector3.Backward = function () {
  5680. return new Vector3(0.0, 0.0, -1.0);
  5681. };
  5682. /**
  5683. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5684. * @returns a new right Vector3
  5685. */
  5686. Vector3.Right = function () {
  5687. return new Vector3(1.0, 0.0, 0.0);
  5688. };
  5689. /**
  5690. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5691. * @returns a new left Vector3
  5692. */
  5693. Vector3.Left = function () {
  5694. return new Vector3(-1.0, 0.0, 0.0);
  5695. };
  5696. /**
  5697. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5698. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5699. * @param vector defines the Vector3 to transform
  5700. * @param transformation defines the transformation matrix
  5701. * @returns the transformed Vector3
  5702. */
  5703. Vector3.TransformCoordinates = function (vector, transformation) {
  5704. var result = Vector3.Zero();
  5705. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5706. return result;
  5707. };
  5708. /**
  5709. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5710. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5711. * @param vector defines the Vector3 to transform
  5712. * @param transformation defines the transformation matrix
  5713. * @param result defines the Vector3 where to store the result
  5714. */
  5715. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5716. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5717. };
  5718. /**
  5719. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5720. * This method computes tranformed coordinates only, not transformed direction vectors
  5721. * @param x define the x coordinate of the source vector
  5722. * @param y define the y coordinate of the source vector
  5723. * @param z define the z coordinate of the source vector
  5724. * @param transformation defines the transformation matrix
  5725. * @param result defines the Vector3 where to store the result
  5726. */
  5727. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5728. var m = transformation.m;
  5729. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5730. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5731. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5732. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5733. result.x = rx * rw;
  5734. result.y = ry * rw;
  5735. result.z = rz * rw;
  5736. };
  5737. /**
  5738. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5739. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5740. * @param vector defines the Vector3 to transform
  5741. * @param transformation defines the transformation matrix
  5742. * @returns the new Vector3
  5743. */
  5744. Vector3.TransformNormal = function (vector, transformation) {
  5745. var result = Vector3.Zero();
  5746. Vector3.TransformNormalToRef(vector, transformation, result);
  5747. return result;
  5748. };
  5749. /**
  5750. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5751. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5752. * @param vector defines the Vector3 to transform
  5753. * @param transformation defines the transformation matrix
  5754. * @param result defines the Vector3 where to store the result
  5755. */
  5756. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5757. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5758. };
  5759. /**
  5760. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5761. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5762. * @param x define the x coordinate of the source vector
  5763. * @param y define the y coordinate of the source vector
  5764. * @param z define the z coordinate of the source vector
  5765. * @param transformation defines the transformation matrix
  5766. * @param result defines the Vector3 where to store the result
  5767. */
  5768. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5769. var m = transformation.m;
  5770. result.x = x * m[0] + y * m[4] + z * m[8];
  5771. result.y = x * m[1] + y * m[5] + z * m[9];
  5772. result.z = x * m[2] + y * m[6] + z * m[10];
  5773. };
  5774. /**
  5775. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5776. * @param value1 defines the first control point
  5777. * @param value2 defines the second control point
  5778. * @param value3 defines the third control point
  5779. * @param value4 defines the fourth control point
  5780. * @param amount defines the amount on the spline to use
  5781. * @returns the new Vector3
  5782. */
  5783. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5784. var squared = amount * amount;
  5785. var cubed = amount * squared;
  5786. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5787. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5788. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5789. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5790. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5791. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5792. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5793. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5794. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5795. return new Vector3(x, y, z);
  5796. };
  5797. /**
  5798. * 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"
  5799. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5800. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5801. * @param value defines the current value
  5802. * @param min defines the lower range value
  5803. * @param max defines the upper range value
  5804. * @returns the new Vector3
  5805. */
  5806. Vector3.Clamp = function (value, min, max) {
  5807. var v = new Vector3();
  5808. Vector3.ClampToRef(value, min, max, v);
  5809. return v;
  5810. };
  5811. /**
  5812. * 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"
  5813. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5814. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5815. * @param value defines the current value
  5816. * @param min defines the lower range value
  5817. * @param max defines the upper range value
  5818. * @param result defines the Vector3 where to store the result
  5819. */
  5820. Vector3.ClampToRef = function (value, min, max, result) {
  5821. var x = value.x;
  5822. x = (x > max.x) ? max.x : x;
  5823. x = (x < min.x) ? min.x : x;
  5824. var y = value.y;
  5825. y = (y > max.y) ? max.y : y;
  5826. y = (y < min.y) ? min.y : y;
  5827. var z = value.z;
  5828. z = (z > max.z) ? max.z : z;
  5829. z = (z < min.z) ? min.z : z;
  5830. result.copyFromFloats(x, y, z);
  5831. };
  5832. /**
  5833. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5834. * @param value1 defines the first control point
  5835. * @param tangent1 defines the first tangent vector
  5836. * @param value2 defines the second control point
  5837. * @param tangent2 defines the second tangent vector
  5838. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5839. * @returns the new Vector3
  5840. */
  5841. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5842. var squared = amount * amount;
  5843. var cubed = amount * squared;
  5844. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5845. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5846. var part3 = (cubed - (2.0 * squared)) + amount;
  5847. var part4 = cubed - squared;
  5848. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5849. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5850. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5851. return new Vector3(x, y, z);
  5852. };
  5853. /**
  5854. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5855. * @param start defines the start value
  5856. * @param end defines the end value
  5857. * @param amount max defines amount between both (between 0 and 1)
  5858. * @returns the new Vector3
  5859. */
  5860. Vector3.Lerp = function (start, end, amount) {
  5861. var result = new Vector3(0, 0, 0);
  5862. Vector3.LerpToRef(start, end, amount, result);
  5863. return result;
  5864. };
  5865. /**
  5866. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5867. * @param start defines the start value
  5868. * @param end defines the end value
  5869. * @param amount max defines amount between both (between 0 and 1)
  5870. * @param result defines the Vector3 where to store the result
  5871. */
  5872. Vector3.LerpToRef = function (start, end, amount, result) {
  5873. result.x = start.x + ((end.x - start.x) * amount);
  5874. result.y = start.y + ((end.y - start.y) * amount);
  5875. result.z = start.z + ((end.z - start.z) * amount);
  5876. };
  5877. /**
  5878. * Returns the dot product (float) between the vectors "left" and "right"
  5879. * @param left defines the left operand
  5880. * @param right defines the right operand
  5881. * @returns the dot product
  5882. */
  5883. Vector3.Dot = function (left, right) {
  5884. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5885. };
  5886. /**
  5887. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5888. * The cross product is then orthogonal to both "left" and "right"
  5889. * @param left defines the left operand
  5890. * @param right defines the right operand
  5891. * @returns the cross product
  5892. */
  5893. Vector3.Cross = function (left, right) {
  5894. var result = Vector3.Zero();
  5895. Vector3.CrossToRef(left, right, result);
  5896. return result;
  5897. };
  5898. /**
  5899. * Sets the given vector "result" with the cross product of "left" and "right"
  5900. * The cross product is then orthogonal to both "left" and "right"
  5901. * @param left defines the left operand
  5902. * @param right defines the right operand
  5903. * @param result defines the Vector3 where to store the result
  5904. */
  5905. Vector3.CrossToRef = function (left, right, result) {
  5906. var x = left.y * right.z - left.z * right.y;
  5907. var y = left.z * right.x - left.x * right.z;
  5908. var z = left.x * right.y - left.y * right.x;
  5909. result.copyFromFloats(x, y, z);
  5910. };
  5911. /**
  5912. * Returns a new Vector3 as the normalization of the given vector
  5913. * @param vector defines the Vector3 to normalize
  5914. * @returns the new Vector3
  5915. */
  5916. Vector3.Normalize = function (vector) {
  5917. var result = Vector3.Zero();
  5918. Vector3.NormalizeToRef(vector, result);
  5919. return result;
  5920. };
  5921. /**
  5922. * Sets the given vector "result" with the normalization of the given first vector
  5923. * @param vector defines the Vector3 to normalize
  5924. * @param result defines the Vector3 where to store the result
  5925. */
  5926. Vector3.NormalizeToRef = function (vector, result) {
  5927. vector.normalizeToRef(result);
  5928. };
  5929. /**
  5930. * Project a Vector3 onto screen space
  5931. * @param vector defines the Vector3 to project
  5932. * @param world defines the world matrix to use
  5933. * @param transform defines the transform (view x projection) matrix to use
  5934. * @param viewport defines the screen viewport to use
  5935. * @returns the new Vector3
  5936. */
  5937. Vector3.Project = function (vector, world, transform, viewport) {
  5938. var cw = viewport.width;
  5939. var ch = viewport.height;
  5940. var cx = viewport.x;
  5941. var cy = viewport.y;
  5942. var viewportMatrix = MathTmp.Matrix[1];
  5943. 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);
  5944. var matrix = MathTmp.Matrix[0];
  5945. world.multiplyToRef(transform, matrix);
  5946. matrix.multiplyToRef(viewportMatrix, matrix);
  5947. return Vector3.TransformCoordinates(vector, matrix);
  5948. };
  5949. /** @hidden */
  5950. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5951. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5952. var m = matrix.m;
  5953. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5954. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5955. result.scaleInPlace(1.0 / num);
  5956. }
  5957. };
  5958. /**
  5959. * Unproject from screen space to object space
  5960. * @param source defines the screen space Vector3 to use
  5961. * @param viewportWidth defines the current width of the viewport
  5962. * @param viewportHeight defines the current height of the viewport
  5963. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5964. * @param transform defines the transform (view x projection) matrix to use
  5965. * @returns the new Vector3
  5966. */
  5967. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5968. var matrix = MathTmp.Matrix[0];
  5969. world.multiplyToRef(transform, matrix);
  5970. matrix.invert();
  5971. source.x = source.x / viewportWidth * 2 - 1;
  5972. source.y = -(source.y / viewportHeight * 2 - 1);
  5973. var vector = new Vector3();
  5974. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5975. return vector;
  5976. };
  5977. /**
  5978. * Unproject from screen space to object space
  5979. * @param source defines the screen space Vector3 to use
  5980. * @param viewportWidth defines the current width of the viewport
  5981. * @param viewportHeight defines the current height of the viewport
  5982. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5983. * @param view defines the view matrix to use
  5984. * @param projection defines the projection matrix to use
  5985. * @returns the new Vector3
  5986. */
  5987. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5988. var result = Vector3.Zero();
  5989. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5990. return result;
  5991. };
  5992. /**
  5993. * Unproject from screen space to object space
  5994. * @param source defines the screen space Vector3 to use
  5995. * @param viewportWidth defines the current width of the viewport
  5996. * @param viewportHeight defines the current height of the viewport
  5997. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5998. * @param view defines the view matrix to use
  5999. * @param projection defines the projection matrix to use
  6000. * @param result defines the Vector3 where to store the result
  6001. */
  6002. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  6003. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  6004. };
  6005. /**
  6006. * Unproject from screen space to object space
  6007. * @param sourceX defines the screen space x coordinate to use
  6008. * @param sourceY defines the screen space y coordinate to use
  6009. * @param sourceZ defines the screen space z coordinate to use
  6010. * @param viewportWidth defines the current width of the viewport
  6011. * @param viewportHeight defines the current height of the viewport
  6012. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6013. * @param view defines the view matrix to use
  6014. * @param projection defines the projection matrix to use
  6015. * @param result defines the Vector3 where to store the result
  6016. */
  6017. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  6018. var matrix = MathTmp.Matrix[0];
  6019. world.multiplyToRef(view, matrix);
  6020. matrix.multiplyToRef(projection, matrix);
  6021. matrix.invert();
  6022. var screenSource = MathTmp.Vector3[0];
  6023. screenSource.x = sourceX / viewportWidth * 2 - 1;
  6024. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6025. screenSource.z = 2 * sourceZ - 1.0;
  6026. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6027. };
  6028. /**
  6029. * Unproject a ray from screen space to object space
  6030. * @param sourceX defines the screen space x coordinate to use
  6031. * @param sourceY defines the screen space y coordinate to use
  6032. * @param viewportWidth defines the current width of the viewport
  6033. * @param viewportHeight defines the current height of the viewport
  6034. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6035. * @param view defines the view matrix to use
  6036. * @param projection defines the projection matrix to use
  6037. * @param ray defines the Ray where to store the result
  6038. */
  6039. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6040. var matrix = MathTmp.Matrix[0];
  6041. world.multiplyToRef(view, matrix);
  6042. matrix.multiplyToRef(projection, matrix);
  6043. matrix.invert();
  6044. var nearScreenSource = MathTmp.Vector3[0];
  6045. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6046. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6047. nearScreenSource.z = -1.0;
  6048. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6049. var nearVec3 = MathTmp.Vector3[2];
  6050. var farVec3 = MathTmp.Vector3[3];
  6051. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6052. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6053. ray.origin.copyFrom(nearVec3);
  6054. farVec3.subtractToRef(nearVec3, ray.direction);
  6055. ray.direction.normalize();
  6056. };
  6057. /**
  6058. * Gets the minimal coordinate values between two Vector3
  6059. * @param left defines the first operand
  6060. * @param right defines the second operand
  6061. * @returns the new Vector3
  6062. */
  6063. Vector3.Minimize = function (left, right) {
  6064. var min = left.clone();
  6065. min.minimizeInPlace(right);
  6066. return min;
  6067. };
  6068. /**
  6069. * Gets the maximal coordinate values between two Vector3
  6070. * @param left defines the first operand
  6071. * @param right defines the second operand
  6072. * @returns the new Vector3
  6073. */
  6074. Vector3.Maximize = function (left, right) {
  6075. var max = left.clone();
  6076. max.maximizeInPlace(right);
  6077. return max;
  6078. };
  6079. /**
  6080. * Returns the distance between the vectors "value1" and "value2"
  6081. * @param value1 defines the first operand
  6082. * @param value2 defines the second operand
  6083. * @returns the distance
  6084. */
  6085. Vector3.Distance = function (value1, value2) {
  6086. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6087. };
  6088. /**
  6089. * Returns the squared distance between the vectors "value1" and "value2"
  6090. * @param value1 defines the first operand
  6091. * @param value2 defines the second operand
  6092. * @returns the squared distance
  6093. */
  6094. Vector3.DistanceSquared = function (value1, value2) {
  6095. var x = value1.x - value2.x;
  6096. var y = value1.y - value2.y;
  6097. var z = value1.z - value2.z;
  6098. return (x * x) + (y * y) + (z * z);
  6099. };
  6100. /**
  6101. * Returns a new Vector3 located at the center between "value1" and "value2"
  6102. * @param value1 defines the first operand
  6103. * @param value2 defines the second operand
  6104. * @returns the new Vector3
  6105. */
  6106. Vector3.Center = function (value1, value2) {
  6107. var center = value1.add(value2);
  6108. center.scaleInPlace(0.5);
  6109. return center;
  6110. };
  6111. /**
  6112. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6113. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6114. * to something in order to rotate it from its local system to the given target system
  6115. * Note: axis1, axis2 and axis3 are normalized during this operation
  6116. * @param axis1 defines the first axis
  6117. * @param axis2 defines the second axis
  6118. * @param axis3 defines the third axis
  6119. * @returns a new Vector3
  6120. */
  6121. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6122. var rotation = Vector3.Zero();
  6123. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6124. return rotation;
  6125. };
  6126. /**
  6127. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6128. * @param axis1 defines the first axis
  6129. * @param axis2 defines the second axis
  6130. * @param axis3 defines the third axis
  6131. * @param ref defines the Vector3 where to store the result
  6132. */
  6133. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6134. var quat = MathTmp.Quaternion[0];
  6135. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6136. quat.toEulerAnglesToRef(ref);
  6137. };
  6138. return Vector3;
  6139. }());
  6140. BABYLON.Vector3 = Vector3;
  6141. /**
  6142. * Vector4 class created for EulerAngle class conversion to Quaternion
  6143. */
  6144. var Vector4 = /** @class */ (function () {
  6145. /**
  6146. * Creates a Vector4 object from the given floats.
  6147. * @param x x value of the vector
  6148. * @param y y value of the vector
  6149. * @param z z value of the vector
  6150. * @param w w value of the vector
  6151. */
  6152. function Vector4(
  6153. /** x value of the vector */
  6154. x,
  6155. /** y value of the vector */
  6156. y,
  6157. /** z value of the vector */
  6158. z,
  6159. /** w value of the vector */
  6160. w) {
  6161. this.x = x;
  6162. this.y = y;
  6163. this.z = z;
  6164. this.w = w;
  6165. }
  6166. /**
  6167. * Returns the string with the Vector4 coordinates.
  6168. * @returns a string containing all the vector values
  6169. */
  6170. Vector4.prototype.toString = function () {
  6171. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6172. };
  6173. /**
  6174. * Returns the string "Vector4".
  6175. * @returns "Vector4"
  6176. */
  6177. Vector4.prototype.getClassName = function () {
  6178. return "Vector4";
  6179. };
  6180. /**
  6181. * Returns the Vector4 hash code.
  6182. * @returns a unique hash code
  6183. */
  6184. Vector4.prototype.getHashCode = function () {
  6185. var hash = this.x || 0;
  6186. hash = (hash * 397) ^ (this.y || 0);
  6187. hash = (hash * 397) ^ (this.z || 0);
  6188. hash = (hash * 397) ^ (this.w || 0);
  6189. return hash;
  6190. };
  6191. // Operators
  6192. /**
  6193. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6194. * @returns the resulting array
  6195. */
  6196. Vector4.prototype.asArray = function () {
  6197. var result = new Array();
  6198. this.toArray(result, 0);
  6199. return result;
  6200. };
  6201. /**
  6202. * Populates the given array from the given index with the Vector4 coordinates.
  6203. * @param array array to populate
  6204. * @param index index of the array to start at (default: 0)
  6205. * @returns the Vector4.
  6206. */
  6207. Vector4.prototype.toArray = function (array, index) {
  6208. if (index === undefined) {
  6209. index = 0;
  6210. }
  6211. array[index] = this.x;
  6212. array[index + 1] = this.y;
  6213. array[index + 2] = this.z;
  6214. array[index + 3] = this.w;
  6215. return this;
  6216. };
  6217. /**
  6218. * Adds the given vector to the current Vector4.
  6219. * @param otherVector the vector to add
  6220. * @returns the updated Vector4.
  6221. */
  6222. Vector4.prototype.addInPlace = function (otherVector) {
  6223. this.x += otherVector.x;
  6224. this.y += otherVector.y;
  6225. this.z += otherVector.z;
  6226. this.w += otherVector.w;
  6227. return this;
  6228. };
  6229. /**
  6230. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6231. * @param otherVector the vector to add
  6232. * @returns the resulting vector
  6233. */
  6234. Vector4.prototype.add = function (otherVector) {
  6235. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6236. };
  6237. /**
  6238. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6239. * @param otherVector the vector to add
  6240. * @param result the vector to store the result
  6241. * @returns the current Vector4.
  6242. */
  6243. Vector4.prototype.addToRef = function (otherVector, result) {
  6244. result.x = this.x + otherVector.x;
  6245. result.y = this.y + otherVector.y;
  6246. result.z = this.z + otherVector.z;
  6247. result.w = this.w + otherVector.w;
  6248. return this;
  6249. };
  6250. /**
  6251. * Subtract in place the given vector from the current Vector4.
  6252. * @param otherVector the vector to subtract
  6253. * @returns the updated Vector4.
  6254. */
  6255. Vector4.prototype.subtractInPlace = function (otherVector) {
  6256. this.x -= otherVector.x;
  6257. this.y -= otherVector.y;
  6258. this.z -= otherVector.z;
  6259. this.w -= otherVector.w;
  6260. return this;
  6261. };
  6262. /**
  6263. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6264. * @param otherVector the vector to add
  6265. * @returns the new vector with the result
  6266. */
  6267. Vector4.prototype.subtract = function (otherVector) {
  6268. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6269. };
  6270. /**
  6271. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6272. * @param otherVector the vector to subtract
  6273. * @param result the vector to store the result
  6274. * @returns the current Vector4.
  6275. */
  6276. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6277. result.x = this.x - otherVector.x;
  6278. result.y = this.y - otherVector.y;
  6279. result.z = this.z - otherVector.z;
  6280. result.w = this.w - otherVector.w;
  6281. return this;
  6282. };
  6283. /**
  6284. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6285. */
  6286. /**
  6287. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6288. * @param x value to subtract
  6289. * @param y value to subtract
  6290. * @param z value to subtract
  6291. * @param w value to subtract
  6292. * @returns new vector containing the result
  6293. */
  6294. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6295. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6296. };
  6297. /**
  6298. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6299. * @param x value to subtract
  6300. * @param y value to subtract
  6301. * @param z value to subtract
  6302. * @param w value to subtract
  6303. * @param result the vector to store the result in
  6304. * @returns the current Vector4.
  6305. */
  6306. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6307. result.x = this.x - x;
  6308. result.y = this.y - y;
  6309. result.z = this.z - z;
  6310. result.w = this.w - w;
  6311. return this;
  6312. };
  6313. /**
  6314. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6315. * @returns a new vector with the negated values
  6316. */
  6317. Vector4.prototype.negate = function () {
  6318. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6319. };
  6320. /**
  6321. * Multiplies the current Vector4 coordinates by scale (float).
  6322. * @param scale the number to scale with
  6323. * @returns the updated Vector4.
  6324. */
  6325. Vector4.prototype.scaleInPlace = function (scale) {
  6326. this.x *= scale;
  6327. this.y *= scale;
  6328. this.z *= scale;
  6329. this.w *= scale;
  6330. return this;
  6331. };
  6332. /**
  6333. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6334. * @param scale the number to scale with
  6335. * @returns a new vector with the result
  6336. */
  6337. Vector4.prototype.scale = function (scale) {
  6338. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6339. };
  6340. /**
  6341. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6342. * @param scale the number to scale with
  6343. * @param result a vector to store the result in
  6344. * @returns the current Vector4.
  6345. */
  6346. Vector4.prototype.scaleToRef = function (scale, result) {
  6347. result.x = this.x * scale;
  6348. result.y = this.y * scale;
  6349. result.z = this.z * scale;
  6350. result.w = this.w * scale;
  6351. return this;
  6352. };
  6353. /**
  6354. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6355. * @param scale defines the scale factor
  6356. * @param result defines the Vector4 object where to store the result
  6357. * @returns the unmodified current Vector4
  6358. */
  6359. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6360. result.x += this.x * scale;
  6361. result.y += this.y * scale;
  6362. result.z += this.z * scale;
  6363. result.w += this.w * scale;
  6364. return this;
  6365. };
  6366. /**
  6367. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6368. * @param otherVector the vector to compare against
  6369. * @returns true if they are equal
  6370. */
  6371. Vector4.prototype.equals = function (otherVector) {
  6372. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6373. };
  6374. /**
  6375. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6376. * @param otherVector vector to compare against
  6377. * @param epsilon (Default: very small number)
  6378. * @returns true if they are equal
  6379. */
  6380. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6381. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6382. return otherVector
  6383. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6384. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6385. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6386. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6387. };
  6388. /**
  6389. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6390. * @param x x value to compare against
  6391. * @param y y value to compare against
  6392. * @param z z value to compare against
  6393. * @param w w value to compare against
  6394. * @returns true if equal
  6395. */
  6396. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6397. return this.x === x && this.y === y && this.z === z && this.w === w;
  6398. };
  6399. /**
  6400. * Multiplies in place the current Vector4 by the given one.
  6401. * @param otherVector vector to multiple with
  6402. * @returns the updated Vector4.
  6403. */
  6404. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6405. this.x *= otherVector.x;
  6406. this.y *= otherVector.y;
  6407. this.z *= otherVector.z;
  6408. this.w *= otherVector.w;
  6409. return this;
  6410. };
  6411. /**
  6412. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6413. * @param otherVector vector to multiple with
  6414. * @returns resulting new vector
  6415. */
  6416. Vector4.prototype.multiply = function (otherVector) {
  6417. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6418. };
  6419. /**
  6420. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6421. * @param otherVector vector to multiple with
  6422. * @param result vector to store the result
  6423. * @returns the current Vector4.
  6424. */
  6425. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6426. result.x = this.x * otherVector.x;
  6427. result.y = this.y * otherVector.y;
  6428. result.z = this.z * otherVector.z;
  6429. result.w = this.w * otherVector.w;
  6430. return this;
  6431. };
  6432. /**
  6433. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6434. * @param x x value multiply with
  6435. * @param y y value multiply with
  6436. * @param z z value multiply with
  6437. * @param w w value multiply with
  6438. * @returns resulting new vector
  6439. */
  6440. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6441. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6442. };
  6443. /**
  6444. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6445. * @param otherVector vector to devide with
  6446. * @returns resulting new vector
  6447. */
  6448. Vector4.prototype.divide = function (otherVector) {
  6449. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6450. };
  6451. /**
  6452. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6453. * @param otherVector vector to devide with
  6454. * @param result vector to store the result
  6455. * @returns the current Vector4.
  6456. */
  6457. Vector4.prototype.divideToRef = function (otherVector, result) {
  6458. result.x = this.x / otherVector.x;
  6459. result.y = this.y / otherVector.y;
  6460. result.z = this.z / otherVector.z;
  6461. result.w = this.w / otherVector.w;
  6462. return this;
  6463. };
  6464. /**
  6465. * Divides the current Vector3 coordinates by the given ones.
  6466. * @param otherVector vector to devide with
  6467. * @returns the updated Vector3.
  6468. */
  6469. Vector4.prototype.divideInPlace = function (otherVector) {
  6470. return this.divideToRef(otherVector, this);
  6471. };
  6472. /**
  6473. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6474. * @param other defines the second operand
  6475. * @returns the current updated Vector4
  6476. */
  6477. Vector4.prototype.minimizeInPlace = function (other) {
  6478. if (other.x < this.x) {
  6479. this.x = other.x;
  6480. }
  6481. if (other.y < this.y) {
  6482. this.y = other.y;
  6483. }
  6484. if (other.z < this.z) {
  6485. this.z = other.z;
  6486. }
  6487. if (other.w < this.w) {
  6488. this.w = other.w;
  6489. }
  6490. return this;
  6491. };
  6492. /**
  6493. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6494. * @param other defines the second operand
  6495. * @returns the current updated Vector4
  6496. */
  6497. Vector4.prototype.maximizeInPlace = function (other) {
  6498. if (other.x > this.x) {
  6499. this.x = other.x;
  6500. }
  6501. if (other.y > this.y) {
  6502. this.y = other.y;
  6503. }
  6504. if (other.z > this.z) {
  6505. this.z = other.z;
  6506. }
  6507. if (other.w > this.w) {
  6508. this.w = other.w;
  6509. }
  6510. return this;
  6511. };
  6512. /**
  6513. * Gets a new Vector4 from current Vector4 floored values
  6514. * @returns a new Vector4
  6515. */
  6516. Vector4.prototype.floor = function () {
  6517. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6518. };
  6519. /**
  6520. * Gets a new Vector4 from current Vector3 floored values
  6521. * @returns a new Vector4
  6522. */
  6523. Vector4.prototype.fract = function () {
  6524. 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));
  6525. };
  6526. // Properties
  6527. /**
  6528. * Returns the Vector4 length (float).
  6529. * @returns the length
  6530. */
  6531. Vector4.prototype.length = function () {
  6532. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6533. };
  6534. /**
  6535. * Returns the Vector4 squared length (float).
  6536. * @returns the length squared
  6537. */
  6538. Vector4.prototype.lengthSquared = function () {
  6539. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6540. };
  6541. // Methods
  6542. /**
  6543. * Normalizes in place the Vector4.
  6544. * @returns the updated Vector4.
  6545. */
  6546. Vector4.prototype.normalize = function () {
  6547. var len = this.length();
  6548. if (len === 0) {
  6549. return this;
  6550. }
  6551. return this.scaleInPlace(1.0 / len);
  6552. };
  6553. /**
  6554. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6555. * @returns this converted to a new vector3
  6556. */
  6557. Vector4.prototype.toVector3 = function () {
  6558. return new Vector3(this.x, this.y, this.z);
  6559. };
  6560. /**
  6561. * Returns a new Vector4 copied from the current one.
  6562. * @returns the new cloned vector
  6563. */
  6564. Vector4.prototype.clone = function () {
  6565. return new Vector4(this.x, this.y, this.z, this.w);
  6566. };
  6567. /**
  6568. * Updates the current Vector4 with the given one coordinates.
  6569. * @param source the source vector to copy from
  6570. * @returns the updated Vector4.
  6571. */
  6572. Vector4.prototype.copyFrom = function (source) {
  6573. this.x = source.x;
  6574. this.y = source.y;
  6575. this.z = source.z;
  6576. this.w = source.w;
  6577. return this;
  6578. };
  6579. /**
  6580. * Updates the current Vector4 coordinates with the given floats.
  6581. * @param x float to copy from
  6582. * @param y float to copy from
  6583. * @param z float to copy from
  6584. * @param w float to copy from
  6585. * @returns the updated Vector4.
  6586. */
  6587. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6588. this.x = x;
  6589. this.y = y;
  6590. this.z = z;
  6591. this.w = w;
  6592. return this;
  6593. };
  6594. /**
  6595. * Updates the current Vector4 coordinates with the given floats.
  6596. * @param x float to set from
  6597. * @param y float to set from
  6598. * @param z float to set from
  6599. * @param w float to set from
  6600. * @returns the updated Vector4.
  6601. */
  6602. Vector4.prototype.set = function (x, y, z, w) {
  6603. return this.copyFromFloats(x, y, z, w);
  6604. };
  6605. /**
  6606. * Copies the given float to the current Vector3 coordinates
  6607. * @param v defines the x, y, z and w coordinates of the operand
  6608. * @returns the current updated Vector3
  6609. */
  6610. Vector4.prototype.setAll = function (v) {
  6611. this.x = this.y = this.z = this.w = v;
  6612. return this;
  6613. };
  6614. // Statics
  6615. /**
  6616. * Returns a new Vector4 set from the starting index of the given array.
  6617. * @param array the array to pull values from
  6618. * @param offset the offset into the array to start at
  6619. * @returns the new vector
  6620. */
  6621. Vector4.FromArray = function (array, offset) {
  6622. if (!offset) {
  6623. offset = 0;
  6624. }
  6625. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6626. };
  6627. /**
  6628. * Updates the given vector "result" from the starting index of the given array.
  6629. * @param array the array to pull values from
  6630. * @param offset the offset into the array to start at
  6631. * @param result the vector to store the result in
  6632. */
  6633. Vector4.FromArrayToRef = function (array, offset, result) {
  6634. result.x = array[offset];
  6635. result.y = array[offset + 1];
  6636. result.z = array[offset + 2];
  6637. result.w = array[offset + 3];
  6638. };
  6639. /**
  6640. * Updates the given vector "result" from the starting index of the given Float32Array.
  6641. * @param array the array to pull values from
  6642. * @param offset the offset into the array to start at
  6643. * @param result the vector to store the result in
  6644. */
  6645. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6646. Vector4.FromArrayToRef(array, offset, result);
  6647. };
  6648. /**
  6649. * Updates the given vector "result" coordinates from the given floats.
  6650. * @param x float to set from
  6651. * @param y float to set from
  6652. * @param z float to set from
  6653. * @param w float to set from
  6654. * @param result the vector to the floats in
  6655. */
  6656. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6657. result.x = x;
  6658. result.y = y;
  6659. result.z = z;
  6660. result.w = w;
  6661. };
  6662. /**
  6663. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6664. * @returns the new vector
  6665. */
  6666. Vector4.Zero = function () {
  6667. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6668. };
  6669. /**
  6670. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6671. * @returns the new vector
  6672. */
  6673. Vector4.One = function () {
  6674. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6675. };
  6676. /**
  6677. * Returns a new normalized Vector4 from the given one.
  6678. * @param vector the vector to normalize
  6679. * @returns the vector
  6680. */
  6681. Vector4.Normalize = function (vector) {
  6682. var result = Vector4.Zero();
  6683. Vector4.NormalizeToRef(vector, result);
  6684. return result;
  6685. };
  6686. /**
  6687. * Updates the given vector "result" from the normalization of the given one.
  6688. * @param vector the vector to normalize
  6689. * @param result the vector to store the result in
  6690. */
  6691. Vector4.NormalizeToRef = function (vector, result) {
  6692. result.copyFrom(vector);
  6693. result.normalize();
  6694. };
  6695. /**
  6696. * Returns a vector with the minimum values from the left and right vectors
  6697. * @param left left vector to minimize
  6698. * @param right right vector to minimize
  6699. * @returns a new vector with the minimum of the left and right vector values
  6700. */
  6701. Vector4.Minimize = function (left, right) {
  6702. var min = left.clone();
  6703. min.minimizeInPlace(right);
  6704. return min;
  6705. };
  6706. /**
  6707. * Returns a vector with the maximum values from the left and right vectors
  6708. * @param left left vector to maximize
  6709. * @param right right vector to maximize
  6710. * @returns a new vector with the maximum of the left and right vector values
  6711. */
  6712. Vector4.Maximize = function (left, right) {
  6713. var max = left.clone();
  6714. max.maximizeInPlace(right);
  6715. return max;
  6716. };
  6717. /**
  6718. * Returns the distance (float) between the vectors "value1" and "value2".
  6719. * @param value1 value to calulate the distance between
  6720. * @param value2 value to calulate the distance between
  6721. * @return the distance between the two vectors
  6722. */
  6723. Vector4.Distance = function (value1, value2) {
  6724. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6725. };
  6726. /**
  6727. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6728. * @param value1 value to calulate the distance between
  6729. * @param value2 value to calulate the distance between
  6730. * @return the distance between the two vectors squared
  6731. */
  6732. Vector4.DistanceSquared = function (value1, value2) {
  6733. var x = value1.x - value2.x;
  6734. var y = value1.y - value2.y;
  6735. var z = value1.z - value2.z;
  6736. var w = value1.w - value2.w;
  6737. return (x * x) + (y * y) + (z * z) + (w * w);
  6738. };
  6739. /**
  6740. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6741. * @param value1 value to calulate the center between
  6742. * @param value2 value to calulate the center between
  6743. * @return the center between the two vectors
  6744. */
  6745. Vector4.Center = function (value1, value2) {
  6746. var center = value1.add(value2);
  6747. center.scaleInPlace(0.5);
  6748. return center;
  6749. };
  6750. /**
  6751. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6752. * This methods computes transformed normalized direction vectors only.
  6753. * @param vector the vector to transform
  6754. * @param transformation the transformation matrix to apply
  6755. * @returns the new vector
  6756. */
  6757. Vector4.TransformNormal = function (vector, transformation) {
  6758. var result = Vector4.Zero();
  6759. Vector4.TransformNormalToRef(vector, transformation, result);
  6760. return result;
  6761. };
  6762. /**
  6763. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6764. * This methods computes transformed normalized direction vectors only.
  6765. * @param vector the vector to transform
  6766. * @param transformation the transformation matrix to apply
  6767. * @param result the vector to store the result in
  6768. */
  6769. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6770. var m = transformation.m;
  6771. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6772. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6773. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6774. result.x = x;
  6775. result.y = y;
  6776. result.z = z;
  6777. result.w = vector.w;
  6778. };
  6779. /**
  6780. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6781. * This methods computes transformed normalized direction vectors only.
  6782. * @param x value to transform
  6783. * @param y value to transform
  6784. * @param z value to transform
  6785. * @param w value to transform
  6786. * @param transformation the transformation matrix to apply
  6787. * @param result the vector to store the results in
  6788. */
  6789. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6790. var m = transformation.m;
  6791. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6792. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6793. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6794. result.w = w;
  6795. };
  6796. return Vector4;
  6797. }());
  6798. BABYLON.Vector4 = Vector4;
  6799. /**
  6800. * Size containing widht and height
  6801. */
  6802. var Size = /** @class */ (function () {
  6803. /**
  6804. * Creates a Size object from the given width and height (floats).
  6805. * @param width width of the new size
  6806. * @param height height of the new size
  6807. */
  6808. function Size(width, height) {
  6809. this.width = width;
  6810. this.height = height;
  6811. }
  6812. /**
  6813. * Returns a string with the Size width and height
  6814. * @returns a string with the Size width and height
  6815. */
  6816. Size.prototype.toString = function () {
  6817. return "{W: " + this.width + ", H: " + this.height + "}";
  6818. };
  6819. /**
  6820. * "Size"
  6821. * @returns the string "Size"
  6822. */
  6823. Size.prototype.getClassName = function () {
  6824. return "Size";
  6825. };
  6826. /**
  6827. * Returns the Size hash code.
  6828. * @returns a hash code for a unique width and height
  6829. */
  6830. Size.prototype.getHashCode = function () {
  6831. var hash = this.width || 0;
  6832. hash = (hash * 397) ^ (this.height || 0);
  6833. return hash;
  6834. };
  6835. /**
  6836. * Updates the current size from the given one.
  6837. * @param src the given size
  6838. */
  6839. Size.prototype.copyFrom = function (src) {
  6840. this.width = src.width;
  6841. this.height = src.height;
  6842. };
  6843. /**
  6844. * Updates in place the current Size from the given floats.
  6845. * @param width width of the new size
  6846. * @param height height of the new size
  6847. * @returns the updated Size.
  6848. */
  6849. Size.prototype.copyFromFloats = function (width, height) {
  6850. this.width = width;
  6851. this.height = height;
  6852. return this;
  6853. };
  6854. /**
  6855. * Updates in place the current Size from the given floats.
  6856. * @param width width to set
  6857. * @param height height to set
  6858. * @returns the updated Size.
  6859. */
  6860. Size.prototype.set = function (width, height) {
  6861. return this.copyFromFloats(width, height);
  6862. };
  6863. /**
  6864. * Multiplies the width and height by numbers
  6865. * @param w factor to multiple the width by
  6866. * @param h factor to multiple the height by
  6867. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6868. */
  6869. Size.prototype.multiplyByFloats = function (w, h) {
  6870. return new Size(this.width * w, this.height * h);
  6871. };
  6872. /**
  6873. * Clones the size
  6874. * @returns a new Size copied from the given one.
  6875. */
  6876. Size.prototype.clone = function () {
  6877. return new Size(this.width, this.height);
  6878. };
  6879. /**
  6880. * True if the current Size and the given one width and height are strictly equal.
  6881. * @param other the other size to compare against
  6882. * @returns True if the current Size and the given one width and height are strictly equal.
  6883. */
  6884. Size.prototype.equals = function (other) {
  6885. if (!other) {
  6886. return false;
  6887. }
  6888. return (this.width === other.width) && (this.height === other.height);
  6889. };
  6890. Object.defineProperty(Size.prototype, "surface", {
  6891. /**
  6892. * The surface of the Size : width * height (float).
  6893. */
  6894. get: function () {
  6895. return this.width * this.height;
  6896. },
  6897. enumerable: true,
  6898. configurable: true
  6899. });
  6900. /**
  6901. * Create a new size of zero
  6902. * @returns a new Size set to (0.0, 0.0)
  6903. */
  6904. Size.Zero = function () {
  6905. return new Size(0.0, 0.0);
  6906. };
  6907. /**
  6908. * Sums the width and height of two sizes
  6909. * @param otherSize size to add to this size
  6910. * @returns a new Size set as the addition result of the current Size and the given one.
  6911. */
  6912. Size.prototype.add = function (otherSize) {
  6913. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6914. return r;
  6915. };
  6916. /**
  6917. * Subtracts the width and height of two
  6918. * @param otherSize size to subtract to this size
  6919. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6920. */
  6921. Size.prototype.subtract = function (otherSize) {
  6922. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6923. return r;
  6924. };
  6925. /**
  6926. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6927. * @param start starting size to lerp between
  6928. * @param end end size to lerp between
  6929. * @param amount amount to lerp between the start and end values
  6930. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6931. */
  6932. Size.Lerp = function (start, end, amount) {
  6933. var w = start.width + ((end.width - start.width) * amount);
  6934. var h = start.height + ((end.height - start.height) * amount);
  6935. return new Size(w, h);
  6936. };
  6937. return Size;
  6938. }());
  6939. BABYLON.Size = Size;
  6940. /**
  6941. * Class used to store quaternion data
  6942. * @see https://en.wikipedia.org/wiki/Quaternion
  6943. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6944. */
  6945. var Quaternion = /** @class */ (function () {
  6946. /**
  6947. * Creates a new Quaternion from the given floats
  6948. * @param x defines the first component (0 by default)
  6949. * @param y defines the second component (0 by default)
  6950. * @param z defines the third component (0 by default)
  6951. * @param w defines the fourth component (1.0 by default)
  6952. */
  6953. function Quaternion(
  6954. /** defines the first component (0 by default) */
  6955. x,
  6956. /** defines the second component (0 by default) */
  6957. y,
  6958. /** defines the third component (0 by default) */
  6959. z,
  6960. /** defines the fourth component (1.0 by default) */
  6961. w) {
  6962. if (x === void 0) { x = 0.0; }
  6963. if (y === void 0) { y = 0.0; }
  6964. if (z === void 0) { z = 0.0; }
  6965. if (w === void 0) { w = 1.0; }
  6966. this.x = x;
  6967. this.y = y;
  6968. this.z = z;
  6969. this.w = w;
  6970. }
  6971. /**
  6972. * Gets a string representation for the current quaternion
  6973. * @returns a string with the Quaternion coordinates
  6974. */
  6975. Quaternion.prototype.toString = function () {
  6976. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6977. };
  6978. /**
  6979. * Gets the class name of the quaternion
  6980. * @returns the string "Quaternion"
  6981. */
  6982. Quaternion.prototype.getClassName = function () {
  6983. return "Quaternion";
  6984. };
  6985. /**
  6986. * Gets a hash code for this quaternion
  6987. * @returns the quaternion hash code
  6988. */
  6989. Quaternion.prototype.getHashCode = function () {
  6990. var hash = this.x || 0;
  6991. hash = (hash * 397) ^ (this.y || 0);
  6992. hash = (hash * 397) ^ (this.z || 0);
  6993. hash = (hash * 397) ^ (this.w || 0);
  6994. return hash;
  6995. };
  6996. /**
  6997. * Copy the quaternion to an array
  6998. * @returns a new array populated with 4 elements from the quaternion coordinates
  6999. */
  7000. Quaternion.prototype.asArray = function () {
  7001. return [this.x, this.y, this.z, this.w];
  7002. };
  7003. /**
  7004. * Check if two quaternions are equals
  7005. * @param otherQuaternion defines the second operand
  7006. * @return true if the current quaternion and the given one coordinates are strictly equals
  7007. */
  7008. Quaternion.prototype.equals = function (otherQuaternion) {
  7009. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  7010. };
  7011. /**
  7012. * Clone the current quaternion
  7013. * @returns a new quaternion copied from the current one
  7014. */
  7015. Quaternion.prototype.clone = function () {
  7016. return new Quaternion(this.x, this.y, this.z, this.w);
  7017. };
  7018. /**
  7019. * Copy a quaternion to the current one
  7020. * @param other defines the other quaternion
  7021. * @returns the updated current quaternion
  7022. */
  7023. Quaternion.prototype.copyFrom = function (other) {
  7024. this.x = other.x;
  7025. this.y = other.y;
  7026. this.z = other.z;
  7027. this.w = other.w;
  7028. return this;
  7029. };
  7030. /**
  7031. * Updates the current quaternion with the given float coordinates
  7032. * @param x defines the x coordinate
  7033. * @param y defines the y coordinate
  7034. * @param z defines the z coordinate
  7035. * @param w defines the w coordinate
  7036. * @returns the updated current quaternion
  7037. */
  7038. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7039. this.x = x;
  7040. this.y = y;
  7041. this.z = z;
  7042. this.w = w;
  7043. return this;
  7044. };
  7045. /**
  7046. * Updates the current quaternion from the given float coordinates
  7047. * @param x defines the x coordinate
  7048. * @param y defines the y coordinate
  7049. * @param z defines the z coordinate
  7050. * @param w defines the w coordinate
  7051. * @returns the updated current quaternion
  7052. */
  7053. Quaternion.prototype.set = function (x, y, z, w) {
  7054. return this.copyFromFloats(x, y, z, w);
  7055. };
  7056. /**
  7057. * Adds two quaternions
  7058. * @param other defines the second operand
  7059. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7060. */
  7061. Quaternion.prototype.add = function (other) {
  7062. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7063. };
  7064. /**
  7065. * Add a quaternion to the current one
  7066. * @param other defines the quaternion to add
  7067. * @returns the current quaternion
  7068. */
  7069. Quaternion.prototype.addInPlace = function (other) {
  7070. this.x += other.x;
  7071. this.y += other.y;
  7072. this.z += other.z;
  7073. this.w += other.w;
  7074. return this;
  7075. };
  7076. /**
  7077. * Subtract two quaternions
  7078. * @param other defines the second operand
  7079. * @returns a new quaternion as the subtraction result of the given one from the current one
  7080. */
  7081. Quaternion.prototype.subtract = function (other) {
  7082. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7083. };
  7084. /**
  7085. * Multiplies the current quaternion by a scale factor
  7086. * @param value defines the scale factor
  7087. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7088. */
  7089. Quaternion.prototype.scale = function (value) {
  7090. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7091. };
  7092. /**
  7093. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7094. * @param scale defines the scale factor
  7095. * @param result defines the Quaternion object where to store the result
  7096. * @returns the unmodified current quaternion
  7097. */
  7098. Quaternion.prototype.scaleToRef = function (scale, result) {
  7099. result.x = this.x * scale;
  7100. result.y = this.y * scale;
  7101. result.z = this.z * scale;
  7102. result.w = this.w * scale;
  7103. return this;
  7104. };
  7105. /**
  7106. * Multiplies in place the current quaternion by a scale factor
  7107. * @param value defines the scale factor
  7108. * @returns the current modified quaternion
  7109. */
  7110. Quaternion.prototype.scaleInPlace = function (value) {
  7111. this.x *= value;
  7112. this.y *= value;
  7113. this.z *= value;
  7114. this.w *= value;
  7115. return this;
  7116. };
  7117. /**
  7118. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7119. * @param scale defines the scale factor
  7120. * @param result defines the Quaternion object where to store the result
  7121. * @returns the unmodified current quaternion
  7122. */
  7123. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7124. result.x += this.x * scale;
  7125. result.y += this.y * scale;
  7126. result.z += this.z * scale;
  7127. result.w += this.w * scale;
  7128. return this;
  7129. };
  7130. /**
  7131. * Multiplies two quaternions
  7132. * @param q1 defines the second operand
  7133. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7134. */
  7135. Quaternion.prototype.multiply = function (q1) {
  7136. var result = new Quaternion(0, 0, 0, 1.0);
  7137. this.multiplyToRef(q1, result);
  7138. return result;
  7139. };
  7140. /**
  7141. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7142. * @param q1 defines the second operand
  7143. * @param result defines the target quaternion
  7144. * @returns the current quaternion
  7145. */
  7146. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7147. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7148. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7149. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7150. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7151. result.copyFromFloats(x, y, z, w);
  7152. return this;
  7153. };
  7154. /**
  7155. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7156. * @param q1 defines the second operand
  7157. * @returns the currentupdated quaternion
  7158. */
  7159. Quaternion.prototype.multiplyInPlace = function (q1) {
  7160. this.multiplyToRef(q1, this);
  7161. return this;
  7162. };
  7163. /**
  7164. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7165. * @param ref defines the target quaternion
  7166. * @returns the current quaternion
  7167. */
  7168. Quaternion.prototype.conjugateToRef = function (ref) {
  7169. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7170. return this;
  7171. };
  7172. /**
  7173. * Conjugates in place (1-q) the current quaternion
  7174. * @returns the current updated quaternion
  7175. */
  7176. Quaternion.prototype.conjugateInPlace = function () {
  7177. this.x *= -1;
  7178. this.y *= -1;
  7179. this.z *= -1;
  7180. return this;
  7181. };
  7182. /**
  7183. * Conjugates in place (1-q) the current quaternion
  7184. * @returns a new quaternion
  7185. */
  7186. Quaternion.prototype.conjugate = function () {
  7187. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7188. return result;
  7189. };
  7190. /**
  7191. * Gets length of current quaternion
  7192. * @returns the quaternion length (float)
  7193. */
  7194. Quaternion.prototype.length = function () {
  7195. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7196. };
  7197. /**
  7198. * Normalize in place the current quaternion
  7199. * @returns the current updated quaternion
  7200. */
  7201. Quaternion.prototype.normalize = function () {
  7202. var length = 1.0 / this.length();
  7203. this.x *= length;
  7204. this.y *= length;
  7205. this.z *= length;
  7206. this.w *= length;
  7207. return this;
  7208. };
  7209. /**
  7210. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7211. * @param order is a reserved parameter and is ignore for now
  7212. * @returns a new Vector3 containing the Euler angles
  7213. */
  7214. Quaternion.prototype.toEulerAngles = function (order) {
  7215. if (order === void 0) { order = "YZX"; }
  7216. var result = Vector3.Zero();
  7217. this.toEulerAnglesToRef(result, order);
  7218. return result;
  7219. };
  7220. /**
  7221. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7222. * @param result defines the vector which will be filled with the Euler angles
  7223. * @param order is a reserved parameter and is ignore for now
  7224. * @returns the current unchanged quaternion
  7225. */
  7226. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7227. if (order === void 0) { order = "YZX"; }
  7228. var qz = this.z;
  7229. var qx = this.x;
  7230. var qy = this.y;
  7231. var qw = this.w;
  7232. var sqw = qw * qw;
  7233. var sqz = qz * qz;
  7234. var sqx = qx * qx;
  7235. var sqy = qy * qy;
  7236. var zAxisY = qy * qz - qx * qw;
  7237. var limit = .4999999;
  7238. if (zAxisY < -limit) {
  7239. result.y = 2 * Math.atan2(qy, qw);
  7240. result.x = Math.PI / 2;
  7241. result.z = 0;
  7242. }
  7243. else if (zAxisY > limit) {
  7244. result.y = 2 * Math.atan2(qy, qw);
  7245. result.x = -Math.PI / 2;
  7246. result.z = 0;
  7247. }
  7248. else {
  7249. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7250. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7251. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7252. }
  7253. return this;
  7254. };
  7255. /**
  7256. * Updates the given rotation matrix with the current quaternion values
  7257. * @param result defines the target matrix
  7258. * @returns the current unchanged quaternion
  7259. */
  7260. Quaternion.prototype.toRotationMatrix = function (result) {
  7261. Matrix.FromQuaternionToRef(this, result);
  7262. return this;
  7263. };
  7264. /**
  7265. * Updates the current quaternion from the given rotation matrix values
  7266. * @param matrix defines the source matrix
  7267. * @returns the current updated quaternion
  7268. */
  7269. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7270. Quaternion.FromRotationMatrixToRef(matrix, this);
  7271. return this;
  7272. };
  7273. // Statics
  7274. /**
  7275. * Creates a new quaternion from a rotation matrix
  7276. * @param matrix defines the source matrix
  7277. * @returns a new quaternion created from the given rotation matrix values
  7278. */
  7279. Quaternion.FromRotationMatrix = function (matrix) {
  7280. var result = new Quaternion();
  7281. Quaternion.FromRotationMatrixToRef(matrix, result);
  7282. return result;
  7283. };
  7284. /**
  7285. * Updates the given quaternion with the given rotation matrix values
  7286. * @param matrix defines the source matrix
  7287. * @param result defines the target quaternion
  7288. */
  7289. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7290. var data = matrix.m;
  7291. var m11 = data[0], m12 = data[4], m13 = data[8];
  7292. var m21 = data[1], m22 = data[5], m23 = data[9];
  7293. var m31 = data[2], m32 = data[6], m33 = data[10];
  7294. var trace = m11 + m22 + m33;
  7295. var s;
  7296. if (trace > 0) {
  7297. s = 0.5 / Math.sqrt(trace + 1.0);
  7298. result.w = 0.25 / s;
  7299. result.x = (m32 - m23) * s;
  7300. result.y = (m13 - m31) * s;
  7301. result.z = (m21 - m12) * s;
  7302. }
  7303. else if (m11 > m22 && m11 > m33) {
  7304. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7305. result.w = (m32 - m23) / s;
  7306. result.x = 0.25 * s;
  7307. result.y = (m12 + m21) / s;
  7308. result.z = (m13 + m31) / s;
  7309. }
  7310. else if (m22 > m33) {
  7311. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7312. result.w = (m13 - m31) / s;
  7313. result.x = (m12 + m21) / s;
  7314. result.y = 0.25 * s;
  7315. result.z = (m23 + m32) / s;
  7316. }
  7317. else {
  7318. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7319. result.w = (m21 - m12) / s;
  7320. result.x = (m13 + m31) / s;
  7321. result.y = (m23 + m32) / s;
  7322. result.z = 0.25 * s;
  7323. }
  7324. };
  7325. /**
  7326. * Returns the dot product (float) between the quaternions "left" and "right"
  7327. * @param left defines the left operand
  7328. * @param right defines the right operand
  7329. * @returns the dot product
  7330. */
  7331. Quaternion.Dot = function (left, right) {
  7332. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7333. };
  7334. /**
  7335. * Checks if the two quaternions are close to each other
  7336. * @param quat0 defines the first quaternion to check
  7337. * @param quat1 defines the second quaternion to check
  7338. * @returns true if the two quaternions are close to each other
  7339. */
  7340. Quaternion.AreClose = function (quat0, quat1) {
  7341. var dot = Quaternion.Dot(quat0, quat1);
  7342. return dot >= 0;
  7343. };
  7344. /**
  7345. * Creates an empty quaternion
  7346. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7347. */
  7348. Quaternion.Zero = function () {
  7349. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7350. };
  7351. /**
  7352. * Inverse a given quaternion
  7353. * @param q defines the source quaternion
  7354. * @returns a new quaternion as the inverted current quaternion
  7355. */
  7356. Quaternion.Inverse = function (q) {
  7357. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7358. };
  7359. /**
  7360. * Inverse a given quaternion
  7361. * @param q defines the source quaternion
  7362. * @param result the quaternion the result will be stored in
  7363. * @returns the result quaternion
  7364. */
  7365. Quaternion.InverseToRef = function (q, result) {
  7366. result.set(-q.x, -q.y, -q.z, q.w);
  7367. return result;
  7368. };
  7369. /**
  7370. * Creates an identity quaternion
  7371. * @returns the identity quaternion
  7372. */
  7373. Quaternion.Identity = function () {
  7374. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7375. };
  7376. /**
  7377. * Gets a boolean indicating if the given quaternion is identity
  7378. * @param quaternion defines the quaternion to check
  7379. * @returns true if the quaternion is identity
  7380. */
  7381. Quaternion.IsIdentity = function (quaternion) {
  7382. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7383. };
  7384. /**
  7385. * Creates a quaternion from a rotation around an axis
  7386. * @param axis defines the axis to use
  7387. * @param angle defines the angle to use
  7388. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7389. */
  7390. Quaternion.RotationAxis = function (axis, angle) {
  7391. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7392. };
  7393. /**
  7394. * Creates a rotation around an axis and stores it into the given quaternion
  7395. * @param axis defines the axis to use
  7396. * @param angle defines the angle to use
  7397. * @param result defines the target quaternion
  7398. * @returns the target quaternion
  7399. */
  7400. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7401. var sin = Math.sin(angle / 2);
  7402. axis.normalize();
  7403. result.w = Math.cos(angle / 2);
  7404. result.x = axis.x * sin;
  7405. result.y = axis.y * sin;
  7406. result.z = axis.z * sin;
  7407. return result;
  7408. };
  7409. /**
  7410. * Creates a new quaternion from data stored into an array
  7411. * @param array defines the data source
  7412. * @param offset defines the offset in the source array where the data starts
  7413. * @returns a new quaternion
  7414. */
  7415. Quaternion.FromArray = function (array, offset) {
  7416. if (!offset) {
  7417. offset = 0;
  7418. }
  7419. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7420. };
  7421. /**
  7422. * Create a quaternion from Euler rotation angles
  7423. * @param x Pitch
  7424. * @param y Yaw
  7425. * @param z Roll
  7426. * @returns the new Quaternion
  7427. */
  7428. Quaternion.FromEulerAngles = function (x, y, z) {
  7429. var q = new Quaternion();
  7430. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7431. return q;
  7432. };
  7433. /**
  7434. * Updates a quaternion from Euler rotation angles
  7435. * @param x Pitch
  7436. * @param y Yaw
  7437. * @param z Roll
  7438. * @param result the quaternion to store the result
  7439. * @returns the updated quaternion
  7440. */
  7441. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7442. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7443. return result;
  7444. };
  7445. /**
  7446. * Create a quaternion from Euler rotation vector
  7447. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7448. * @returns the new Quaternion
  7449. */
  7450. Quaternion.FromEulerVector = function (vec) {
  7451. var q = new Quaternion();
  7452. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7453. return q;
  7454. };
  7455. /**
  7456. * Updates a quaternion from Euler rotation vector
  7457. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7458. * @param result the quaternion to store the result
  7459. * @returns the updated quaternion
  7460. */
  7461. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7462. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7463. return result;
  7464. };
  7465. /**
  7466. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7467. * @param yaw defines the rotation around Y axis
  7468. * @param pitch defines the rotation around X axis
  7469. * @param roll defines the rotation around Z axis
  7470. * @returns the new quaternion
  7471. */
  7472. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7473. var q = new Quaternion();
  7474. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7475. return q;
  7476. };
  7477. /**
  7478. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7479. * @param yaw defines the rotation around Y axis
  7480. * @param pitch defines the rotation around X axis
  7481. * @param roll defines the rotation around Z axis
  7482. * @param result defines the target quaternion
  7483. */
  7484. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7485. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7486. var halfRoll = roll * 0.5;
  7487. var halfPitch = pitch * 0.5;
  7488. var halfYaw = yaw * 0.5;
  7489. var sinRoll = Math.sin(halfRoll);
  7490. var cosRoll = Math.cos(halfRoll);
  7491. var sinPitch = Math.sin(halfPitch);
  7492. var cosPitch = Math.cos(halfPitch);
  7493. var sinYaw = Math.sin(halfYaw);
  7494. var cosYaw = Math.cos(halfYaw);
  7495. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7496. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7497. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7498. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7499. };
  7500. /**
  7501. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7502. * @param alpha defines the rotation around first axis
  7503. * @param beta defines the rotation around second axis
  7504. * @param gamma defines the rotation around third axis
  7505. * @returns the new quaternion
  7506. */
  7507. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7508. var result = new Quaternion();
  7509. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7510. return result;
  7511. };
  7512. /**
  7513. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7514. * @param alpha defines the rotation around first axis
  7515. * @param beta defines the rotation around second axis
  7516. * @param gamma defines the rotation around third axis
  7517. * @param result defines the target quaternion
  7518. */
  7519. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7520. // Produces a quaternion from Euler angles in the z-x-z orientation
  7521. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7522. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7523. var halfBeta = beta * 0.5;
  7524. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7525. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7526. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7527. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7528. };
  7529. /**
  7530. * 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)
  7531. * @param axis1 defines the first axis
  7532. * @param axis2 defines the second axis
  7533. * @param axis3 defines the third axis
  7534. * @returns the new quaternion
  7535. */
  7536. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7537. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7538. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7539. return quat;
  7540. };
  7541. /**
  7542. * 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
  7543. * @param axis1 defines the first axis
  7544. * @param axis2 defines the second axis
  7545. * @param axis3 defines the third axis
  7546. * @param ref defines the target quaternion
  7547. */
  7548. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7549. var rotMat = MathTmp.Matrix[0];
  7550. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7551. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7552. };
  7553. /**
  7554. * Interpolates between two quaternions
  7555. * @param left defines first quaternion
  7556. * @param right defines second quaternion
  7557. * @param amount defines the gradient to use
  7558. * @returns the new interpolated quaternion
  7559. */
  7560. Quaternion.Slerp = function (left, right, amount) {
  7561. var result = Quaternion.Identity();
  7562. Quaternion.SlerpToRef(left, right, amount, result);
  7563. return result;
  7564. };
  7565. /**
  7566. * Interpolates between two quaternions and stores it into a target quaternion
  7567. * @param left defines first quaternion
  7568. * @param right defines second quaternion
  7569. * @param amount defines the gradient to use
  7570. * @param result defines the target quaternion
  7571. */
  7572. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7573. var num2;
  7574. var num3;
  7575. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7576. var flag = false;
  7577. if (num4 < 0) {
  7578. flag = true;
  7579. num4 = -num4;
  7580. }
  7581. if (num4 > 0.999999) {
  7582. num3 = 1 - amount;
  7583. num2 = flag ? -amount : amount;
  7584. }
  7585. else {
  7586. var num5 = Math.acos(num4);
  7587. var num6 = (1.0 / Math.sin(num5));
  7588. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7589. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7590. }
  7591. result.x = (num3 * left.x) + (num2 * right.x);
  7592. result.y = (num3 * left.y) + (num2 * right.y);
  7593. result.z = (num3 * left.z) + (num2 * right.z);
  7594. result.w = (num3 * left.w) + (num2 * right.w);
  7595. };
  7596. /**
  7597. * Interpolate between two quaternions using Hermite interpolation
  7598. * @param value1 defines first quaternion
  7599. * @param tangent1 defines the incoming tangent
  7600. * @param value2 defines second quaternion
  7601. * @param tangent2 defines the outgoing tangent
  7602. * @param amount defines the target quaternion
  7603. * @returns the new interpolated quaternion
  7604. */
  7605. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7606. var squared = amount * amount;
  7607. var cubed = amount * squared;
  7608. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7609. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7610. var part3 = (cubed - (2.0 * squared)) + amount;
  7611. var part4 = cubed - squared;
  7612. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7613. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7614. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7615. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7616. return new Quaternion(x, y, z, w);
  7617. };
  7618. return Quaternion;
  7619. }());
  7620. BABYLON.Quaternion = Quaternion;
  7621. /**
  7622. * Class used to store matrix data (4x4)
  7623. */
  7624. var Matrix = /** @class */ (function () {
  7625. /**
  7626. * Creates an empty matrix (filled with zeros)
  7627. */
  7628. function Matrix() {
  7629. this._isIdentity = false;
  7630. this._isIdentityDirty = true;
  7631. this._isIdentity3x2 = true;
  7632. this._isIdentity3x2Dirty = true;
  7633. this._m = new Float32Array(16);
  7634. this._updateIdentityStatus(false);
  7635. }
  7636. Object.defineProperty(Matrix.prototype, "m", {
  7637. /**
  7638. * Gets the internal data of the matrix
  7639. */
  7640. get: function () { return this._m; },
  7641. enumerable: true,
  7642. configurable: true
  7643. });
  7644. /** @hidden */
  7645. Matrix.prototype._markAsUpdated = function () {
  7646. this.updateFlag = Matrix._updateFlagSeed++;
  7647. this._isIdentity = false;
  7648. this._isIdentity3x2 = false;
  7649. this._isIdentityDirty = true;
  7650. this._isIdentity3x2Dirty = true;
  7651. };
  7652. /** @hidden */
  7653. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7654. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7655. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7656. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7657. this.updateFlag = Matrix._updateFlagSeed++;
  7658. this._isIdentity = isIdentity;
  7659. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7660. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7661. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7662. };
  7663. // Properties
  7664. /**
  7665. * Check if the current matrix is identity
  7666. * @returns true is the matrix is the identity matrix
  7667. */
  7668. Matrix.prototype.isIdentity = function () {
  7669. if (this._isIdentityDirty) {
  7670. this._isIdentityDirty = false;
  7671. var m = this._m;
  7672. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7673. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7674. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7675. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7676. }
  7677. return this._isIdentity;
  7678. };
  7679. /**
  7680. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7681. * @returns true is the matrix is the identity matrix
  7682. */
  7683. Matrix.prototype.isIdentityAs3x2 = function () {
  7684. if (this._isIdentity3x2Dirty) {
  7685. this._isIdentity3x2Dirty = false;
  7686. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7687. this._isIdentity3x2 = false;
  7688. }
  7689. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7690. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7691. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7692. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7693. this._isIdentity3x2 = false;
  7694. }
  7695. else {
  7696. this._isIdentity3x2 = true;
  7697. }
  7698. }
  7699. return this._isIdentity3x2;
  7700. };
  7701. /**
  7702. * Gets the determinant of the matrix
  7703. * @returns the matrix determinant
  7704. */
  7705. Matrix.prototype.determinant = function () {
  7706. if (this._isIdentity === true) {
  7707. return 1;
  7708. }
  7709. var m = this._m;
  7710. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7711. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7712. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7713. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7714. // https://en.wikipedia.org/wiki/Laplace_expansion
  7715. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7716. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7717. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7718. // where
  7719. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7720. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7721. //
  7722. // Here we do that for the 1st row.
  7723. var det_22_33 = m22 * m33 - m32 * m23;
  7724. var det_21_33 = m21 * m33 - m31 * m23;
  7725. var det_21_32 = m21 * m32 - m31 * m22;
  7726. var det_20_33 = m20 * m33 - m30 * m23;
  7727. var det_20_32 = m20 * m32 - m22 * m30;
  7728. var det_20_31 = m20 * m31 - m30 * m21;
  7729. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7730. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7731. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7732. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7733. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7734. };
  7735. // Methods
  7736. /**
  7737. * Returns the matrix as a Float32Array
  7738. * @returns the matrix underlying array
  7739. */
  7740. Matrix.prototype.toArray = function () {
  7741. return this._m;
  7742. };
  7743. /**
  7744. * Returns the matrix as a Float32Array
  7745. * @returns the matrix underlying array.
  7746. */
  7747. Matrix.prototype.asArray = function () {
  7748. return this._m;
  7749. };
  7750. /**
  7751. * Inverts the current matrix in place
  7752. * @returns the current inverted matrix
  7753. */
  7754. Matrix.prototype.invert = function () {
  7755. this.invertToRef(this);
  7756. return this;
  7757. };
  7758. /**
  7759. * Sets all the matrix elements to zero
  7760. * @returns the current matrix
  7761. */
  7762. Matrix.prototype.reset = function () {
  7763. 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);
  7764. this._updateIdentityStatus(false);
  7765. return this;
  7766. };
  7767. /**
  7768. * Adds the current matrix with a second one
  7769. * @param other defines the matrix to add
  7770. * @returns a new matrix as the addition of the current matrix and the given one
  7771. */
  7772. Matrix.prototype.add = function (other) {
  7773. var result = new Matrix();
  7774. this.addToRef(other, result);
  7775. return result;
  7776. };
  7777. /**
  7778. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7779. * @param other defines the matrix to add
  7780. * @param result defines the target matrix
  7781. * @returns the current matrix
  7782. */
  7783. Matrix.prototype.addToRef = function (other, result) {
  7784. var m = this._m;
  7785. var resultM = result._m;
  7786. var otherM = other.m;
  7787. for (var index = 0; index < 16; index++) {
  7788. resultM[index] = m[index] + otherM[index];
  7789. }
  7790. result._markAsUpdated();
  7791. return this;
  7792. };
  7793. /**
  7794. * Adds in place the given matrix to the current matrix
  7795. * @param other defines the second operand
  7796. * @returns the current updated matrix
  7797. */
  7798. Matrix.prototype.addToSelf = function (other) {
  7799. var m = this._m;
  7800. var otherM = other.m;
  7801. for (var index = 0; index < 16; index++) {
  7802. m[index] += otherM[index];
  7803. }
  7804. this._markAsUpdated();
  7805. return this;
  7806. };
  7807. /**
  7808. * Sets the given matrix to the current inverted Matrix
  7809. * @param other defines the target matrix
  7810. * @returns the unmodified current matrix
  7811. */
  7812. Matrix.prototype.invertToRef = function (other) {
  7813. if (this._isIdentity === true) {
  7814. Matrix.IdentityToRef(other);
  7815. return this;
  7816. }
  7817. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7818. var m = this._m;
  7819. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7820. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7821. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7822. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7823. var det_22_33 = m22 * m33 - m32 * m23;
  7824. var det_21_33 = m21 * m33 - m31 * m23;
  7825. var det_21_32 = m21 * m32 - m31 * m22;
  7826. var det_20_33 = m20 * m33 - m30 * m23;
  7827. var det_20_32 = m20 * m32 - m22 * m30;
  7828. var det_20_31 = m20 * m31 - m30 * m21;
  7829. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7830. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7831. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7832. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7833. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7834. if (det === 0) {
  7835. // not invertible
  7836. other.copyFrom(this);
  7837. return this;
  7838. }
  7839. var detInv = 1 / det;
  7840. var det_12_33 = m12 * m33 - m32 * m13;
  7841. var det_11_33 = m11 * m33 - m31 * m13;
  7842. var det_11_32 = m11 * m32 - m31 * m12;
  7843. var det_10_33 = m10 * m33 - m30 * m13;
  7844. var det_10_32 = m10 * m32 - m30 * m12;
  7845. var det_10_31 = m10 * m31 - m30 * m11;
  7846. var det_12_23 = m12 * m23 - m22 * m13;
  7847. var det_11_23 = m11 * m23 - m21 * m13;
  7848. var det_11_22 = m11 * m22 - m21 * m12;
  7849. var det_10_23 = m10 * m23 - m20 * m13;
  7850. var det_10_22 = m10 * m22 - m20 * m12;
  7851. var det_10_21 = m10 * m21 - m20 * m11;
  7852. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7853. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7854. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7855. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7856. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7857. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7858. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7859. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7860. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7861. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7862. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7863. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7864. 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);
  7865. return this;
  7866. };
  7867. /**
  7868. * add a value at the specified position in the current Matrix
  7869. * @param index the index of the value within the matrix. between 0 and 15.
  7870. * @param value the value to be added
  7871. * @returns the current updated matrix
  7872. */
  7873. Matrix.prototype.addAtIndex = function (index, value) {
  7874. this._m[index] += value;
  7875. this._markAsUpdated();
  7876. return this;
  7877. };
  7878. /**
  7879. * mutiply the specified position in the current Matrix by a value
  7880. * @param index the index of the value within the matrix. between 0 and 15.
  7881. * @param value the value to be added
  7882. * @returns the current updated matrix
  7883. */
  7884. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7885. this._m[index] *= value;
  7886. this._markAsUpdated();
  7887. return this;
  7888. };
  7889. /**
  7890. * Inserts the translation vector (using 3 floats) in the current matrix
  7891. * @param x defines the 1st component of the translation
  7892. * @param y defines the 2nd component of the translation
  7893. * @param z defines the 3rd component of the translation
  7894. * @returns the current updated matrix
  7895. */
  7896. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7897. this._m[12] = x;
  7898. this._m[13] = y;
  7899. this._m[14] = z;
  7900. this._markAsUpdated();
  7901. return this;
  7902. };
  7903. /**
  7904. * Inserts the translation vector in the current matrix
  7905. * @param vector3 defines the translation to insert
  7906. * @returns the current updated matrix
  7907. */
  7908. Matrix.prototype.setTranslation = function (vector3) {
  7909. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7910. };
  7911. /**
  7912. * Gets the translation value of the current matrix
  7913. * @returns a new Vector3 as the extracted translation from the matrix
  7914. */
  7915. Matrix.prototype.getTranslation = function () {
  7916. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7917. };
  7918. /**
  7919. * Fill a Vector3 with the extracted translation from the matrix
  7920. * @param result defines the Vector3 where to store the translation
  7921. * @returns the current matrix
  7922. */
  7923. Matrix.prototype.getTranslationToRef = function (result) {
  7924. result.x = this._m[12];
  7925. result.y = this._m[13];
  7926. result.z = this._m[14];
  7927. return this;
  7928. };
  7929. /**
  7930. * Remove rotation and scaling part from the matrix
  7931. * @returns the updated matrix
  7932. */
  7933. Matrix.prototype.removeRotationAndScaling = function () {
  7934. var m = this.m;
  7935. 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);
  7936. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7937. return this;
  7938. };
  7939. /**
  7940. * Multiply two matrices
  7941. * @param other defines the second operand
  7942. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7943. */
  7944. Matrix.prototype.multiply = function (other) {
  7945. var result = new Matrix();
  7946. this.multiplyToRef(other, result);
  7947. return result;
  7948. };
  7949. /**
  7950. * Copy the current matrix from the given one
  7951. * @param other defines the source matrix
  7952. * @returns the current updated matrix
  7953. */
  7954. Matrix.prototype.copyFrom = function (other) {
  7955. other.copyToArray(this._m);
  7956. var o = other;
  7957. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7958. return this;
  7959. };
  7960. /**
  7961. * Populates the given array from the starting index with the current matrix values
  7962. * @param array defines the target array
  7963. * @param offset defines the offset in the target array where to start storing values
  7964. * @returns the current matrix
  7965. */
  7966. Matrix.prototype.copyToArray = function (array, offset) {
  7967. if (offset === void 0) { offset = 0; }
  7968. for (var index = 0; index < 16; index++) {
  7969. array[offset + index] = this._m[index];
  7970. }
  7971. return this;
  7972. };
  7973. /**
  7974. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7975. * @param other defines the second operand
  7976. * @param result defines the matrix where to store the multiplication
  7977. * @returns the current matrix
  7978. */
  7979. Matrix.prototype.multiplyToRef = function (other, result) {
  7980. if (this._isIdentity) {
  7981. result.copyFrom(other);
  7982. return this;
  7983. }
  7984. if (other._isIdentity) {
  7985. result.copyFrom(this);
  7986. return this;
  7987. }
  7988. this.multiplyToArray(other, result._m, 0);
  7989. result._markAsUpdated();
  7990. return this;
  7991. };
  7992. /**
  7993. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7994. * @param other defines the second operand
  7995. * @param result defines the array where to store the multiplication
  7996. * @param offset defines the offset in the target array where to start storing values
  7997. * @returns the current matrix
  7998. */
  7999. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  8000. var m = this._m;
  8001. var otherM = other.m;
  8002. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  8003. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  8004. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  8005. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  8006. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  8007. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  8008. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  8009. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  8010. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  8011. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  8012. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  8013. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  8014. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  8015. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  8016. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  8017. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  8018. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  8019. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  8020. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  8021. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  8022. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  8023. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  8024. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  8025. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  8026. return this;
  8027. };
  8028. /**
  8029. * Check equality between this matrix and a second one
  8030. * @param value defines the second matrix to compare
  8031. * @returns true is the current matrix and the given one values are strictly equal
  8032. */
  8033. Matrix.prototype.equals = function (value) {
  8034. var other = value;
  8035. if (!other) {
  8036. return false;
  8037. }
  8038. if (this._isIdentity || other._isIdentity) {
  8039. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8040. return this._isIdentity && other._isIdentity;
  8041. }
  8042. }
  8043. var m = this.m;
  8044. var om = other.m;
  8045. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8046. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8047. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8048. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8049. };
  8050. /**
  8051. * Clone the current matrix
  8052. * @returns a new matrix from the current matrix
  8053. */
  8054. Matrix.prototype.clone = function () {
  8055. var matrix = new Matrix();
  8056. matrix.copyFrom(this);
  8057. return matrix;
  8058. };
  8059. /**
  8060. * Returns the name of the current matrix class
  8061. * @returns the string "Matrix"
  8062. */
  8063. Matrix.prototype.getClassName = function () {
  8064. return "Matrix";
  8065. };
  8066. /**
  8067. * Gets the hash code of the current matrix
  8068. * @returns the hash code
  8069. */
  8070. Matrix.prototype.getHashCode = function () {
  8071. var hash = this._m[0] || 0;
  8072. for (var i = 1; i < 16; i++) {
  8073. hash = (hash * 397) ^ (this._m[i] || 0);
  8074. }
  8075. return hash;
  8076. };
  8077. /**
  8078. * Decomposes the current Matrix into a translation, rotation and scaling components
  8079. * @param scale defines the scale vector3 given as a reference to update
  8080. * @param rotation defines the rotation quaternion given as a reference to update
  8081. * @param translation defines the translation vector3 given as a reference to update
  8082. * @returns true if operation was successful
  8083. */
  8084. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8085. if (this._isIdentity) {
  8086. if (translation) {
  8087. translation.setAll(0);
  8088. }
  8089. if (scale) {
  8090. scale.setAll(1);
  8091. }
  8092. if (rotation) {
  8093. rotation.copyFromFloats(0, 0, 0, 1);
  8094. }
  8095. return true;
  8096. }
  8097. var m = this._m;
  8098. if (translation) {
  8099. translation.copyFromFloats(m[12], m[13], m[14]);
  8100. }
  8101. scale = scale || MathTmp.Vector3[0];
  8102. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8103. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8104. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8105. if (this.determinant() <= 0) {
  8106. scale.y *= -1;
  8107. }
  8108. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8109. if (rotation) {
  8110. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8111. }
  8112. return false;
  8113. }
  8114. if (rotation) {
  8115. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8116. 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]);
  8117. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8118. }
  8119. return true;
  8120. };
  8121. /**
  8122. * Gets specific row of the matrix
  8123. * @param index defines the number of the row to get
  8124. * @returns the index-th row of the current matrix as a new Vector4
  8125. */
  8126. Matrix.prototype.getRow = function (index) {
  8127. if (index < 0 || index > 3) {
  8128. return null;
  8129. }
  8130. var i = index * 4;
  8131. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8132. };
  8133. /**
  8134. * Sets the index-th row of the current matrix to the vector4 values
  8135. * @param index defines the number of the row to set
  8136. * @param row defines the target vector4
  8137. * @returns the updated current matrix
  8138. */
  8139. Matrix.prototype.setRow = function (index, row) {
  8140. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8141. };
  8142. /**
  8143. * Compute the transpose of the matrix
  8144. * @returns the new transposed matrix
  8145. */
  8146. Matrix.prototype.transpose = function () {
  8147. return Matrix.Transpose(this);
  8148. };
  8149. /**
  8150. * Compute the transpose of the matrix and store it in a given matrix
  8151. * @param result defines the target matrix
  8152. * @returns the current matrix
  8153. */
  8154. Matrix.prototype.transposeToRef = function (result) {
  8155. Matrix.TransposeToRef(this, result);
  8156. return this;
  8157. };
  8158. /**
  8159. * Sets the index-th row of the current matrix with the given 4 x float values
  8160. * @param index defines the row index
  8161. * @param x defines the x component to set
  8162. * @param y defines the y component to set
  8163. * @param z defines the z component to set
  8164. * @param w defines the w component to set
  8165. * @returns the updated current matrix
  8166. */
  8167. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8168. if (index < 0 || index > 3) {
  8169. return this;
  8170. }
  8171. var i = index * 4;
  8172. this._m[i + 0] = x;
  8173. this._m[i + 1] = y;
  8174. this._m[i + 2] = z;
  8175. this._m[i + 3] = w;
  8176. this._markAsUpdated();
  8177. return this;
  8178. };
  8179. /**
  8180. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8181. * @param scale defines the scale factor
  8182. * @returns a new matrix
  8183. */
  8184. Matrix.prototype.scale = function (scale) {
  8185. var result = new Matrix();
  8186. this.scaleToRef(scale, result);
  8187. return result;
  8188. };
  8189. /**
  8190. * Scale the current matrix values by a factor to a given result matrix
  8191. * @param scale defines the scale factor
  8192. * @param result defines the matrix to store the result
  8193. * @returns the current matrix
  8194. */
  8195. Matrix.prototype.scaleToRef = function (scale, result) {
  8196. for (var index = 0; index < 16; index++) {
  8197. result._m[index] = this._m[index] * scale;
  8198. }
  8199. result._markAsUpdated();
  8200. return this;
  8201. };
  8202. /**
  8203. * Scale the current matrix values by a factor and add the result to a given matrix
  8204. * @param scale defines the scale factor
  8205. * @param result defines the Matrix to store the result
  8206. * @returns the current matrix
  8207. */
  8208. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8209. for (var index = 0; index < 16; index++) {
  8210. result._m[index] += this._m[index] * scale;
  8211. }
  8212. result._markAsUpdated();
  8213. return this;
  8214. };
  8215. /**
  8216. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8217. * @param ref matrix to store the result
  8218. */
  8219. Matrix.prototype.toNormalMatrix = function (ref) {
  8220. var tmp = MathTmp.Matrix[0];
  8221. this.invertToRef(tmp);
  8222. tmp.transposeToRef(ref);
  8223. var m = ref._m;
  8224. 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);
  8225. };
  8226. /**
  8227. * Gets only rotation part of the current matrix
  8228. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8229. */
  8230. Matrix.prototype.getRotationMatrix = function () {
  8231. var result = new Matrix();
  8232. this.getRotationMatrixToRef(result);
  8233. return result;
  8234. };
  8235. /**
  8236. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8237. * @param result defines the target matrix to store data to
  8238. * @returns the current matrix
  8239. */
  8240. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8241. var scale = MathTmp.Vector3[0];
  8242. if (!this.decompose(scale)) {
  8243. Matrix.IdentityToRef(result);
  8244. return this;
  8245. }
  8246. var m = this._m;
  8247. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8248. 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);
  8249. return this;
  8250. };
  8251. /**
  8252. * Toggles model matrix from being right handed to left handed in place and vice versa
  8253. */
  8254. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8255. var m = this._m;
  8256. m[2] *= -1;
  8257. m[6] *= -1;
  8258. m[8] *= -1;
  8259. m[9] *= -1;
  8260. m[14] *= -1;
  8261. this._markAsUpdated();
  8262. };
  8263. /**
  8264. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8265. */
  8266. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8267. var m = this._m;
  8268. m[8] *= -1;
  8269. m[9] *= -1;
  8270. m[10] *= -1;
  8271. m[11] *= -1;
  8272. this._markAsUpdated();
  8273. };
  8274. // Statics
  8275. /**
  8276. * Creates a matrix from an array
  8277. * @param array defines the source array
  8278. * @param offset defines an offset in the source array
  8279. * @returns a new Matrix set from the starting index of the given array
  8280. */
  8281. Matrix.FromArray = function (array, offset) {
  8282. if (offset === void 0) { offset = 0; }
  8283. var result = new Matrix();
  8284. Matrix.FromArrayToRef(array, offset, result);
  8285. return result;
  8286. };
  8287. /**
  8288. * Copy the content of an array into a given matrix
  8289. * @param array defines the source array
  8290. * @param offset defines an offset in the source array
  8291. * @param result defines the target matrix
  8292. */
  8293. Matrix.FromArrayToRef = function (array, offset, result) {
  8294. for (var index = 0; index < 16; index++) {
  8295. result._m[index] = array[index + offset];
  8296. }
  8297. result._markAsUpdated();
  8298. };
  8299. /**
  8300. * Stores an array into a matrix after having multiplied each component by a given factor
  8301. * @param array defines the source array
  8302. * @param offset defines the offset in the source array
  8303. * @param scale defines the scaling factor
  8304. * @param result defines the target matrix
  8305. */
  8306. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8307. for (var index = 0; index < 16; index++) {
  8308. result._m[index] = array[index + offset] * scale;
  8309. }
  8310. result._markAsUpdated();
  8311. };
  8312. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8313. /**
  8314. * Gets an identity matrix that must not be updated
  8315. */
  8316. get: function () {
  8317. return Matrix._identityReadOnly;
  8318. },
  8319. enumerable: true,
  8320. configurable: true
  8321. });
  8322. /**
  8323. * Stores a list of values (16) inside a given matrix
  8324. * @param initialM11 defines 1st value of 1st row
  8325. * @param initialM12 defines 2nd value of 1st row
  8326. * @param initialM13 defines 3rd value of 1st row
  8327. * @param initialM14 defines 4th value of 1st row
  8328. * @param initialM21 defines 1st value of 2nd row
  8329. * @param initialM22 defines 2nd value of 2nd row
  8330. * @param initialM23 defines 3rd value of 2nd row
  8331. * @param initialM24 defines 4th value of 2nd row
  8332. * @param initialM31 defines 1st value of 3rd row
  8333. * @param initialM32 defines 2nd value of 3rd row
  8334. * @param initialM33 defines 3rd value of 3rd row
  8335. * @param initialM34 defines 4th value of 3rd row
  8336. * @param initialM41 defines 1st value of 4th row
  8337. * @param initialM42 defines 2nd value of 4th row
  8338. * @param initialM43 defines 3rd value of 4th row
  8339. * @param initialM44 defines 4th value of 4th row
  8340. * @param result defines the target matrix
  8341. */
  8342. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8343. var m = result._m;
  8344. m[0] = initialM11;
  8345. m[1] = initialM12;
  8346. m[2] = initialM13;
  8347. m[3] = initialM14;
  8348. m[4] = initialM21;
  8349. m[5] = initialM22;
  8350. m[6] = initialM23;
  8351. m[7] = initialM24;
  8352. m[8] = initialM31;
  8353. m[9] = initialM32;
  8354. m[10] = initialM33;
  8355. m[11] = initialM34;
  8356. m[12] = initialM41;
  8357. m[13] = initialM42;
  8358. m[14] = initialM43;
  8359. m[15] = initialM44;
  8360. result._markAsUpdated();
  8361. };
  8362. /**
  8363. * Creates new matrix from a list of values (16)
  8364. * @param initialM11 defines 1st value of 1st row
  8365. * @param initialM12 defines 2nd value of 1st row
  8366. * @param initialM13 defines 3rd value of 1st row
  8367. * @param initialM14 defines 4th value of 1st row
  8368. * @param initialM21 defines 1st value of 2nd row
  8369. * @param initialM22 defines 2nd value of 2nd row
  8370. * @param initialM23 defines 3rd value of 2nd row
  8371. * @param initialM24 defines 4th value of 2nd row
  8372. * @param initialM31 defines 1st value of 3rd row
  8373. * @param initialM32 defines 2nd value of 3rd row
  8374. * @param initialM33 defines 3rd value of 3rd row
  8375. * @param initialM34 defines 4th value of 3rd row
  8376. * @param initialM41 defines 1st value of 4th row
  8377. * @param initialM42 defines 2nd value of 4th row
  8378. * @param initialM43 defines 3rd value of 4th row
  8379. * @param initialM44 defines 4th value of 4th row
  8380. * @returns the new matrix
  8381. */
  8382. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8383. var result = new Matrix();
  8384. var m = result._m;
  8385. m[0] = initialM11;
  8386. m[1] = initialM12;
  8387. m[2] = initialM13;
  8388. m[3] = initialM14;
  8389. m[4] = initialM21;
  8390. m[5] = initialM22;
  8391. m[6] = initialM23;
  8392. m[7] = initialM24;
  8393. m[8] = initialM31;
  8394. m[9] = initialM32;
  8395. m[10] = initialM33;
  8396. m[11] = initialM34;
  8397. m[12] = initialM41;
  8398. m[13] = initialM42;
  8399. m[14] = initialM43;
  8400. m[15] = initialM44;
  8401. result._markAsUpdated();
  8402. return result;
  8403. };
  8404. /**
  8405. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8406. * @param scale defines the scale vector3
  8407. * @param rotation defines the rotation quaternion
  8408. * @param translation defines the translation vector3
  8409. * @returns a new matrix
  8410. */
  8411. Matrix.Compose = function (scale, rotation, translation) {
  8412. var result = new Matrix();
  8413. Matrix.ComposeToRef(scale, rotation, translation, result);
  8414. return result;
  8415. };
  8416. /**
  8417. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8418. * @param scale defines the scale vector3
  8419. * @param rotation defines the rotation quaternion
  8420. * @param translation defines the translation vector3
  8421. * @param result defines the target matrix
  8422. */
  8423. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8424. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8425. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8426. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8427. result.setTranslation(translation);
  8428. };
  8429. /**
  8430. * Creates a new identity matrix
  8431. * @returns a new identity matrix
  8432. */
  8433. Matrix.Identity = function () {
  8434. 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);
  8435. identity._updateIdentityStatus(true);
  8436. return identity;
  8437. };
  8438. /**
  8439. * Creates a new identity matrix and stores the result in a given matrix
  8440. * @param result defines the target matrix
  8441. */
  8442. Matrix.IdentityToRef = function (result) {
  8443. 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);
  8444. result._updateIdentityStatus(true);
  8445. };
  8446. /**
  8447. * Creates a new zero matrix
  8448. * @returns a new zero matrix
  8449. */
  8450. Matrix.Zero = function () {
  8451. 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);
  8452. zero._updateIdentityStatus(false);
  8453. return zero;
  8454. };
  8455. /**
  8456. * Creates a new rotation matrix for "angle" radians around the X axis
  8457. * @param angle defines the angle (in radians) to use
  8458. * @return the new matrix
  8459. */
  8460. Matrix.RotationX = function (angle) {
  8461. var result = new Matrix();
  8462. Matrix.RotationXToRef(angle, result);
  8463. return result;
  8464. };
  8465. /**
  8466. * Creates a new matrix as the invert of a given matrix
  8467. * @param source defines the source matrix
  8468. * @returns the new matrix
  8469. */
  8470. Matrix.Invert = function (source) {
  8471. var result = new Matrix();
  8472. source.invertToRef(result);
  8473. return result;
  8474. };
  8475. /**
  8476. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8477. * @param angle defines the angle (in radians) to use
  8478. * @param result defines the target matrix
  8479. */
  8480. Matrix.RotationXToRef = function (angle, result) {
  8481. var s = Math.sin(angle);
  8482. var c = Math.cos(angle);
  8483. 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);
  8484. result._updateIdentityStatus(c === 1 && s === 0);
  8485. };
  8486. /**
  8487. * Creates a new rotation matrix for "angle" radians around the Y axis
  8488. * @param angle defines the angle (in radians) to use
  8489. * @return the new matrix
  8490. */
  8491. Matrix.RotationY = function (angle) {
  8492. var result = new Matrix();
  8493. Matrix.RotationYToRef(angle, result);
  8494. return result;
  8495. };
  8496. /**
  8497. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8498. * @param angle defines the angle (in radians) to use
  8499. * @param result defines the target matrix
  8500. */
  8501. Matrix.RotationYToRef = function (angle, result) {
  8502. var s = Math.sin(angle);
  8503. var c = Math.cos(angle);
  8504. 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);
  8505. result._updateIdentityStatus(c === 1 && s === 0);
  8506. };
  8507. /**
  8508. * Creates a new rotation matrix for "angle" radians around the Z axis
  8509. * @param angle defines the angle (in radians) to use
  8510. * @return the new matrix
  8511. */
  8512. Matrix.RotationZ = function (angle) {
  8513. var result = new Matrix();
  8514. Matrix.RotationZToRef(angle, result);
  8515. return result;
  8516. };
  8517. /**
  8518. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8519. * @param angle defines the angle (in radians) to use
  8520. * @param result defines the target matrix
  8521. */
  8522. Matrix.RotationZToRef = function (angle, result) {
  8523. var s = Math.sin(angle);
  8524. var c = Math.cos(angle);
  8525. 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);
  8526. result._updateIdentityStatus(c === 1 && s === 0);
  8527. };
  8528. /**
  8529. * Creates a new rotation matrix for "angle" radians around the given axis
  8530. * @param axis defines the axis to use
  8531. * @param angle defines the angle (in radians) to use
  8532. * @return the new matrix
  8533. */
  8534. Matrix.RotationAxis = function (axis, angle) {
  8535. var result = new Matrix();
  8536. Matrix.RotationAxisToRef(axis, angle, result);
  8537. return result;
  8538. };
  8539. /**
  8540. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8541. * @param axis defines the axis to use
  8542. * @param angle defines the angle (in radians) to use
  8543. * @param result defines the target matrix
  8544. */
  8545. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8546. var s = Math.sin(-angle);
  8547. var c = Math.cos(-angle);
  8548. var c1 = 1 - c;
  8549. axis.normalize();
  8550. var m = result._m;
  8551. m[0] = (axis.x * axis.x) * c1 + c;
  8552. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8553. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8554. m[3] = 0.0;
  8555. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8556. m[5] = (axis.y * axis.y) * c1 + c;
  8557. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8558. m[7] = 0.0;
  8559. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8560. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8561. m[10] = (axis.z * axis.z) * c1 + c;
  8562. m[11] = 0.0;
  8563. m[12] = 0.0;
  8564. m[13] = 0.0;
  8565. m[14] = 0.0;
  8566. m[15] = 1.0;
  8567. result._markAsUpdated();
  8568. };
  8569. /**
  8570. * Creates a rotation matrix
  8571. * @param yaw defines the yaw angle in radians (Y axis)
  8572. * @param pitch defines the pitch angle in radians (X axis)
  8573. * @param roll defines the roll angle in radians (X axis)
  8574. * @returns the new rotation matrix
  8575. */
  8576. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8577. var result = new Matrix();
  8578. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8579. return result;
  8580. };
  8581. /**
  8582. * Creates a rotation matrix and stores it in a given matrix
  8583. * @param yaw defines the yaw angle in radians (Y axis)
  8584. * @param pitch defines the pitch angle in radians (X axis)
  8585. * @param roll defines the roll angle in radians (X axis)
  8586. * @param result defines the target matrix
  8587. */
  8588. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8589. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8590. MathTmp.Quaternion[0].toRotationMatrix(result);
  8591. };
  8592. /**
  8593. * Creates a scaling matrix
  8594. * @param x defines the scale factor on X axis
  8595. * @param y defines the scale factor on Y axis
  8596. * @param z defines the scale factor on Z axis
  8597. * @returns the new matrix
  8598. */
  8599. Matrix.Scaling = function (x, y, z) {
  8600. var result = new Matrix();
  8601. Matrix.ScalingToRef(x, y, z, result);
  8602. return result;
  8603. };
  8604. /**
  8605. * Creates a scaling matrix and stores it in a given matrix
  8606. * @param x defines the scale factor on X axis
  8607. * @param y defines the scale factor on Y axis
  8608. * @param z defines the scale factor on Z axis
  8609. * @param result defines the target matrix
  8610. */
  8611. Matrix.ScalingToRef = function (x, y, z, result) {
  8612. 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);
  8613. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8614. };
  8615. /**
  8616. * Creates a translation matrix
  8617. * @param x defines the translation on X axis
  8618. * @param y defines the translation on Y axis
  8619. * @param z defines the translationon Z axis
  8620. * @returns the new matrix
  8621. */
  8622. Matrix.Translation = function (x, y, z) {
  8623. var result = new Matrix();
  8624. Matrix.TranslationToRef(x, y, z, result);
  8625. return result;
  8626. };
  8627. /**
  8628. * Creates a translation matrix and stores it in a given matrix
  8629. * @param x defines the translation on X axis
  8630. * @param y defines the translation on Y axis
  8631. * @param z defines the translationon Z axis
  8632. * @param result defines the target matrix
  8633. */
  8634. Matrix.TranslationToRef = function (x, y, z, result) {
  8635. 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);
  8636. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8637. };
  8638. /**
  8639. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8640. * @param startValue defines the start value
  8641. * @param endValue defines the end value
  8642. * @param gradient defines the gradient factor
  8643. * @returns the new matrix
  8644. */
  8645. Matrix.Lerp = function (startValue, endValue, gradient) {
  8646. var result = new Matrix();
  8647. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8648. return result;
  8649. };
  8650. /**
  8651. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8652. * @param startValue defines the start value
  8653. * @param endValue defines the end value
  8654. * @param gradient defines the gradient factor
  8655. * @param result defines the Matrix object where to store data
  8656. */
  8657. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8658. var resultM = result._m;
  8659. var startM = startValue.m;
  8660. var endM = endValue.m;
  8661. for (var index = 0; index < 16; index++) {
  8662. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8663. }
  8664. result._markAsUpdated();
  8665. };
  8666. /**
  8667. * Builds a new matrix whose values are computed by:
  8668. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8669. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8670. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8671. * @param startValue defines the first matrix
  8672. * @param endValue defines the second matrix
  8673. * @param gradient defines the gradient between the two matrices
  8674. * @returns the new matrix
  8675. */
  8676. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8677. var result = new Matrix();
  8678. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8679. return result;
  8680. };
  8681. /**
  8682. * Update a matrix to values which are computed by:
  8683. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8684. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8685. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8686. * @param startValue defines the first matrix
  8687. * @param endValue defines the second matrix
  8688. * @param gradient defines the gradient between the two matrices
  8689. * @param result defines the target matrix
  8690. */
  8691. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8692. var startScale = MathTmp.Vector3[0];
  8693. var startRotation = MathTmp.Quaternion[0];
  8694. var startTranslation = MathTmp.Vector3[1];
  8695. startValue.decompose(startScale, startRotation, startTranslation);
  8696. var endScale = MathTmp.Vector3[2];
  8697. var endRotation = MathTmp.Quaternion[1];
  8698. var endTranslation = MathTmp.Vector3[3];
  8699. endValue.decompose(endScale, endRotation, endTranslation);
  8700. var resultScale = MathTmp.Vector3[4];
  8701. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8702. var resultRotation = MathTmp.Quaternion[2];
  8703. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8704. var resultTranslation = MathTmp.Vector3[5];
  8705. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8706. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8707. };
  8708. /**
  8709. * 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"
  8710. * This function works in left handed mode
  8711. * @param eye defines the final position of the entity
  8712. * @param target defines where the entity should look at
  8713. * @param up defines the up vector for the entity
  8714. * @returns the new matrix
  8715. */
  8716. Matrix.LookAtLH = function (eye, target, up) {
  8717. var result = new Matrix();
  8718. Matrix.LookAtLHToRef(eye, target, up, result);
  8719. return result;
  8720. };
  8721. /**
  8722. * 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".
  8723. * This function works in left handed mode
  8724. * @param eye defines the final position of the entity
  8725. * @param target defines where the entity should look at
  8726. * @param up defines the up vector for the entity
  8727. * @param result defines the target matrix
  8728. */
  8729. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8730. var xAxis = MathTmp.Vector3[0];
  8731. var yAxis = MathTmp.Vector3[1];
  8732. var zAxis = MathTmp.Vector3[2];
  8733. // Z axis
  8734. target.subtractToRef(eye, zAxis);
  8735. zAxis.normalize();
  8736. // X axis
  8737. Vector3.CrossToRef(up, zAxis, xAxis);
  8738. var xSquareLength = xAxis.lengthSquared();
  8739. if (xSquareLength === 0) {
  8740. xAxis.x = 1.0;
  8741. }
  8742. else {
  8743. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8744. }
  8745. // Y axis
  8746. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8747. yAxis.normalize();
  8748. // Eye angles
  8749. var ex = -Vector3.Dot(xAxis, eye);
  8750. var ey = -Vector3.Dot(yAxis, eye);
  8751. var ez = -Vector3.Dot(zAxis, eye);
  8752. 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);
  8753. };
  8754. /**
  8755. * 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"
  8756. * This function works in right handed mode
  8757. * @param eye defines the final position of the entity
  8758. * @param target defines where the entity should look at
  8759. * @param up defines the up vector for the entity
  8760. * @returns the new matrix
  8761. */
  8762. Matrix.LookAtRH = function (eye, target, up) {
  8763. var result = new Matrix();
  8764. Matrix.LookAtRHToRef(eye, target, up, result);
  8765. return result;
  8766. };
  8767. /**
  8768. * 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".
  8769. * This function works in right handed mode
  8770. * @param eye defines the final position of the entity
  8771. * @param target defines where the entity should look at
  8772. * @param up defines the up vector for the entity
  8773. * @param result defines the target matrix
  8774. */
  8775. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8776. var xAxis = MathTmp.Vector3[0];
  8777. var yAxis = MathTmp.Vector3[1];
  8778. var zAxis = MathTmp.Vector3[2];
  8779. // Z axis
  8780. eye.subtractToRef(target, zAxis);
  8781. zAxis.normalize();
  8782. // X axis
  8783. Vector3.CrossToRef(up, zAxis, xAxis);
  8784. var xSquareLength = xAxis.lengthSquared();
  8785. if (xSquareLength === 0) {
  8786. xAxis.x = 1.0;
  8787. }
  8788. else {
  8789. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8790. }
  8791. // Y axis
  8792. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8793. yAxis.normalize();
  8794. // Eye angles
  8795. var ex = -Vector3.Dot(xAxis, eye);
  8796. var ey = -Vector3.Dot(yAxis, eye);
  8797. var ez = -Vector3.Dot(zAxis, eye);
  8798. 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);
  8799. };
  8800. /**
  8801. * Create a left-handed orthographic projection matrix
  8802. * @param width defines the viewport width
  8803. * @param height defines the viewport height
  8804. * @param znear defines the near clip plane
  8805. * @param zfar defines the far clip plane
  8806. * @returns a new matrix as a left-handed orthographic projection matrix
  8807. */
  8808. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8809. var matrix = new Matrix();
  8810. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8811. return matrix;
  8812. };
  8813. /**
  8814. * Store a left-handed orthographic projection to a given matrix
  8815. * @param width defines the viewport width
  8816. * @param height defines the viewport height
  8817. * @param znear defines the near clip plane
  8818. * @param zfar defines the far clip plane
  8819. * @param result defines the target matrix
  8820. */
  8821. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8822. var n = znear;
  8823. var f = zfar;
  8824. var a = 2.0 / width;
  8825. var b = 2.0 / height;
  8826. var c = 2.0 / (f - n);
  8827. var d = -(f + n) / (f - n);
  8828. 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);
  8829. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8830. };
  8831. /**
  8832. * Create a left-handed orthographic projection matrix
  8833. * @param left defines the viewport left coordinate
  8834. * @param right defines the viewport right coordinate
  8835. * @param bottom defines the viewport bottom coordinate
  8836. * @param top defines the viewport top coordinate
  8837. * @param znear defines the near clip plane
  8838. * @param zfar defines the far clip plane
  8839. * @returns a new matrix as a left-handed orthographic projection matrix
  8840. */
  8841. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8842. var matrix = new Matrix();
  8843. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8844. return matrix;
  8845. };
  8846. /**
  8847. * Stores a left-handed orthographic projection into a given matrix
  8848. * @param left defines the viewport left coordinate
  8849. * @param right defines the viewport right coordinate
  8850. * @param bottom defines the viewport bottom coordinate
  8851. * @param top defines the viewport top coordinate
  8852. * @param znear defines the near clip plane
  8853. * @param zfar defines the far clip plane
  8854. * @param result defines the target matrix
  8855. */
  8856. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8857. var n = znear;
  8858. var f = zfar;
  8859. var a = 2.0 / (right - left);
  8860. var b = 2.0 / (top - bottom);
  8861. var c = 2.0 / (f - n);
  8862. var d = -(f + n) / (f - n);
  8863. var i0 = (left + right) / (left - right);
  8864. var i1 = (top + bottom) / (bottom - top);
  8865. 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);
  8866. result._markAsUpdated();
  8867. };
  8868. /**
  8869. * Creates a right-handed orthographic projection matrix
  8870. * @param left defines the viewport left coordinate
  8871. * @param right defines the viewport right coordinate
  8872. * @param bottom defines the viewport bottom coordinate
  8873. * @param top defines the viewport top coordinate
  8874. * @param znear defines the near clip plane
  8875. * @param zfar defines the far clip plane
  8876. * @returns a new matrix as a right-handed orthographic projection matrix
  8877. */
  8878. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8879. var matrix = new Matrix();
  8880. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8881. return matrix;
  8882. };
  8883. /**
  8884. * Stores a right-handed orthographic projection into a given matrix
  8885. * @param left defines the viewport left coordinate
  8886. * @param right defines the viewport right coordinate
  8887. * @param bottom defines the viewport bottom coordinate
  8888. * @param top defines the viewport top coordinate
  8889. * @param znear defines the near clip plane
  8890. * @param zfar defines the far clip plane
  8891. * @param result defines the target matrix
  8892. */
  8893. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8894. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8895. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8896. };
  8897. /**
  8898. * Creates a left-handed perspective projection matrix
  8899. * @param width defines the viewport width
  8900. * @param height defines the viewport height
  8901. * @param znear defines the near clip plane
  8902. * @param zfar defines the far clip plane
  8903. * @returns a new matrix as a left-handed perspective projection matrix
  8904. */
  8905. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8906. var matrix = new Matrix();
  8907. var n = znear;
  8908. var f = zfar;
  8909. var a = 2.0 * n / width;
  8910. var b = 2.0 * n / height;
  8911. var c = (f + n) / (f - n);
  8912. var d = -2.0 * f * n / (f - n);
  8913. 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);
  8914. matrix._updateIdentityStatus(false);
  8915. return matrix;
  8916. };
  8917. /**
  8918. * Creates a left-handed perspective projection matrix
  8919. * @param fov defines the horizontal field of view
  8920. * @param aspect defines the aspect ratio
  8921. * @param znear defines the near clip plane
  8922. * @param zfar defines the far clip plane
  8923. * @returns a new matrix as a left-handed perspective projection matrix
  8924. */
  8925. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8926. var matrix = new Matrix();
  8927. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8928. return matrix;
  8929. };
  8930. /**
  8931. * Stores a left-handed perspective projection into a given matrix
  8932. * @param fov defines the horizontal field of view
  8933. * @param aspect defines the aspect ratio
  8934. * @param znear defines the near clip plane
  8935. * @param zfar defines the far clip plane
  8936. * @param result defines the target matrix
  8937. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8938. */
  8939. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8940. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8941. var n = znear;
  8942. var f = zfar;
  8943. var t = 1.0 / (Math.tan(fov * 0.5));
  8944. var a = isVerticalFovFixed ? (t / aspect) : t;
  8945. var b = isVerticalFovFixed ? t : (t * aspect);
  8946. var c = (f + n) / (f - n);
  8947. var d = -2.0 * f * n / (f - n);
  8948. 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);
  8949. result._updateIdentityStatus(false);
  8950. };
  8951. /**
  8952. * Creates a right-handed perspective projection matrix
  8953. * @param fov defines the horizontal field of view
  8954. * @param aspect defines the aspect ratio
  8955. * @param znear defines the near clip plane
  8956. * @param zfar defines the far clip plane
  8957. * @returns a new matrix as a right-handed perspective projection matrix
  8958. */
  8959. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8960. var matrix = new Matrix();
  8961. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8962. return matrix;
  8963. };
  8964. /**
  8965. * Stores a right-handed perspective projection into a given matrix
  8966. * @param fov defines the horizontal field of view
  8967. * @param aspect defines the aspect ratio
  8968. * @param znear defines the near clip plane
  8969. * @param zfar defines the far clip plane
  8970. * @param result defines the target matrix
  8971. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8972. */
  8973. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8974. //alternatively this could be expressed as:
  8975. // m = PerspectiveFovLHToRef
  8976. // m[10] *= -1.0;
  8977. // m[11] *= -1.0;
  8978. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8979. var n = znear;
  8980. var f = zfar;
  8981. var t = 1.0 / (Math.tan(fov * 0.5));
  8982. var a = isVerticalFovFixed ? (t / aspect) : t;
  8983. var b = isVerticalFovFixed ? t : (t * aspect);
  8984. var c = -(f + n) / (f - n);
  8985. var d = -2 * f * n / (f - n);
  8986. 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);
  8987. result._updateIdentityStatus(false);
  8988. };
  8989. /**
  8990. * Stores a perspective projection for WebVR info a given matrix
  8991. * @param fov defines the field of view
  8992. * @param znear defines the near clip plane
  8993. * @param zfar defines the far clip plane
  8994. * @param result defines the target matrix
  8995. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8996. */
  8997. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8998. if (rightHanded === void 0) { rightHanded = false; }
  8999. var rightHandedFactor = rightHanded ? -1 : 1;
  9000. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  9001. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  9002. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  9003. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  9004. var xScale = 2.0 / (leftTan + rightTan);
  9005. var yScale = 2.0 / (upTan + downTan);
  9006. var m = result._m;
  9007. m[0] = xScale;
  9008. m[1] = m[2] = m[3] = m[4] = 0.0;
  9009. m[5] = yScale;
  9010. m[6] = m[7] = 0.0;
  9011. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  9012. m[9] = -((upTan - downTan) * yScale * 0.5);
  9013. m[10] = -zfar / (znear - zfar);
  9014. m[11] = 1.0 * rightHandedFactor;
  9015. m[12] = m[13] = m[15] = 0.0;
  9016. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  9017. result._markAsUpdated();
  9018. };
  9019. /**
  9020. * Computes a complete transformation matrix
  9021. * @param viewport defines the viewport to use
  9022. * @param world defines the world matrix
  9023. * @param view defines the view matrix
  9024. * @param projection defines the projection matrix
  9025. * @param zmin defines the near clip plane
  9026. * @param zmax defines the far clip plane
  9027. * @returns the transformation matrix
  9028. */
  9029. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9030. var cw = viewport.width;
  9031. var ch = viewport.height;
  9032. var cx = viewport.x;
  9033. var cy = viewport.y;
  9034. 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);
  9035. var matrix = MathTmp.Matrix[0];
  9036. world.multiplyToRef(view, matrix);
  9037. matrix.multiplyToRef(projection, matrix);
  9038. return matrix.multiply(viewportMatrix);
  9039. };
  9040. /**
  9041. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9042. * @param matrix defines the matrix to use
  9043. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9044. */
  9045. Matrix.GetAsMatrix2x2 = function (matrix) {
  9046. var m = matrix.m;
  9047. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9048. };
  9049. /**
  9050. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9051. * @param matrix defines the matrix to use
  9052. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9053. */
  9054. Matrix.GetAsMatrix3x3 = function (matrix) {
  9055. var m = matrix.m;
  9056. return new Float32Array([
  9057. m[0], m[1], m[2],
  9058. m[4], m[5], m[6],
  9059. m[8], m[9], m[10]
  9060. ]);
  9061. };
  9062. /**
  9063. * Compute the transpose of a given matrix
  9064. * @param matrix defines the matrix to transpose
  9065. * @returns the new matrix
  9066. */
  9067. Matrix.Transpose = function (matrix) {
  9068. var result = new Matrix();
  9069. Matrix.TransposeToRef(matrix, result);
  9070. return result;
  9071. };
  9072. /**
  9073. * Compute the transpose of a matrix and store it in a target matrix
  9074. * @param matrix defines the matrix to transpose
  9075. * @param result defines the target matrix
  9076. */
  9077. Matrix.TransposeToRef = function (matrix, result) {
  9078. var rm = result._m;
  9079. var mm = matrix.m;
  9080. rm[0] = mm[0];
  9081. rm[1] = mm[4];
  9082. rm[2] = mm[8];
  9083. rm[3] = mm[12];
  9084. rm[4] = mm[1];
  9085. rm[5] = mm[5];
  9086. rm[6] = mm[9];
  9087. rm[7] = mm[13];
  9088. rm[8] = mm[2];
  9089. rm[9] = mm[6];
  9090. rm[10] = mm[10];
  9091. rm[11] = mm[14];
  9092. rm[12] = mm[3];
  9093. rm[13] = mm[7];
  9094. rm[14] = mm[11];
  9095. rm[15] = mm[15];
  9096. // identity-ness does not change when transposing
  9097. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9098. };
  9099. /**
  9100. * Computes a reflection matrix from a plane
  9101. * @param plane defines the reflection plane
  9102. * @returns a new matrix
  9103. */
  9104. Matrix.Reflection = function (plane) {
  9105. var matrix = new Matrix();
  9106. Matrix.ReflectionToRef(plane, matrix);
  9107. return matrix;
  9108. };
  9109. /**
  9110. * Computes a reflection matrix from a plane
  9111. * @param plane defines the reflection plane
  9112. * @param result defines the target matrix
  9113. */
  9114. Matrix.ReflectionToRef = function (plane, result) {
  9115. plane.normalize();
  9116. var x = plane.normal.x;
  9117. var y = plane.normal.y;
  9118. var z = plane.normal.z;
  9119. var temp = -2 * x;
  9120. var temp2 = -2 * y;
  9121. var temp3 = -2 * z;
  9122. 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);
  9123. };
  9124. /**
  9125. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9126. * @param xaxis defines the value of the 1st axis
  9127. * @param yaxis defines the value of the 2nd axis
  9128. * @param zaxis defines the value of the 3rd axis
  9129. * @param result defines the target matrix
  9130. */
  9131. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9132. 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);
  9133. };
  9134. /**
  9135. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9136. * @param quat defines the quaternion to use
  9137. * @param result defines the target matrix
  9138. */
  9139. Matrix.FromQuaternionToRef = function (quat, result) {
  9140. var xx = quat.x * quat.x;
  9141. var yy = quat.y * quat.y;
  9142. var zz = quat.z * quat.z;
  9143. var xy = quat.x * quat.y;
  9144. var zw = quat.z * quat.w;
  9145. var zx = quat.z * quat.x;
  9146. var yw = quat.y * quat.w;
  9147. var yz = quat.y * quat.z;
  9148. var xw = quat.x * quat.w;
  9149. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9150. result._m[1] = 2.0 * (xy + zw);
  9151. result._m[2] = 2.0 * (zx - yw);
  9152. result._m[3] = 0.0;
  9153. result._m[4] = 2.0 * (xy - zw);
  9154. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9155. result._m[6] = 2.0 * (yz + xw);
  9156. result._m[7] = 0.0;
  9157. result._m[8] = 2.0 * (zx + yw);
  9158. result._m[9] = 2.0 * (yz - xw);
  9159. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9160. result._m[11] = 0.0;
  9161. result._m[12] = 0.0;
  9162. result._m[13] = 0.0;
  9163. result._m[14] = 0.0;
  9164. result._m[15] = 1.0;
  9165. result._markAsUpdated();
  9166. };
  9167. Matrix._updateFlagSeed = 0;
  9168. Matrix._identityReadOnly = Matrix.Identity();
  9169. return Matrix;
  9170. }());
  9171. BABYLON.Matrix = Matrix;
  9172. /**
  9173. * Represens a plane by the equation ax + by + cz + d = 0
  9174. */
  9175. var Plane = /** @class */ (function () {
  9176. /**
  9177. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9178. * @param a a component of the plane
  9179. * @param b b component of the plane
  9180. * @param c c component of the plane
  9181. * @param d d component of the plane
  9182. */
  9183. function Plane(a, b, c, d) {
  9184. this.normal = new Vector3(a, b, c);
  9185. this.d = d;
  9186. }
  9187. /**
  9188. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9189. */
  9190. Plane.prototype.asArray = function () {
  9191. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9192. };
  9193. // Methods
  9194. /**
  9195. * @returns a new plane copied from the current Plane.
  9196. */
  9197. Plane.prototype.clone = function () {
  9198. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9199. };
  9200. /**
  9201. * @returns the string "Plane".
  9202. */
  9203. Plane.prototype.getClassName = function () {
  9204. return "Plane";
  9205. };
  9206. /**
  9207. * @returns the Plane hash code.
  9208. */
  9209. Plane.prototype.getHashCode = function () {
  9210. var hash = this.normal.getHashCode();
  9211. hash = (hash * 397) ^ (this.d || 0);
  9212. return hash;
  9213. };
  9214. /**
  9215. * Normalize the current Plane in place.
  9216. * @returns the updated Plane.
  9217. */
  9218. Plane.prototype.normalize = function () {
  9219. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9220. var magnitude = 0.0;
  9221. if (norm !== 0) {
  9222. magnitude = 1.0 / norm;
  9223. }
  9224. this.normal.x *= magnitude;
  9225. this.normal.y *= magnitude;
  9226. this.normal.z *= magnitude;
  9227. this.d *= magnitude;
  9228. return this;
  9229. };
  9230. /**
  9231. * Applies a transformation the plane and returns the result
  9232. * @param transformation the transformation matrix to be applied to the plane
  9233. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9234. */
  9235. Plane.prototype.transform = function (transformation) {
  9236. var transposedMatrix = MathTmp.Matrix[0];
  9237. Matrix.TransposeToRef(transformation, transposedMatrix);
  9238. var m = transposedMatrix.m;
  9239. var x = this.normal.x;
  9240. var y = this.normal.y;
  9241. var z = this.normal.z;
  9242. var d = this.d;
  9243. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9244. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9245. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9246. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9247. return new Plane(normalX, normalY, normalZ, finalD);
  9248. };
  9249. /**
  9250. * Calcualtte the dot product between the point and the plane normal
  9251. * @param point point to calculate the dot product with
  9252. * @returns the dot product (float) of the point coordinates and the plane normal.
  9253. */
  9254. Plane.prototype.dotCoordinate = function (point) {
  9255. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9256. };
  9257. /**
  9258. * Updates the current Plane from the plane defined by the three given points.
  9259. * @param point1 one of the points used to contruct the plane
  9260. * @param point2 one of the points used to contruct the plane
  9261. * @param point3 one of the points used to contruct the plane
  9262. * @returns the updated Plane.
  9263. */
  9264. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9265. var x1 = point2.x - point1.x;
  9266. var y1 = point2.y - point1.y;
  9267. var z1 = point2.z - point1.z;
  9268. var x2 = point3.x - point1.x;
  9269. var y2 = point3.y - point1.y;
  9270. var z2 = point3.z - point1.z;
  9271. var yz = (y1 * z2) - (z1 * y2);
  9272. var xz = (z1 * x2) - (x1 * z2);
  9273. var xy = (x1 * y2) - (y1 * x2);
  9274. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9275. var invPyth;
  9276. if (pyth !== 0) {
  9277. invPyth = 1.0 / pyth;
  9278. }
  9279. else {
  9280. invPyth = 0.0;
  9281. }
  9282. this.normal.x = yz * invPyth;
  9283. this.normal.y = xz * invPyth;
  9284. this.normal.z = xy * invPyth;
  9285. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9286. return this;
  9287. };
  9288. /**
  9289. * Checks if the plane is facing a given direction
  9290. * @param direction the direction to check if the plane is facing
  9291. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9292. * @returns True is the vector "direction" is the same side than the plane normal.
  9293. */
  9294. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9295. var dot = Vector3.Dot(this.normal, direction);
  9296. return (dot <= epsilon);
  9297. };
  9298. /**
  9299. * Calculates the distance to a point
  9300. * @param point point to calculate distance to
  9301. * @returns the signed distance (float) from the given point to the Plane.
  9302. */
  9303. Plane.prototype.signedDistanceTo = function (point) {
  9304. return Vector3.Dot(point, this.normal) + this.d;
  9305. };
  9306. // Statics
  9307. /**
  9308. * Creates a plane from an array
  9309. * @param array the array to create a plane from
  9310. * @returns a new Plane from the given array.
  9311. */
  9312. Plane.FromArray = function (array) {
  9313. return new Plane(array[0], array[1], array[2], array[3]);
  9314. };
  9315. /**
  9316. * Creates a plane from three points
  9317. * @param point1 point used to create the plane
  9318. * @param point2 point used to create the plane
  9319. * @param point3 point used to create the plane
  9320. * @returns a new Plane defined by the three given points.
  9321. */
  9322. Plane.FromPoints = function (point1, point2, point3) {
  9323. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9324. result.copyFromPoints(point1, point2, point3);
  9325. return result;
  9326. };
  9327. /**
  9328. * Creates a plane from an origin point and a normal
  9329. * @param origin origin of the plane to be constructed
  9330. * @param normal normal of the plane to be constructed
  9331. * @returns a new Plane the normal vector to this plane at the given origin point.
  9332. * Note : the vector "normal" is updated because normalized.
  9333. */
  9334. Plane.FromPositionAndNormal = function (origin, normal) {
  9335. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9336. normal.normalize();
  9337. result.normal = normal;
  9338. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9339. return result;
  9340. };
  9341. /**
  9342. * Calculates the distance from a plane and a point
  9343. * @param origin origin of the plane to be constructed
  9344. * @param normal normal of the plane to be constructed
  9345. * @param point point to calculate distance to
  9346. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9347. */
  9348. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9349. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9350. return Vector3.Dot(point, normal) + d;
  9351. };
  9352. return Plane;
  9353. }());
  9354. BABYLON.Plane = Plane;
  9355. /**
  9356. * Class used to represent a viewport on screen
  9357. */
  9358. var Viewport = /** @class */ (function () {
  9359. /**
  9360. * Creates a Viewport object located at (x, y) and sized (width, height)
  9361. * @param x defines viewport left coordinate
  9362. * @param y defines viewport top coordinate
  9363. * @param width defines the viewport width
  9364. * @param height defines the viewport height
  9365. */
  9366. function Viewport(
  9367. /** viewport left coordinate */
  9368. x,
  9369. /** viewport top coordinate */
  9370. y,
  9371. /**viewport width */
  9372. width,
  9373. /** viewport height */
  9374. height) {
  9375. this.x = x;
  9376. this.y = y;
  9377. this.width = width;
  9378. this.height = height;
  9379. }
  9380. /**
  9381. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9382. * @param renderWidthOrEngine defines either an engine or the rendering width
  9383. * @param renderHeight defines the rendering height
  9384. * @returns a new Viewport
  9385. */
  9386. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9387. if (renderWidthOrEngine.getRenderWidth) {
  9388. var engine = renderWidthOrEngine;
  9389. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9390. }
  9391. var renderWidth = renderWidthOrEngine;
  9392. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9393. };
  9394. /**
  9395. * Returns a new Viewport copied from the current one
  9396. * @returns a new Viewport
  9397. */
  9398. Viewport.prototype.clone = function () {
  9399. return new Viewport(this.x, this.y, this.width, this.height);
  9400. };
  9401. return Viewport;
  9402. }());
  9403. BABYLON.Viewport = Viewport;
  9404. /**
  9405. * Reprasents a camera frustum
  9406. */
  9407. var Frustum = /** @class */ (function () {
  9408. function Frustum() {
  9409. }
  9410. /**
  9411. * Gets the planes representing the frustum
  9412. * @param transform matrix to be applied to the returned planes
  9413. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9414. */
  9415. Frustum.GetPlanes = function (transform) {
  9416. var frustumPlanes = [];
  9417. for (var index = 0; index < 6; index++) {
  9418. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9419. }
  9420. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9421. return frustumPlanes;
  9422. };
  9423. /**
  9424. * Gets the near frustum plane transformed by the transform matrix
  9425. * @param transform transformation matrix to be applied to the resulting frustum plane
  9426. * @param frustumPlane the resuling frustum plane
  9427. */
  9428. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9429. var m = transform.m;
  9430. frustumPlane.normal.x = m[3] + m[2];
  9431. frustumPlane.normal.y = m[7] + m[6];
  9432. frustumPlane.normal.z = m[11] + m[10];
  9433. frustumPlane.d = m[15] + m[14];
  9434. frustumPlane.normalize();
  9435. };
  9436. /**
  9437. * Gets the far frustum plane transformed by the transform matrix
  9438. * @param transform transformation matrix to be applied to the resulting frustum plane
  9439. * @param frustumPlane the resuling frustum plane
  9440. */
  9441. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9442. var m = transform.m;
  9443. frustumPlane.normal.x = m[3] - m[2];
  9444. frustumPlane.normal.y = m[7] - m[6];
  9445. frustumPlane.normal.z = m[11] - m[10];
  9446. frustumPlane.d = m[15] - m[14];
  9447. frustumPlane.normalize();
  9448. };
  9449. /**
  9450. * Gets the left frustum plane transformed by the transform matrix
  9451. * @param transform transformation matrix to be applied to the resulting frustum plane
  9452. * @param frustumPlane the resuling frustum plane
  9453. */
  9454. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9455. var m = transform.m;
  9456. frustumPlane.normal.x = m[3] + m[0];
  9457. frustumPlane.normal.y = m[7] + m[4];
  9458. frustumPlane.normal.z = m[11] + m[8];
  9459. frustumPlane.d = m[15] + m[12];
  9460. frustumPlane.normalize();
  9461. };
  9462. /**
  9463. * Gets the right frustum plane transformed by the transform matrix
  9464. * @param transform transformation matrix to be applied to the resulting frustum plane
  9465. * @param frustumPlane the resuling frustum plane
  9466. */
  9467. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9468. var m = transform.m;
  9469. frustumPlane.normal.x = m[3] - m[0];
  9470. frustumPlane.normal.y = m[7] - m[4];
  9471. frustumPlane.normal.z = m[11] - m[8];
  9472. frustumPlane.d = m[15] - m[12];
  9473. frustumPlane.normalize();
  9474. };
  9475. /**
  9476. * Gets the top frustum plane transformed by the transform matrix
  9477. * @param transform transformation matrix to be applied to the resulting frustum plane
  9478. * @param frustumPlane the resuling frustum plane
  9479. */
  9480. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9481. var m = transform.m;
  9482. frustumPlane.normal.x = m[3] - m[1];
  9483. frustumPlane.normal.y = m[7] - m[5];
  9484. frustumPlane.normal.z = m[11] - m[9];
  9485. frustumPlane.d = m[15] - m[13];
  9486. frustumPlane.normalize();
  9487. };
  9488. /**
  9489. * Gets the bottom frustum plane transformed by the transform matrix
  9490. * @param transform transformation matrix to be applied to the resulting frustum plane
  9491. * @param frustumPlane the resuling frustum plane
  9492. */
  9493. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9494. var m = transform.m;
  9495. frustumPlane.normal.x = m[3] + m[1];
  9496. frustumPlane.normal.y = m[7] + m[5];
  9497. frustumPlane.normal.z = m[11] + m[9];
  9498. frustumPlane.d = m[15] + m[13];
  9499. frustumPlane.normalize();
  9500. };
  9501. /**
  9502. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9503. * @param transform transformation matrix to be applied to the resulting frustum planes
  9504. * @param frustumPlanes the resuling frustum planes
  9505. */
  9506. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9507. // Near
  9508. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9509. // Far
  9510. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9511. // Left
  9512. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9513. // Right
  9514. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9515. // Top
  9516. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9517. // Bottom
  9518. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9519. };
  9520. return Frustum;
  9521. }());
  9522. BABYLON.Frustum = Frustum;
  9523. /** Defines supported spaces */
  9524. var Space;
  9525. (function (Space) {
  9526. /** Local (object) space */
  9527. Space[Space["LOCAL"] = 0] = "LOCAL";
  9528. /** World space */
  9529. Space[Space["WORLD"] = 1] = "WORLD";
  9530. /** Bone space */
  9531. Space[Space["BONE"] = 2] = "BONE";
  9532. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9533. /** Defines the 3 main axes */
  9534. var Axis = /** @class */ (function () {
  9535. function Axis() {
  9536. }
  9537. /** X axis */
  9538. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9539. /** Y axis */
  9540. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9541. /** Z axis */
  9542. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9543. return Axis;
  9544. }());
  9545. BABYLON.Axis = Axis;
  9546. /** Class used to represent a Bezier curve */
  9547. var BezierCurve = /** @class */ (function () {
  9548. function BezierCurve() {
  9549. }
  9550. /**
  9551. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9552. * @param t defines the time
  9553. * @param x1 defines the left coordinate on X axis
  9554. * @param y1 defines the left coordinate on Y axis
  9555. * @param x2 defines the right coordinate on X axis
  9556. * @param y2 defines the right coordinate on Y axis
  9557. * @returns the interpolated value
  9558. */
  9559. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9560. // Extract X (which is equal to time here)
  9561. var f0 = 1 - 3 * x2 + 3 * x1;
  9562. var f1 = 3 * x2 - 6 * x1;
  9563. var f2 = 3 * x1;
  9564. var refinedT = t;
  9565. for (var i = 0; i < 5; i++) {
  9566. var refinedT2 = refinedT * refinedT;
  9567. var refinedT3 = refinedT2 * refinedT;
  9568. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9569. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9570. refinedT -= (x - t) * slope;
  9571. refinedT = Math.min(1, Math.max(0, refinedT));
  9572. }
  9573. // Resolve cubic bezier for the given x
  9574. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9575. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9576. Math.pow(refinedT, 3);
  9577. };
  9578. return BezierCurve;
  9579. }());
  9580. BABYLON.BezierCurve = BezierCurve;
  9581. /**
  9582. * Defines potential orientation for back face culling
  9583. */
  9584. var Orientation;
  9585. (function (Orientation) {
  9586. /**
  9587. * Clockwise
  9588. */
  9589. Orientation[Orientation["CW"] = 0] = "CW";
  9590. /** Counter clockwise */
  9591. Orientation[Orientation["CCW"] = 1] = "CCW";
  9592. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9593. /**
  9594. * Defines angle representation
  9595. */
  9596. var Angle = /** @class */ (function () {
  9597. /**
  9598. * Creates an Angle object of "radians" radians (float).
  9599. */
  9600. function Angle(radians) {
  9601. this._radians = radians;
  9602. if (this._radians < 0.0) {
  9603. this._radians += (2.0 * Math.PI);
  9604. }
  9605. }
  9606. /**
  9607. * Get value in degrees
  9608. * @returns the Angle value in degrees (float)
  9609. */
  9610. Angle.prototype.degrees = function () {
  9611. return this._radians * 180.0 / Math.PI;
  9612. };
  9613. /**
  9614. * Get value in radians
  9615. * @returns the Angle value in radians (float)
  9616. */
  9617. Angle.prototype.radians = function () {
  9618. return this._radians;
  9619. };
  9620. /**
  9621. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9622. * @param a defines first vector
  9623. * @param b defines second vector
  9624. * @returns a new Angle
  9625. */
  9626. Angle.BetweenTwoPoints = function (a, b) {
  9627. var delta = b.subtract(a);
  9628. var theta = Math.atan2(delta.y, delta.x);
  9629. return new Angle(theta);
  9630. };
  9631. /**
  9632. * Gets a new Angle object from the given float in radians
  9633. * @param radians defines the angle value in radians
  9634. * @returns a new Angle
  9635. */
  9636. Angle.FromRadians = function (radians) {
  9637. return new Angle(radians);
  9638. };
  9639. /**
  9640. * Gets a new Angle object from the given float in degrees
  9641. * @param degrees defines the angle value in degrees
  9642. * @returns a new Angle
  9643. */
  9644. Angle.FromDegrees = function (degrees) {
  9645. return new Angle(degrees * Math.PI / 180.0);
  9646. };
  9647. return Angle;
  9648. }());
  9649. BABYLON.Angle = Angle;
  9650. /**
  9651. * This represents an arc in a 2d space.
  9652. */
  9653. var Arc2 = /** @class */ (function () {
  9654. /**
  9655. * Creates an Arc object from the three given points : start, middle and end.
  9656. * @param startPoint Defines the start point of the arc
  9657. * @param midPoint Defines the midlle point of the arc
  9658. * @param endPoint Defines the end point of the arc
  9659. */
  9660. function Arc2(
  9661. /** Defines the start point of the arc */
  9662. startPoint,
  9663. /** Defines the mid point of the arc */
  9664. midPoint,
  9665. /** Defines the end point of the arc */
  9666. endPoint) {
  9667. this.startPoint = startPoint;
  9668. this.midPoint = midPoint;
  9669. this.endPoint = endPoint;
  9670. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9671. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9672. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9673. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9674. 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);
  9675. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9676. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9677. var a1 = this.startAngle.degrees();
  9678. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9679. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9680. // angles correction
  9681. if (a2 - a1 > +180.0) {
  9682. a2 -= 360.0;
  9683. }
  9684. if (a2 - a1 < -180.0) {
  9685. a2 += 360.0;
  9686. }
  9687. if (a3 - a2 > +180.0) {
  9688. a3 -= 360.0;
  9689. }
  9690. if (a3 - a2 < -180.0) {
  9691. a3 += 360.0;
  9692. }
  9693. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9694. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9695. }
  9696. return Arc2;
  9697. }());
  9698. BABYLON.Arc2 = Arc2;
  9699. /**
  9700. * Represents a 2D path made up of multiple 2D points
  9701. */
  9702. var Path2 = /** @class */ (function () {
  9703. /**
  9704. * Creates a Path2 object from the starting 2D coordinates x and y.
  9705. * @param x the starting points x value
  9706. * @param y the starting points y value
  9707. */
  9708. function Path2(x, y) {
  9709. this._points = new Array();
  9710. this._length = 0.0;
  9711. /**
  9712. * If the path start and end point are the same
  9713. */
  9714. this.closed = false;
  9715. this._points.push(new Vector2(x, y));
  9716. }
  9717. /**
  9718. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9719. * @param x the added points x value
  9720. * @param y the added points y value
  9721. * @returns the updated Path2.
  9722. */
  9723. Path2.prototype.addLineTo = function (x, y) {
  9724. if (this.closed) {
  9725. return this;
  9726. }
  9727. var newPoint = new Vector2(x, y);
  9728. var previousPoint = this._points[this._points.length - 1];
  9729. this._points.push(newPoint);
  9730. this._length += newPoint.subtract(previousPoint).length();
  9731. return this;
  9732. };
  9733. /**
  9734. * 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.
  9735. * @param midX middle point x value
  9736. * @param midY middle point y value
  9737. * @param endX end point x value
  9738. * @param endY end point y value
  9739. * @param numberOfSegments (default: 36)
  9740. * @returns the updated Path2.
  9741. */
  9742. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9743. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9744. if (this.closed) {
  9745. return this;
  9746. }
  9747. var startPoint = this._points[this._points.length - 1];
  9748. var midPoint = new Vector2(midX, midY);
  9749. var endPoint = new Vector2(endX, endY);
  9750. var arc = new Arc2(startPoint, midPoint, endPoint);
  9751. var increment = arc.angle.radians() / numberOfSegments;
  9752. if (arc.orientation === Orientation.CW) {
  9753. increment *= -1;
  9754. }
  9755. var currentAngle = arc.startAngle.radians() + increment;
  9756. for (var i = 0; i < numberOfSegments; i++) {
  9757. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9758. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9759. this.addLineTo(x, y);
  9760. currentAngle += increment;
  9761. }
  9762. return this;
  9763. };
  9764. /**
  9765. * Closes the Path2.
  9766. * @returns the Path2.
  9767. */
  9768. Path2.prototype.close = function () {
  9769. this.closed = true;
  9770. return this;
  9771. };
  9772. /**
  9773. * Gets the sum of the distance between each sequential point in the path
  9774. * @returns the Path2 total length (float).
  9775. */
  9776. Path2.prototype.length = function () {
  9777. var result = this._length;
  9778. if (!this.closed) {
  9779. var lastPoint = this._points[this._points.length - 1];
  9780. var firstPoint = this._points[0];
  9781. result += (firstPoint.subtract(lastPoint).length());
  9782. }
  9783. return result;
  9784. };
  9785. /**
  9786. * Gets the points which construct the path
  9787. * @returns the Path2 internal array of points.
  9788. */
  9789. Path2.prototype.getPoints = function () {
  9790. return this._points;
  9791. };
  9792. /**
  9793. * Retreives the point at the distance aways from the starting point
  9794. * @param normalizedLengthPosition the length along the path to retreive the point from
  9795. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9796. */
  9797. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9798. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9799. return Vector2.Zero();
  9800. }
  9801. var lengthPosition = normalizedLengthPosition * this.length();
  9802. var previousOffset = 0;
  9803. for (var i = 0; i < this._points.length; i++) {
  9804. var j = (i + 1) % this._points.length;
  9805. var a = this._points[i];
  9806. var b = this._points[j];
  9807. var bToA = b.subtract(a);
  9808. var nextOffset = (bToA.length() + previousOffset);
  9809. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9810. var dir = bToA.normalize();
  9811. var localOffset = lengthPosition - previousOffset;
  9812. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9813. }
  9814. previousOffset = nextOffset;
  9815. }
  9816. return Vector2.Zero();
  9817. };
  9818. /**
  9819. * Creates a new path starting from an x and y position
  9820. * @param x starting x value
  9821. * @param y starting y value
  9822. * @returns a new Path2 starting at the coordinates (x, y).
  9823. */
  9824. Path2.StartingAt = function (x, y) {
  9825. return new Path2(x, y);
  9826. };
  9827. return Path2;
  9828. }());
  9829. BABYLON.Path2 = Path2;
  9830. /**
  9831. * Represents a 3D path made up of multiple 3D points
  9832. */
  9833. var Path3D = /** @class */ (function () {
  9834. /**
  9835. * new Path3D(path, normal, raw)
  9836. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9837. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  9838. * @param path an array of Vector3, the curve axis of the Path3D
  9839. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9840. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9841. */
  9842. function Path3D(
  9843. /**
  9844. * an array of Vector3, the curve axis of the Path3D
  9845. */
  9846. path, firstNormal, raw) {
  9847. if (firstNormal === void 0) { firstNormal = null; }
  9848. this.path = path;
  9849. this._curve = new Array();
  9850. this._distances = new Array();
  9851. this._tangents = new Array();
  9852. this._normals = new Array();
  9853. this._binormals = new Array();
  9854. for (var p = 0; p < path.length; p++) {
  9855. this._curve[p] = path[p].clone(); // hard copy
  9856. }
  9857. this._raw = raw || false;
  9858. this._compute(firstNormal);
  9859. }
  9860. /**
  9861. * Returns the Path3D array of successive Vector3 designing its curve.
  9862. * @returns the Path3D array of successive Vector3 designing its curve.
  9863. */
  9864. Path3D.prototype.getCurve = function () {
  9865. return this._curve;
  9866. };
  9867. /**
  9868. * Returns an array populated with tangent vectors on each Path3D curve point.
  9869. * @returns an array populated with tangent vectors on each Path3D curve point.
  9870. */
  9871. Path3D.prototype.getTangents = function () {
  9872. return this._tangents;
  9873. };
  9874. /**
  9875. * Returns an array populated with normal vectors on each Path3D curve point.
  9876. * @returns an array populated with normal vectors on each Path3D curve point.
  9877. */
  9878. Path3D.prototype.getNormals = function () {
  9879. return this._normals;
  9880. };
  9881. /**
  9882. * Returns an array populated with binormal vectors on each Path3D curve point.
  9883. * @returns an array populated with binormal vectors on each Path3D curve point.
  9884. */
  9885. Path3D.prototype.getBinormals = function () {
  9886. return this._binormals;
  9887. };
  9888. /**
  9889. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9890. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9891. */
  9892. Path3D.prototype.getDistances = function () {
  9893. return this._distances;
  9894. };
  9895. /**
  9896. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9897. * @param path path which all values are copied into the curves points
  9898. * @param firstNormal which should be projected onto the curve
  9899. * @returns the same object updated.
  9900. */
  9901. Path3D.prototype.update = function (path, firstNormal) {
  9902. if (firstNormal === void 0) { firstNormal = null; }
  9903. for (var p = 0; p < path.length; p++) {
  9904. this._curve[p].x = path[p].x;
  9905. this._curve[p].y = path[p].y;
  9906. this._curve[p].z = path[p].z;
  9907. }
  9908. this._compute(firstNormal);
  9909. return this;
  9910. };
  9911. // private function compute() : computes tangents, normals and binormals
  9912. Path3D.prototype._compute = function (firstNormal) {
  9913. var l = this._curve.length;
  9914. // first and last tangents
  9915. this._tangents[0] = this._getFirstNonNullVector(0);
  9916. if (!this._raw) {
  9917. this._tangents[0].normalize();
  9918. }
  9919. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9920. if (!this._raw) {
  9921. this._tangents[l - 1].normalize();
  9922. }
  9923. // normals and binormals at first point : arbitrary vector with _normalVector()
  9924. var tg0 = this._tangents[0];
  9925. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9926. this._normals[0] = pp0;
  9927. if (!this._raw) {
  9928. this._normals[0].normalize();
  9929. }
  9930. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9931. if (!this._raw) {
  9932. this._binormals[0].normalize();
  9933. }
  9934. this._distances[0] = 0.0;
  9935. // normals and binormals : next points
  9936. var prev; // previous vector (segment)
  9937. var cur; // current vector (segment)
  9938. var curTang; // current tangent
  9939. // previous normal
  9940. var prevBinor; // previous binormal
  9941. for (var i = 1; i < l; i++) {
  9942. // tangents
  9943. prev = this._getLastNonNullVector(i);
  9944. if (i < l - 1) {
  9945. cur = this._getFirstNonNullVector(i);
  9946. this._tangents[i] = prev.add(cur);
  9947. this._tangents[i].normalize();
  9948. }
  9949. this._distances[i] = this._distances[i - 1] + prev.length();
  9950. // normals and binormals
  9951. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9952. curTang = this._tangents[i];
  9953. prevBinor = this._binormals[i - 1];
  9954. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9955. if (!this._raw) {
  9956. this._normals[i].normalize();
  9957. }
  9958. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9959. if (!this._raw) {
  9960. this._binormals[i].normalize();
  9961. }
  9962. }
  9963. };
  9964. // private function getFirstNonNullVector(index)
  9965. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9966. Path3D.prototype._getFirstNonNullVector = function (index) {
  9967. var i = 1;
  9968. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9969. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9970. i++;
  9971. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9972. }
  9973. return nNVector;
  9974. };
  9975. // private function getLastNonNullVector(index)
  9976. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9977. Path3D.prototype._getLastNonNullVector = function (index) {
  9978. var i = 1;
  9979. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9980. while (nLVector.length() === 0 && index > i + 1) {
  9981. i++;
  9982. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9983. }
  9984. return nLVector;
  9985. };
  9986. // private function normalVector(v0, vt, va) :
  9987. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9988. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9989. Path3D.prototype._normalVector = function (v0, vt, va) {
  9990. var normal0;
  9991. var tgl = vt.length();
  9992. if (tgl === 0.0) {
  9993. tgl = 1.0;
  9994. }
  9995. if (va === undefined || va === null) {
  9996. var point;
  9997. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9998. point = new Vector3(0.0, -1.0, 0.0);
  9999. }
  10000. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  10001. point = new Vector3(1.0, 0.0, 0.0);
  10002. }
  10003. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  10004. point = new Vector3(0.0, 0.0, 1.0);
  10005. }
  10006. else {
  10007. point = Vector3.Zero();
  10008. }
  10009. normal0 = Vector3.Cross(vt, point);
  10010. }
  10011. else {
  10012. normal0 = Vector3.Cross(vt, va);
  10013. Vector3.CrossToRef(normal0, vt, normal0);
  10014. }
  10015. normal0.normalize();
  10016. return normal0;
  10017. };
  10018. return Path3D;
  10019. }());
  10020. BABYLON.Path3D = Path3D;
  10021. /**
  10022. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10023. * A Curve3 is designed from a series of successive Vector3.
  10024. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  10025. */
  10026. var Curve3 = /** @class */ (function () {
  10027. /**
  10028. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10029. * A Curve3 is designed from a series of successive Vector3.
  10030. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  10031. * @param points points which make up the curve
  10032. */
  10033. function Curve3(points) {
  10034. this._length = 0.0;
  10035. this._points = points;
  10036. this._length = this._computeLength(points);
  10037. }
  10038. /**
  10039. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  10040. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10041. * @param v1 (Vector3) the control point
  10042. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10043. * @param nbPoints (integer) the wanted number of points in the curve
  10044. * @returns the created Curve3
  10045. */
  10046. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10047. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10048. var bez = new Array();
  10049. var equation = function (t, val0, val1, val2) {
  10050. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10051. return res;
  10052. };
  10053. for (var i = 0; i <= nbPoints; i++) {
  10054. 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)));
  10055. }
  10056. return new Curve3(bez);
  10057. };
  10058. /**
  10059. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  10060. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10061. * @param v1 (Vector3) the first control point
  10062. * @param v2 (Vector3) the second control point
  10063. * @param v3 (Vector3) the end point of the Cubic Bezier
  10064. * @param nbPoints (integer) the wanted number of points in the curve
  10065. * @returns the created Curve3
  10066. */
  10067. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10068. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10069. var bez = new Array();
  10070. var equation = function (t, val0, val1, val2, val3) {
  10071. 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;
  10072. return res;
  10073. };
  10074. for (var i = 0; i <= nbPoints; i++) {
  10075. 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)));
  10076. }
  10077. return new Curve3(bez);
  10078. };
  10079. /**
  10080. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  10081. * @param p1 (Vector3) the origin point of the Hermite Spline
  10082. * @param t1 (Vector3) the tangent vector at the origin point
  10083. * @param p2 (Vector3) the end point of the Hermite Spline
  10084. * @param t2 (Vector3) the tangent vector at the end point
  10085. * @param nbPoints (integer) the wanted number of points in the curve
  10086. * @returns the created Curve3
  10087. */
  10088. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10089. var hermite = new Array();
  10090. var step = 1.0 / nbPoints;
  10091. for (var i = 0; i <= nbPoints; i++) {
  10092. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10093. }
  10094. return new Curve3(hermite);
  10095. };
  10096. /**
  10097. * Returns a Curve3 object along a CatmullRom Spline curve :
  10098. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10099. * @param nbPoints (integer) the wanted number of points between each curve control points
  10100. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10101. * @returns the created Curve3
  10102. */
  10103. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10104. var catmullRom = new Array();
  10105. var step = 1.0 / nbPoints;
  10106. var amount = 0.0;
  10107. if (closed) {
  10108. var pointsCount = points.length;
  10109. for (var i = 0; i < pointsCount; i++) {
  10110. amount = 0;
  10111. for (var c = 0; c < nbPoints; c++) {
  10112. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10113. amount += step;
  10114. }
  10115. }
  10116. catmullRom.push(catmullRom[0]);
  10117. }
  10118. else {
  10119. var totalPoints = new Array();
  10120. totalPoints.push(points[0].clone());
  10121. Array.prototype.push.apply(totalPoints, points);
  10122. totalPoints.push(points[points.length - 1].clone());
  10123. for (var i = 0; i < totalPoints.length - 3; i++) {
  10124. amount = 0;
  10125. for (var c = 0; c < nbPoints; c++) {
  10126. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10127. amount += step;
  10128. }
  10129. }
  10130. i--;
  10131. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10132. }
  10133. return new Curve3(catmullRom);
  10134. };
  10135. /**
  10136. * @returns the Curve3 stored array of successive Vector3
  10137. */
  10138. Curve3.prototype.getPoints = function () {
  10139. return this._points;
  10140. };
  10141. /**
  10142. * @returns the computed length (float) of the curve.
  10143. */
  10144. Curve3.prototype.length = function () {
  10145. return this._length;
  10146. };
  10147. /**
  10148. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10149. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10150. * curveA and curveB keep unchanged.
  10151. * @param curve the curve to continue from this curve
  10152. * @returns the newly constructed curve
  10153. */
  10154. Curve3.prototype.continue = function (curve) {
  10155. var lastPoint = this._points[this._points.length - 1];
  10156. var continuedPoints = this._points.slice();
  10157. var curvePoints = curve.getPoints();
  10158. for (var i = 1; i < curvePoints.length; i++) {
  10159. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10160. }
  10161. var continuedCurve = new Curve3(continuedPoints);
  10162. return continuedCurve;
  10163. };
  10164. Curve3.prototype._computeLength = function (path) {
  10165. var l = 0;
  10166. for (var i = 1; i < path.length; i++) {
  10167. l += (path[i].subtract(path[i - 1])).length();
  10168. }
  10169. return l;
  10170. };
  10171. return Curve3;
  10172. }());
  10173. BABYLON.Curve3 = Curve3;
  10174. // Vertex formats
  10175. /**
  10176. * Contains position and normal vectors for a vertex
  10177. */
  10178. var PositionNormalVertex = /** @class */ (function () {
  10179. /**
  10180. * Creates a PositionNormalVertex
  10181. * @param position the position of the vertex (defaut: 0,0,0)
  10182. * @param normal the normal of the vertex (defaut: 0,1,0)
  10183. */
  10184. function PositionNormalVertex(
  10185. /** the position of the vertex (defaut: 0,0,0) */
  10186. position,
  10187. /** the normal of the vertex (defaut: 0,1,0) */
  10188. normal) {
  10189. if (position === void 0) { position = Vector3.Zero(); }
  10190. if (normal === void 0) { normal = Vector3.Up(); }
  10191. this.position = position;
  10192. this.normal = normal;
  10193. }
  10194. /**
  10195. * Clones the PositionNormalVertex
  10196. * @returns the cloned PositionNormalVertex
  10197. */
  10198. PositionNormalVertex.prototype.clone = function () {
  10199. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10200. };
  10201. return PositionNormalVertex;
  10202. }());
  10203. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10204. /**
  10205. * Contains position, normal and uv vectors for a vertex
  10206. */
  10207. var PositionNormalTextureVertex = /** @class */ (function () {
  10208. /**
  10209. * Creates a PositionNormalTextureVertex
  10210. * @param position the position of the vertex (defaut: 0,0,0)
  10211. * @param normal the normal of the vertex (defaut: 0,1,0)
  10212. * @param uv the uv of the vertex (default: 0,0)
  10213. */
  10214. function PositionNormalTextureVertex(
  10215. /** the position of the vertex (defaut: 0,0,0) */
  10216. position,
  10217. /** the normal of the vertex (defaut: 0,1,0) */
  10218. normal,
  10219. /** the uv of the vertex (default: 0,0) */
  10220. uv) {
  10221. if (position === void 0) { position = Vector3.Zero(); }
  10222. if (normal === void 0) { normal = Vector3.Up(); }
  10223. if (uv === void 0) { uv = Vector2.Zero(); }
  10224. this.position = position;
  10225. this.normal = normal;
  10226. this.uv = uv;
  10227. }
  10228. /**
  10229. * Clones the PositionNormalTextureVertex
  10230. * @returns the cloned PositionNormalTextureVertex
  10231. */
  10232. PositionNormalTextureVertex.prototype.clone = function () {
  10233. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10234. };
  10235. return PositionNormalTextureVertex;
  10236. }());
  10237. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10238. // Temporary pre-allocated objects for engine internal use
  10239. // usage in any internal function :
  10240. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10241. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10242. /**
  10243. * @hidden
  10244. */
  10245. var Tmp = /** @class */ (function () {
  10246. function Tmp() {
  10247. }
  10248. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10249. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10250. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10251. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10252. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10253. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10254. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10255. return Tmp;
  10256. }());
  10257. BABYLON.Tmp = Tmp;
  10258. /**
  10259. * @hidden
  10260. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10261. */
  10262. var MathTmp = /** @class */ (function () {
  10263. function MathTmp() {
  10264. }
  10265. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10266. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10267. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10268. return MathTmp;
  10269. }());
  10270. })(BABYLON || (BABYLON = {}));
  10271. //# sourceMappingURL=babylon.math.js.map
  10272. var BABYLON;
  10273. (function (BABYLON) {
  10274. /**
  10275. * Scalar computation library
  10276. */
  10277. var Scalar = /** @class */ (function () {
  10278. function Scalar() {
  10279. }
  10280. /**
  10281. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10282. * @param a number
  10283. * @param b number
  10284. * @param epsilon (default = 1.401298E-45)
  10285. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10286. */
  10287. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10288. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10289. var num = a - b;
  10290. return -epsilon <= num && num <= epsilon;
  10291. };
  10292. /**
  10293. * Returns a string : the upper case translation of the number i to hexadecimal.
  10294. * @param i number
  10295. * @returns the upper case translation of the number i to hexadecimal.
  10296. */
  10297. Scalar.ToHex = function (i) {
  10298. var str = i.toString(16);
  10299. if (i <= 15) {
  10300. return ("0" + str).toUpperCase();
  10301. }
  10302. return str.toUpperCase();
  10303. };
  10304. /**
  10305. * Returns -1 if value is negative and +1 is value is positive.
  10306. * @param value the value
  10307. * @returns the value itself if it's equal to zero.
  10308. */
  10309. Scalar.Sign = function (value) {
  10310. value = +value; // convert to a number
  10311. if (value === 0 || isNaN(value)) {
  10312. return value;
  10313. }
  10314. return value > 0 ? 1 : -1;
  10315. };
  10316. /**
  10317. * Returns the value itself if it's between min and max.
  10318. * Returns min if the value is lower than min.
  10319. * Returns max if the value is greater than max.
  10320. * @param value the value to clmap
  10321. * @param min the min value to clamp to (default: 0)
  10322. * @param max the max value to clamp to (default: 1)
  10323. * @returns the clamped value
  10324. */
  10325. Scalar.Clamp = function (value, min, max) {
  10326. if (min === void 0) { min = 0; }
  10327. if (max === void 0) { max = 1; }
  10328. return Math.min(max, Math.max(min, value));
  10329. };
  10330. /**
  10331. * the log2 of value.
  10332. * @param value the value to compute log2 of
  10333. * @returns the log2 of value.
  10334. */
  10335. Scalar.Log2 = function (value) {
  10336. return Math.log(value) * Math.LOG2E;
  10337. };
  10338. /**
  10339. * Loops the value, so that it is never larger than length and never smaller than 0.
  10340. *
  10341. * This is similar to the modulo operator but it works with floating point numbers.
  10342. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10343. * With t = 5 and length = 2.5, the result would be 0.0.
  10344. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10345. * @param value the value
  10346. * @param length the length
  10347. * @returns the looped value
  10348. */
  10349. Scalar.Repeat = function (value, length) {
  10350. return value - Math.floor(value / length) * length;
  10351. };
  10352. /**
  10353. * Normalize the value between 0.0 and 1.0 using min and max values
  10354. * @param value value to normalize
  10355. * @param min max to normalize between
  10356. * @param max min to normalize between
  10357. * @returns the normalized value
  10358. */
  10359. Scalar.Normalize = function (value, min, max) {
  10360. return (value - min) / (max - min);
  10361. };
  10362. /**
  10363. * Denormalize the value from 0.0 and 1.0 using min and max values
  10364. * @param normalized value to denormalize
  10365. * @param min max to denormalize between
  10366. * @param max min to denormalize between
  10367. * @returns the denormalized value
  10368. */
  10369. Scalar.Denormalize = function (normalized, min, max) {
  10370. return (normalized * (max - min) + min);
  10371. };
  10372. /**
  10373. * Calculates the shortest difference between two given angles given in degrees.
  10374. * @param current current angle in degrees
  10375. * @param target target angle in degrees
  10376. * @returns the delta
  10377. */
  10378. Scalar.DeltaAngle = function (current, target) {
  10379. var num = Scalar.Repeat(target - current, 360.0);
  10380. if (num > 180.0) {
  10381. num -= 360.0;
  10382. }
  10383. return num;
  10384. };
  10385. /**
  10386. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10387. * @param tx value
  10388. * @param length length
  10389. * @returns The returned value will move back and forth between 0 and length
  10390. */
  10391. Scalar.PingPong = function (tx, length) {
  10392. var t = Scalar.Repeat(tx, length * 2.0);
  10393. return length - Math.abs(t - length);
  10394. };
  10395. /**
  10396. * Interpolates between min and max with smoothing at the limits.
  10397. *
  10398. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10399. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10400. * @param from from
  10401. * @param to to
  10402. * @param tx value
  10403. * @returns the smooth stepped value
  10404. */
  10405. Scalar.SmoothStep = function (from, to, tx) {
  10406. var t = Scalar.Clamp(tx);
  10407. t = -2.0 * t * t * t + 3.0 * t * t;
  10408. return to * t + from * (1.0 - t);
  10409. };
  10410. /**
  10411. * Moves a value current towards target.
  10412. *
  10413. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10414. * Negative values of maxDelta pushes the value away from target.
  10415. * @param current current value
  10416. * @param target target value
  10417. * @param maxDelta max distance to move
  10418. * @returns resulting value
  10419. */
  10420. Scalar.MoveTowards = function (current, target, maxDelta) {
  10421. var result = 0;
  10422. if (Math.abs(target - current) <= maxDelta) {
  10423. result = target;
  10424. }
  10425. else {
  10426. result = current + Scalar.Sign(target - current) * maxDelta;
  10427. }
  10428. return result;
  10429. };
  10430. /**
  10431. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10432. *
  10433. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10434. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10435. * @param current current value
  10436. * @param target target value
  10437. * @param maxDelta max distance to move
  10438. * @returns resulting angle
  10439. */
  10440. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10441. var num = Scalar.DeltaAngle(current, target);
  10442. var result = 0;
  10443. if (-maxDelta < num && num < maxDelta) {
  10444. result = target;
  10445. }
  10446. else {
  10447. target = current + num;
  10448. result = Scalar.MoveTowards(current, target, maxDelta);
  10449. }
  10450. return result;
  10451. };
  10452. /**
  10453. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10454. * @param start start value
  10455. * @param end target value
  10456. * @param amount amount to lerp between
  10457. * @returns the lerped value
  10458. */
  10459. Scalar.Lerp = function (start, end, amount) {
  10460. return start + ((end - start) * amount);
  10461. };
  10462. /**
  10463. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10464. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10465. * @param start start value
  10466. * @param end target value
  10467. * @param amount amount to lerp between
  10468. * @returns the lerped value
  10469. */
  10470. Scalar.LerpAngle = function (start, end, amount) {
  10471. var num = Scalar.Repeat(end - start, 360.0);
  10472. if (num > 180.0) {
  10473. num -= 360.0;
  10474. }
  10475. return start + num * Scalar.Clamp(amount);
  10476. };
  10477. /**
  10478. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10479. * @param a start value
  10480. * @param b target value
  10481. * @param value value between a and b
  10482. * @returns the inverseLerp value
  10483. */
  10484. Scalar.InverseLerp = function (a, b, value) {
  10485. var result = 0;
  10486. if (a != b) {
  10487. result = Scalar.Clamp((value - a) / (b - a));
  10488. }
  10489. else {
  10490. result = 0.0;
  10491. }
  10492. return result;
  10493. };
  10494. /**
  10495. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10496. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10497. * @param value1 spline value
  10498. * @param tangent1 spline value
  10499. * @param value2 spline value
  10500. * @param tangent2 spline value
  10501. * @param amount input value
  10502. * @returns hermite result
  10503. */
  10504. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10505. var squared = amount * amount;
  10506. var cubed = amount * squared;
  10507. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10508. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10509. var part3 = (cubed - (2.0 * squared)) + amount;
  10510. var part4 = cubed - squared;
  10511. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10512. };
  10513. /**
  10514. * Returns a random float number between and min and max values
  10515. * @param min min value of random
  10516. * @param max max value of random
  10517. * @returns random value
  10518. */
  10519. Scalar.RandomRange = function (min, max) {
  10520. if (min === max) {
  10521. return min;
  10522. }
  10523. return ((Math.random() * (max - min)) + min);
  10524. };
  10525. /**
  10526. * This function returns percentage of a number in a given range.
  10527. *
  10528. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10529. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10530. * @param number to convert to percentage
  10531. * @param min min range
  10532. * @param max max range
  10533. * @returns the percentage
  10534. */
  10535. Scalar.RangeToPercent = function (number, min, max) {
  10536. return ((number - min) / (max - min));
  10537. };
  10538. /**
  10539. * This function returns number that corresponds to the percentage in a given range.
  10540. *
  10541. * PercentToRange(0.34,0,100) will return 34.
  10542. * @param percent to convert to number
  10543. * @param min min range
  10544. * @param max max range
  10545. * @returns the number
  10546. */
  10547. Scalar.PercentToRange = function (percent, min, max) {
  10548. return ((max - min) * percent + min);
  10549. };
  10550. /**
  10551. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10552. * @param angle The angle to normalize in radian.
  10553. * @return The converted angle.
  10554. */
  10555. Scalar.NormalizeRadians = function (angle) {
  10556. // More precise but slower version kept for reference.
  10557. // angle = angle % Tools.TwoPi;
  10558. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10559. //if (angle > Math.PI) {
  10560. // angle -= Tools.TwoPi;
  10561. //}
  10562. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10563. return angle;
  10564. };
  10565. /**
  10566. * Two pi constants convenient for computation.
  10567. */
  10568. Scalar.TwoPi = Math.PI * 2;
  10569. return Scalar;
  10570. }());
  10571. BABYLON.Scalar = Scalar;
  10572. })(BABYLON || (BABYLON = {}));
  10573. //# sourceMappingURL=babylon.math.scalar.js.map
  10574. //# sourceMappingURL=babylon.mixins.js.map
  10575. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10576. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10577. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10578. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10579. //# sourceMappingURL=babylon.webgl2.js.map
  10580. var BABYLON;
  10581. (function (BABYLON) {
  10582. var __decoratorInitialStore = {};
  10583. var __mergedStore = {};
  10584. var _copySource = function (creationFunction, source, instanciate) {
  10585. var destination = creationFunction();
  10586. // Tags
  10587. if (BABYLON.Tags) {
  10588. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10589. }
  10590. var classStore = getMergedStore(destination);
  10591. // Properties
  10592. for (var property in classStore) {
  10593. var propertyDescriptor = classStore[property];
  10594. var sourceProperty = source[property];
  10595. var propertyType = propertyDescriptor.type;
  10596. if (sourceProperty !== undefined && sourceProperty !== null) {
  10597. switch (propertyType) {
  10598. case 0: // Value
  10599. case 6: // Mesh reference
  10600. case 11: // Camera reference
  10601. destination[property] = sourceProperty;
  10602. break;
  10603. case 1: // Texture
  10604. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10605. break;
  10606. case 2: // Color3
  10607. case 3: // FresnelParameters
  10608. case 4: // Vector2
  10609. case 5: // Vector3
  10610. case 7: // Color Curves
  10611. case 10: // Quaternion
  10612. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10613. break;
  10614. }
  10615. }
  10616. }
  10617. return destination;
  10618. };
  10619. function getDirectStore(target) {
  10620. var classKey = target.getClassName();
  10621. if (!__decoratorInitialStore[classKey]) {
  10622. __decoratorInitialStore[classKey] = {};
  10623. }
  10624. return __decoratorInitialStore[classKey];
  10625. }
  10626. /**
  10627. * Return the list of properties flagged as serializable
  10628. * @param target: host object
  10629. */
  10630. function getMergedStore(target) {
  10631. var classKey = target.getClassName();
  10632. if (__mergedStore[classKey]) {
  10633. return __mergedStore[classKey];
  10634. }
  10635. __mergedStore[classKey] = {};
  10636. var store = __mergedStore[classKey];
  10637. var currentTarget = target;
  10638. var currentKey = classKey;
  10639. while (currentKey) {
  10640. var initialStore = __decoratorInitialStore[currentKey];
  10641. for (var property in initialStore) {
  10642. store[property] = initialStore[property];
  10643. }
  10644. var parent_1 = void 0;
  10645. var done = false;
  10646. do {
  10647. parent_1 = Object.getPrototypeOf(currentTarget);
  10648. if (!parent_1.getClassName) {
  10649. done = true;
  10650. break;
  10651. }
  10652. if (parent_1.getClassName() !== currentKey) {
  10653. break;
  10654. }
  10655. currentTarget = parent_1;
  10656. } while (parent_1);
  10657. if (done) {
  10658. break;
  10659. }
  10660. currentKey = parent_1.getClassName();
  10661. currentTarget = parent_1;
  10662. }
  10663. return store;
  10664. }
  10665. function generateSerializableMember(type, sourceName) {
  10666. return function (target, propertyKey) {
  10667. var classStore = getDirectStore(target);
  10668. if (!classStore[propertyKey]) {
  10669. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10670. }
  10671. };
  10672. }
  10673. function generateExpandMember(setCallback, targetKey) {
  10674. if (targetKey === void 0) { targetKey = null; }
  10675. return function (target, propertyKey) {
  10676. var key = targetKey || ("_" + propertyKey);
  10677. Object.defineProperty(target, propertyKey, {
  10678. get: function () {
  10679. return this[key];
  10680. },
  10681. set: function (value) {
  10682. if (this[key] === value) {
  10683. return;
  10684. }
  10685. this[key] = value;
  10686. target[setCallback].apply(this);
  10687. },
  10688. enumerable: true,
  10689. configurable: true
  10690. });
  10691. };
  10692. }
  10693. function expandToProperty(callback, targetKey) {
  10694. if (targetKey === void 0) { targetKey = null; }
  10695. return generateExpandMember(callback, targetKey);
  10696. }
  10697. BABYLON.expandToProperty = expandToProperty;
  10698. function serialize(sourceName) {
  10699. return generateSerializableMember(0, sourceName); // value member
  10700. }
  10701. BABYLON.serialize = serialize;
  10702. function serializeAsTexture(sourceName) {
  10703. return generateSerializableMember(1, sourceName); // texture member
  10704. }
  10705. BABYLON.serializeAsTexture = serializeAsTexture;
  10706. function serializeAsColor3(sourceName) {
  10707. return generateSerializableMember(2, sourceName); // color3 member
  10708. }
  10709. BABYLON.serializeAsColor3 = serializeAsColor3;
  10710. function serializeAsFresnelParameters(sourceName) {
  10711. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10712. }
  10713. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10714. function serializeAsVector2(sourceName) {
  10715. return generateSerializableMember(4, sourceName); // vector2 member
  10716. }
  10717. BABYLON.serializeAsVector2 = serializeAsVector2;
  10718. function serializeAsVector3(sourceName) {
  10719. return generateSerializableMember(5, sourceName); // vector3 member
  10720. }
  10721. BABYLON.serializeAsVector3 = serializeAsVector3;
  10722. function serializeAsMeshReference(sourceName) {
  10723. return generateSerializableMember(6, sourceName); // mesh reference member
  10724. }
  10725. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10726. function serializeAsColorCurves(sourceName) {
  10727. return generateSerializableMember(7, sourceName); // color curves
  10728. }
  10729. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10730. function serializeAsColor4(sourceName) {
  10731. return generateSerializableMember(8, sourceName); // color 4
  10732. }
  10733. BABYLON.serializeAsColor4 = serializeAsColor4;
  10734. function serializeAsImageProcessingConfiguration(sourceName) {
  10735. return generateSerializableMember(9, sourceName); // image processing
  10736. }
  10737. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10738. function serializeAsQuaternion(sourceName) {
  10739. return generateSerializableMember(10, sourceName); // quaternion member
  10740. }
  10741. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10742. /**
  10743. * Decorator used to define property that can be serialized as reference to a camera
  10744. * @param sourceName defines the name of the property to decorate
  10745. */
  10746. function serializeAsCameraReference(sourceName) {
  10747. return generateSerializableMember(11, sourceName); // camera reference member
  10748. }
  10749. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10750. /**
  10751. * Class used to help serialization objects
  10752. */
  10753. var SerializationHelper = /** @class */ (function () {
  10754. function SerializationHelper() {
  10755. }
  10756. /**
  10757. * Static function used to serialized a specific entity
  10758. * @param entity defines the entity to serialize
  10759. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10760. * @returns a JSON compatible object representing the serialization of the entity
  10761. */
  10762. SerializationHelper.Serialize = function (entity, serializationObject) {
  10763. if (!serializationObject) {
  10764. serializationObject = {};
  10765. }
  10766. // Tags
  10767. if (BABYLON.Tags) {
  10768. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10769. }
  10770. var serializedProperties = getMergedStore(entity);
  10771. // Properties
  10772. for (var property in serializedProperties) {
  10773. var propertyDescriptor = serializedProperties[property];
  10774. var targetPropertyName = propertyDescriptor.sourceName || property;
  10775. var propertyType = propertyDescriptor.type;
  10776. var sourceProperty = entity[property];
  10777. if (sourceProperty !== undefined && sourceProperty !== null) {
  10778. switch (propertyType) {
  10779. case 0: // Value
  10780. serializationObject[targetPropertyName] = sourceProperty;
  10781. break;
  10782. case 1: // Texture
  10783. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10784. break;
  10785. case 2: // Color3
  10786. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10787. break;
  10788. case 3: // FresnelParameters
  10789. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10790. break;
  10791. case 4: // Vector2
  10792. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10793. break;
  10794. case 5: // Vector3
  10795. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10796. break;
  10797. case 6: // Mesh reference
  10798. serializationObject[targetPropertyName] = sourceProperty.id;
  10799. break;
  10800. case 7: // Color Curves
  10801. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10802. break;
  10803. case 8: // Color 4
  10804. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10805. break;
  10806. case 9: // Image Processing
  10807. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10808. break;
  10809. case 10: // Quaternion
  10810. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10811. break;
  10812. case 11: // Camera reference
  10813. serializationObject[targetPropertyName] = sourceProperty.id;
  10814. break;
  10815. }
  10816. }
  10817. }
  10818. return serializationObject;
  10819. };
  10820. /**
  10821. * Creates a new entity from a serialization data object
  10822. * @param creationFunction defines a function used to instanciated the new entity
  10823. * @param source defines the source serialization data
  10824. * @param scene defines the hosting scene
  10825. * @param rootUrl defines the root url for resources
  10826. * @returns a new entity
  10827. */
  10828. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10829. if (rootUrl === void 0) { rootUrl = null; }
  10830. var destination = creationFunction();
  10831. if (!rootUrl) {
  10832. rootUrl = "";
  10833. }
  10834. // Tags
  10835. if (BABYLON.Tags) {
  10836. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10837. }
  10838. var classStore = getMergedStore(destination);
  10839. // Properties
  10840. for (var property in classStore) {
  10841. var propertyDescriptor = classStore[property];
  10842. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10843. var propertyType = propertyDescriptor.type;
  10844. if (sourceProperty !== undefined && sourceProperty !== null) {
  10845. var dest = destination;
  10846. switch (propertyType) {
  10847. case 0: // Value
  10848. dest[property] = sourceProperty;
  10849. break;
  10850. case 1: // Texture
  10851. if (scene) {
  10852. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10853. }
  10854. break;
  10855. case 2: // Color3
  10856. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10857. break;
  10858. case 3: // FresnelParameters
  10859. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10860. break;
  10861. case 4: // Vector2
  10862. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10863. break;
  10864. case 5: // Vector3
  10865. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10866. break;
  10867. case 6: // Mesh reference
  10868. if (scene) {
  10869. dest[property] = scene.getLastMeshByID(sourceProperty);
  10870. }
  10871. break;
  10872. case 7: // Color Curves
  10873. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10874. break;
  10875. case 8: // Color 4
  10876. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10877. break;
  10878. case 9: // Image Processing
  10879. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10880. break;
  10881. case 10: // Quaternion
  10882. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10883. break;
  10884. case 11: // Camera reference
  10885. if (scene) {
  10886. dest[property] = scene.getCameraByID(sourceProperty);
  10887. }
  10888. break;
  10889. }
  10890. }
  10891. }
  10892. return destination;
  10893. };
  10894. /**
  10895. * Clones an object
  10896. * @param creationFunction defines the function used to instanciate the new object
  10897. * @param source defines the source object
  10898. * @returns the cloned object
  10899. */
  10900. SerializationHelper.Clone = function (creationFunction, source) {
  10901. return _copySource(creationFunction, source, false);
  10902. };
  10903. /**
  10904. * Instanciates a new object based on a source one (some data will be shared between both object)
  10905. * @param creationFunction defines the function used to instanciate the new object
  10906. * @param source defines the source object
  10907. * @returns the new object
  10908. */
  10909. SerializationHelper.Instanciate = function (creationFunction, source) {
  10910. return _copySource(creationFunction, source, true);
  10911. };
  10912. return SerializationHelper;
  10913. }());
  10914. BABYLON.SerializationHelper = SerializationHelper;
  10915. })(BABYLON || (BABYLON = {}));
  10916. //# sourceMappingURL=babylon.decorators.js.map
  10917. var BABYLON;
  10918. (function (BABYLON) {
  10919. /**
  10920. * Wrapper class for promise with external resolve and reject.
  10921. */
  10922. var Deferred = /** @class */ (function () {
  10923. /**
  10924. * Constructor for this deferred object.
  10925. */
  10926. function Deferred() {
  10927. var _this = this;
  10928. this.promise = new Promise(function (resolve, reject) {
  10929. _this._resolve = resolve;
  10930. _this._reject = reject;
  10931. });
  10932. }
  10933. Object.defineProperty(Deferred.prototype, "resolve", {
  10934. /**
  10935. * The resolve method of the promise associated with this deferred object.
  10936. */
  10937. get: function () {
  10938. return this._resolve;
  10939. },
  10940. enumerable: true,
  10941. configurable: true
  10942. });
  10943. Object.defineProperty(Deferred.prototype, "reject", {
  10944. /**
  10945. * The reject method of the promise associated with this deferred object.
  10946. */
  10947. get: function () {
  10948. return this._reject;
  10949. },
  10950. enumerable: true,
  10951. configurable: true
  10952. });
  10953. return Deferred;
  10954. }());
  10955. BABYLON.Deferred = Deferred;
  10956. })(BABYLON || (BABYLON = {}));
  10957. //# sourceMappingURL=babylon.deferred.js.map
  10958. var BABYLON;
  10959. (function (BABYLON) {
  10960. /**
  10961. * A class serves as a medium between the observable and its observers
  10962. */
  10963. var EventState = /** @class */ (function () {
  10964. /**
  10965. * Create a new EventState
  10966. * @param mask defines the mask associated with this state
  10967. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10968. * @param target defines the original target of the state
  10969. * @param currentTarget defines the current target of the state
  10970. */
  10971. function EventState(mask, skipNextObservers, target, currentTarget) {
  10972. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10973. this.initalize(mask, skipNextObservers, target, currentTarget);
  10974. }
  10975. /**
  10976. * Initialize the current event state
  10977. * @param mask defines the mask associated with this state
  10978. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10979. * @param target defines the original target of the state
  10980. * @param currentTarget defines the current target of the state
  10981. * @returns the current event state
  10982. */
  10983. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10984. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10985. this.mask = mask;
  10986. this.skipNextObservers = skipNextObservers;
  10987. this.target = target;
  10988. this.currentTarget = currentTarget;
  10989. return this;
  10990. };
  10991. return EventState;
  10992. }());
  10993. BABYLON.EventState = EventState;
  10994. /**
  10995. * Represent an Observer registered to a given Observable object.
  10996. */
  10997. var Observer = /** @class */ (function () {
  10998. /**
  10999. * Creates a new observer
  11000. * @param callback defines the callback to call when the observer is notified
  11001. * @param mask defines the mask of the observer (used to filter notifications)
  11002. * @param scope defines the current scope used to restore the JS context
  11003. */
  11004. function Observer(
  11005. /**
  11006. * Defines the callback to call when the observer is notified
  11007. */
  11008. callback,
  11009. /**
  11010. * Defines the mask of the observer (used to filter notifications)
  11011. */
  11012. mask,
  11013. /**
  11014. * Defines the current scope used to restore the JS context
  11015. */
  11016. scope) {
  11017. if (scope === void 0) { scope = null; }
  11018. this.callback = callback;
  11019. this.mask = mask;
  11020. this.scope = scope;
  11021. /** @hidden */
  11022. this._willBeUnregistered = false;
  11023. /**
  11024. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  11025. */
  11026. this.unregisterOnNextCall = false;
  11027. }
  11028. return Observer;
  11029. }());
  11030. BABYLON.Observer = Observer;
  11031. /**
  11032. * Represent a list of observers registered to multiple Observables object.
  11033. */
  11034. var MultiObserver = /** @class */ (function () {
  11035. function MultiObserver() {
  11036. }
  11037. /**
  11038. * Release associated resources
  11039. */
  11040. MultiObserver.prototype.dispose = function () {
  11041. if (this._observers && this._observables) {
  11042. for (var index = 0; index < this._observers.length; index++) {
  11043. this._observables[index].remove(this._observers[index]);
  11044. }
  11045. }
  11046. this._observers = null;
  11047. this._observables = null;
  11048. };
  11049. /**
  11050. * Raise a callback when one of the observable will notify
  11051. * @param observables defines a list of observables to watch
  11052. * @param callback defines the callback to call on notification
  11053. * @param mask defines the mask used to filter notifications
  11054. * @param scope defines the current scope used to restore the JS context
  11055. * @returns the new MultiObserver
  11056. */
  11057. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11058. if (mask === void 0) { mask = -1; }
  11059. if (scope === void 0) { scope = null; }
  11060. var result = new MultiObserver();
  11061. result._observers = new Array();
  11062. result._observables = observables;
  11063. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11064. var observable = observables_1[_i];
  11065. var observer = observable.add(callback, mask, false, scope);
  11066. if (observer) {
  11067. result._observers.push(observer);
  11068. }
  11069. }
  11070. return result;
  11071. };
  11072. return MultiObserver;
  11073. }());
  11074. BABYLON.MultiObserver = MultiObserver;
  11075. /**
  11076. * The Observable class is a simple implementation of the Observable pattern.
  11077. *
  11078. * 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.
  11079. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11080. * 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).
  11081. * 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.
  11082. */
  11083. var Observable = /** @class */ (function () {
  11084. /**
  11085. * Creates a new observable
  11086. * @param onObserverAdded defines a callback to call when a new observer is added
  11087. */
  11088. function Observable(onObserverAdded) {
  11089. this._observers = new Array();
  11090. this._eventState = new EventState(0);
  11091. if (onObserverAdded) {
  11092. this._onObserverAdded = onObserverAdded;
  11093. }
  11094. }
  11095. /**
  11096. * Create a new Observer with the specified callback
  11097. * @param callback the callback that will be executed for that Observer
  11098. * @param mask the mask used to filter observers
  11099. * @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.
  11100. * @param scope optional scope for the callback to be called from
  11101. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11102. * @returns the new observer created for the callback
  11103. */
  11104. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11105. if (mask === void 0) { mask = -1; }
  11106. if (insertFirst === void 0) { insertFirst = false; }
  11107. if (scope === void 0) { scope = null; }
  11108. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11109. if (!callback) {
  11110. return null;
  11111. }
  11112. var observer = new Observer(callback, mask, scope);
  11113. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11114. if (insertFirst) {
  11115. this._observers.unshift(observer);
  11116. }
  11117. else {
  11118. this._observers.push(observer);
  11119. }
  11120. if (this._onObserverAdded) {
  11121. this._onObserverAdded(observer);
  11122. }
  11123. return observer;
  11124. };
  11125. /**
  11126. * Create a new Observer with the specified callback and unregisters after the next notification
  11127. * @param callback the callback that will be executed for that Observer
  11128. * @returns the new observer created for the callback
  11129. */
  11130. Observable.prototype.addOnce = function (callback) {
  11131. return this.add(callback, undefined, undefined, undefined, true);
  11132. };
  11133. /**
  11134. * Remove an Observer from the Observable object
  11135. * @param observer the instance of the Observer to remove
  11136. * @returns false if it doesn't belong to this Observable
  11137. */
  11138. Observable.prototype.remove = function (observer) {
  11139. if (!observer) {
  11140. return false;
  11141. }
  11142. var index = this._observers.indexOf(observer);
  11143. if (index !== -1) {
  11144. this._deferUnregister(observer);
  11145. return true;
  11146. }
  11147. return false;
  11148. };
  11149. /**
  11150. * Remove a callback from the Observable object
  11151. * @param callback the callback to remove
  11152. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11153. * @returns false if it doesn't belong to this Observable
  11154. */
  11155. Observable.prototype.removeCallback = function (callback, scope) {
  11156. for (var index = 0; index < this._observers.length; index++) {
  11157. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11158. this._deferUnregister(this._observers[index]);
  11159. return true;
  11160. }
  11161. }
  11162. return false;
  11163. };
  11164. Observable.prototype._deferUnregister = function (observer) {
  11165. var _this = this;
  11166. observer.unregisterOnNextCall = false;
  11167. observer._willBeUnregistered = true;
  11168. BABYLON.Tools.SetImmediate(function () {
  11169. _this._remove(observer);
  11170. });
  11171. };
  11172. // This should only be called when not iterating over _observers to avoid callback skipping.
  11173. // Removes an observer from the _observer Array.
  11174. Observable.prototype._remove = function (observer) {
  11175. if (!observer) {
  11176. return false;
  11177. }
  11178. var index = this._observers.indexOf(observer);
  11179. if (index !== -1) {
  11180. this._observers.splice(index, 1);
  11181. return true;
  11182. }
  11183. return false;
  11184. };
  11185. /**
  11186. * Notify all Observers by calling their respective callback with the given data
  11187. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11188. * @param eventData defines the data to send to all observers
  11189. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11190. * @param target defines the original target of the state
  11191. * @param currentTarget defines the current target of the state
  11192. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11193. */
  11194. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11195. if (mask === void 0) { mask = -1; }
  11196. if (!this._observers.length) {
  11197. return true;
  11198. }
  11199. var state = this._eventState;
  11200. state.mask = mask;
  11201. state.target = target;
  11202. state.currentTarget = currentTarget;
  11203. state.skipNextObservers = false;
  11204. state.lastReturnValue = eventData;
  11205. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11206. var obs = _a[_i];
  11207. if (obs._willBeUnregistered) {
  11208. continue;
  11209. }
  11210. if (obs.mask & mask) {
  11211. if (obs.scope) {
  11212. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11213. }
  11214. else {
  11215. state.lastReturnValue = obs.callback(eventData, state);
  11216. }
  11217. if (obs.unregisterOnNextCall) {
  11218. this._deferUnregister(obs);
  11219. }
  11220. }
  11221. if (state.skipNextObservers) {
  11222. return false;
  11223. }
  11224. }
  11225. return true;
  11226. };
  11227. /**
  11228. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11229. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11230. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11231. * and it is crucial that all callbacks will be executed.
  11232. * The order of the callbacks is kept, callbacks are not executed parallel.
  11233. *
  11234. * @param eventData The data to be sent to each callback
  11235. * @param mask is used to filter observers defaults to -1
  11236. * @param target defines the callback target (see EventState)
  11237. * @param currentTarget defines he current object in the bubbling phase
  11238. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11239. */
  11240. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11241. var _this = this;
  11242. if (mask === void 0) { mask = -1; }
  11243. // create an empty promise
  11244. var p = Promise.resolve(eventData);
  11245. // no observers? return this promise.
  11246. if (!this._observers.length) {
  11247. return p;
  11248. }
  11249. var state = this._eventState;
  11250. state.mask = mask;
  11251. state.target = target;
  11252. state.currentTarget = currentTarget;
  11253. state.skipNextObservers = false;
  11254. // execute one callback after another (not using Promise.all, the order is important)
  11255. this._observers.forEach(function (obs) {
  11256. if (state.skipNextObservers) {
  11257. return;
  11258. }
  11259. if (obs._willBeUnregistered) {
  11260. return;
  11261. }
  11262. if (obs.mask & mask) {
  11263. if (obs.scope) {
  11264. p = p.then(function (lastReturnedValue) {
  11265. state.lastReturnValue = lastReturnedValue;
  11266. return obs.callback.apply(obs.scope, [eventData, state]);
  11267. });
  11268. }
  11269. else {
  11270. p = p.then(function (lastReturnedValue) {
  11271. state.lastReturnValue = lastReturnedValue;
  11272. return obs.callback(eventData, state);
  11273. });
  11274. }
  11275. if (obs.unregisterOnNextCall) {
  11276. _this._deferUnregister(obs);
  11277. }
  11278. }
  11279. });
  11280. // return the eventData
  11281. return p.then(function () { return eventData; });
  11282. };
  11283. /**
  11284. * Notify a specific observer
  11285. * @param observer defines the observer to notify
  11286. * @param eventData defines the data to be sent to each callback
  11287. * @param mask is used to filter observers defaults to -1
  11288. */
  11289. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11290. if (mask === void 0) { mask = -1; }
  11291. var state = this._eventState;
  11292. state.mask = mask;
  11293. state.skipNextObservers = false;
  11294. observer.callback(eventData, state);
  11295. };
  11296. /**
  11297. * Gets a boolean indicating if the observable has at least one observer
  11298. * @returns true is the Observable has at least one Observer registered
  11299. */
  11300. Observable.prototype.hasObservers = function () {
  11301. return this._observers.length > 0;
  11302. };
  11303. /**
  11304. * Clear the list of observers
  11305. */
  11306. Observable.prototype.clear = function () {
  11307. this._observers = new Array();
  11308. this._onObserverAdded = null;
  11309. };
  11310. /**
  11311. * Clone the current observable
  11312. * @returns a new observable
  11313. */
  11314. Observable.prototype.clone = function () {
  11315. var result = new Observable();
  11316. result._observers = this._observers.slice(0);
  11317. return result;
  11318. };
  11319. /**
  11320. * Does this observable handles observer registered with a given mask
  11321. * @param mask defines the mask to be tested
  11322. * @return whether or not one observer registered with the given mask is handeled
  11323. **/
  11324. Observable.prototype.hasSpecificMask = function (mask) {
  11325. if (mask === void 0) { mask = -1; }
  11326. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11327. var obs = _a[_i];
  11328. if (obs.mask & mask || obs.mask === mask) {
  11329. return true;
  11330. }
  11331. }
  11332. return false;
  11333. };
  11334. return Observable;
  11335. }());
  11336. BABYLON.Observable = Observable;
  11337. })(BABYLON || (BABYLON = {}));
  11338. //# sourceMappingURL=babylon.observable.js.map
  11339. var BABYLON;
  11340. (function (BABYLON) {
  11341. /**
  11342. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11343. */
  11344. var SmartArray = /** @class */ (function () {
  11345. /**
  11346. * Instantiates a Smart Array.
  11347. * @param capacity defines the default capacity of the array.
  11348. */
  11349. function SmartArray(capacity) {
  11350. /**
  11351. * The active length of the array.
  11352. */
  11353. this.length = 0;
  11354. this.data = new Array(capacity);
  11355. this._id = SmartArray._GlobalId++;
  11356. }
  11357. /**
  11358. * Pushes a value at the end of the active data.
  11359. * @param value defines the object to push in the array.
  11360. */
  11361. SmartArray.prototype.push = function (value) {
  11362. this.data[this.length++] = value;
  11363. if (this.length > this.data.length) {
  11364. this.data.length *= 2;
  11365. }
  11366. };
  11367. /**
  11368. * Iterates over the active data and apply the lambda to them.
  11369. * @param func defines the action to apply on each value.
  11370. */
  11371. SmartArray.prototype.forEach = function (func) {
  11372. for (var index = 0; index < this.length; index++) {
  11373. func(this.data[index]);
  11374. }
  11375. };
  11376. /**
  11377. * Sorts the full sets of data.
  11378. * @param compareFn defines the comparison function to apply.
  11379. */
  11380. SmartArray.prototype.sort = function (compareFn) {
  11381. this.data.sort(compareFn);
  11382. };
  11383. /**
  11384. * Resets the active data to an empty array.
  11385. */
  11386. SmartArray.prototype.reset = function () {
  11387. this.length = 0;
  11388. };
  11389. /**
  11390. * Releases all the data from the array as well as the array.
  11391. */
  11392. SmartArray.prototype.dispose = function () {
  11393. this.reset();
  11394. if (this.data) {
  11395. this.data.length = 0;
  11396. this.data = [];
  11397. }
  11398. };
  11399. /**
  11400. * Concats the active data with a given array.
  11401. * @param array defines the data to concatenate with.
  11402. */
  11403. SmartArray.prototype.concat = function (array) {
  11404. if (array.length === 0) {
  11405. return;
  11406. }
  11407. if (this.length + array.length > this.data.length) {
  11408. this.data.length = (this.length + array.length) * 2;
  11409. }
  11410. for (var index = 0; index < array.length; index++) {
  11411. this.data[this.length++] = (array.data || array)[index];
  11412. }
  11413. };
  11414. /**
  11415. * Returns the position of a value in the active data.
  11416. * @param value defines the value to find the index for
  11417. * @returns the index if found in the active data otherwise -1
  11418. */
  11419. SmartArray.prototype.indexOf = function (value) {
  11420. var position = this.data.indexOf(value);
  11421. if (position >= this.length) {
  11422. return -1;
  11423. }
  11424. return position;
  11425. };
  11426. /**
  11427. * Returns whether an element is part of the active data.
  11428. * @param value defines the value to look for
  11429. * @returns true if found in the active data otherwise false
  11430. */
  11431. SmartArray.prototype.contains = function (value) {
  11432. return this.indexOf(value) !== -1;
  11433. };
  11434. // Statics
  11435. SmartArray._GlobalId = 0;
  11436. return SmartArray;
  11437. }());
  11438. BABYLON.SmartArray = SmartArray;
  11439. /**
  11440. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11441. * The data in this array can only be present once
  11442. */
  11443. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11444. __extends(SmartArrayNoDuplicate, _super);
  11445. function SmartArrayNoDuplicate() {
  11446. var _this = _super !== null && _super.apply(this, arguments) || this;
  11447. _this._duplicateId = 0;
  11448. return _this;
  11449. }
  11450. /**
  11451. * Pushes a value at the end of the active data.
  11452. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11453. * @param value defines the object to push in the array.
  11454. */
  11455. SmartArrayNoDuplicate.prototype.push = function (value) {
  11456. _super.prototype.push.call(this, value);
  11457. if (!value.__smartArrayFlags) {
  11458. value.__smartArrayFlags = {};
  11459. }
  11460. value.__smartArrayFlags[this._id] = this._duplicateId;
  11461. };
  11462. /**
  11463. * Pushes a value at the end of the active data.
  11464. * If the data is already present, it won t be added again
  11465. * @param value defines the object to push in the array.
  11466. * @returns true if added false if it was already present
  11467. */
  11468. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11469. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11470. return false;
  11471. }
  11472. this.push(value);
  11473. return true;
  11474. };
  11475. /**
  11476. * Resets the active data to an empty array.
  11477. */
  11478. SmartArrayNoDuplicate.prototype.reset = function () {
  11479. _super.prototype.reset.call(this);
  11480. this._duplicateId++;
  11481. };
  11482. /**
  11483. * Concats the active data with a given array.
  11484. * This ensures no dupplicate will be present in the result.
  11485. * @param array defines the data to concatenate with.
  11486. */
  11487. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11488. if (array.length === 0) {
  11489. return;
  11490. }
  11491. if (this.length + array.length > this.data.length) {
  11492. this.data.length = (this.length + array.length) * 2;
  11493. }
  11494. for (var index = 0; index < array.length; index++) {
  11495. var item = (array.data || array)[index];
  11496. this.pushNoDuplicate(item);
  11497. }
  11498. };
  11499. return SmartArrayNoDuplicate;
  11500. }(SmartArray));
  11501. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11502. })(BABYLON || (BABYLON = {}));
  11503. //# sourceMappingURL=babylon.smartArray.js.map
  11504. var BABYLON;
  11505. (function (BABYLON) {
  11506. var PromiseStates;
  11507. (function (PromiseStates) {
  11508. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11509. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11510. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11511. })(PromiseStates || (PromiseStates = {}));
  11512. var FulFillmentAgregator = /** @class */ (function () {
  11513. function FulFillmentAgregator() {
  11514. this.count = 0;
  11515. this.target = 0;
  11516. this.results = [];
  11517. }
  11518. return FulFillmentAgregator;
  11519. }());
  11520. var InternalPromise = /** @class */ (function () {
  11521. function InternalPromise(resolver) {
  11522. var _this = this;
  11523. this._state = PromiseStates.Pending;
  11524. this._children = new Array();
  11525. this._rejectWasConsumed = false;
  11526. if (!resolver) {
  11527. return;
  11528. }
  11529. try {
  11530. resolver(function (value) {
  11531. _this._resolve(value);
  11532. }, function (reason) {
  11533. _this._reject(reason);
  11534. });
  11535. }
  11536. catch (e) {
  11537. this._reject(e);
  11538. }
  11539. }
  11540. Object.defineProperty(InternalPromise.prototype, "_result", {
  11541. get: function () {
  11542. return this._resultValue;
  11543. },
  11544. set: function (value) {
  11545. this._resultValue = value;
  11546. if (this._parent && this._parent._result === undefined) {
  11547. this._parent._result = value;
  11548. }
  11549. },
  11550. enumerable: true,
  11551. configurable: true
  11552. });
  11553. InternalPromise.prototype.catch = function (onRejected) {
  11554. return this.then(undefined, onRejected);
  11555. };
  11556. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11557. var _this = this;
  11558. var newPromise = new InternalPromise();
  11559. newPromise._onFulfilled = onFulfilled;
  11560. newPromise._onRejected = onRejected;
  11561. // Composition
  11562. this._children.push(newPromise);
  11563. newPromise._parent = this;
  11564. if (this._state !== PromiseStates.Pending) {
  11565. BABYLON.Tools.SetImmediate(function () {
  11566. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11567. var returnedValue = newPromise._resolve(_this._result);
  11568. if (returnedValue !== undefined && returnedValue !== null) {
  11569. if (returnedValue._state !== undefined) {
  11570. var returnedPromise = returnedValue;
  11571. newPromise._children.push(returnedPromise);
  11572. returnedPromise._parent = newPromise;
  11573. newPromise = returnedPromise;
  11574. }
  11575. else {
  11576. newPromise._result = returnedValue;
  11577. }
  11578. }
  11579. }
  11580. else {
  11581. newPromise._reject(_this._reason);
  11582. }
  11583. });
  11584. }
  11585. return newPromise;
  11586. };
  11587. InternalPromise.prototype._moveChildren = function (children) {
  11588. var _this = this;
  11589. var _a;
  11590. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11591. this._children.forEach(function (child) {
  11592. child._parent = _this;
  11593. });
  11594. if (this._state === PromiseStates.Fulfilled) {
  11595. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11596. var child = _b[_i];
  11597. child._resolve(this._result);
  11598. }
  11599. }
  11600. else if (this._state === PromiseStates.Rejected) {
  11601. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11602. var child = _d[_c];
  11603. child._reject(this._reason);
  11604. }
  11605. }
  11606. };
  11607. InternalPromise.prototype._resolve = function (value) {
  11608. try {
  11609. this._state = PromiseStates.Fulfilled;
  11610. var returnedValue = null;
  11611. if (this._onFulfilled) {
  11612. returnedValue = this._onFulfilled(value);
  11613. }
  11614. if (returnedValue !== undefined && returnedValue !== null) {
  11615. if (returnedValue._state !== undefined) {
  11616. // Transmit children
  11617. var returnedPromise = returnedValue;
  11618. returnedPromise._parent = this;
  11619. returnedPromise._moveChildren(this._children);
  11620. value = returnedPromise._result;
  11621. }
  11622. else {
  11623. value = returnedValue;
  11624. }
  11625. }
  11626. this._result = value;
  11627. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11628. var child = _a[_i];
  11629. child._resolve(value);
  11630. }
  11631. this._children.length = 0;
  11632. delete this._onFulfilled;
  11633. delete this._onRejected;
  11634. }
  11635. catch (e) {
  11636. this._reject(e, true);
  11637. }
  11638. };
  11639. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11640. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11641. this._state = PromiseStates.Rejected;
  11642. this._reason = reason;
  11643. if (this._onRejected && !onLocalThrow) {
  11644. try {
  11645. this._onRejected(reason);
  11646. this._rejectWasConsumed = true;
  11647. }
  11648. catch (e) {
  11649. reason = e;
  11650. }
  11651. }
  11652. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11653. var child = _a[_i];
  11654. if (this._rejectWasConsumed) {
  11655. child._resolve(null);
  11656. }
  11657. else {
  11658. child._reject(reason);
  11659. }
  11660. }
  11661. this._children.length = 0;
  11662. delete this._onFulfilled;
  11663. delete this._onRejected;
  11664. };
  11665. InternalPromise.resolve = function (value) {
  11666. var newPromise = new InternalPromise();
  11667. newPromise._resolve(value);
  11668. return newPromise;
  11669. };
  11670. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11671. promise.then(function (value) {
  11672. agregator.results[index] = value;
  11673. agregator.count++;
  11674. if (agregator.count === agregator.target) {
  11675. agregator.rootPromise._resolve(agregator.results);
  11676. }
  11677. return null;
  11678. }, function (reason) {
  11679. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11680. agregator.rootPromise._reject(reason);
  11681. }
  11682. });
  11683. };
  11684. InternalPromise.all = function (promises) {
  11685. var newPromise = new InternalPromise();
  11686. var agregator = new FulFillmentAgregator();
  11687. agregator.target = promises.length;
  11688. agregator.rootPromise = newPromise;
  11689. if (promises.length) {
  11690. for (var index = 0; index < promises.length; index++) {
  11691. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11692. }
  11693. }
  11694. else {
  11695. newPromise._resolve([]);
  11696. }
  11697. return newPromise;
  11698. };
  11699. InternalPromise.race = function (promises) {
  11700. var newPromise = new InternalPromise();
  11701. if (promises.length) {
  11702. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11703. var promise = promises_1[_i];
  11704. promise.then(function (value) {
  11705. if (newPromise) {
  11706. newPromise._resolve(value);
  11707. newPromise = null;
  11708. }
  11709. return null;
  11710. }, function (reason) {
  11711. if (newPromise) {
  11712. newPromise._reject(reason);
  11713. newPromise = null;
  11714. }
  11715. });
  11716. }
  11717. }
  11718. return newPromise;
  11719. };
  11720. return InternalPromise;
  11721. }());
  11722. /**
  11723. * Helper class that provides a small promise polyfill
  11724. */
  11725. var PromisePolyfill = /** @class */ (function () {
  11726. function PromisePolyfill() {
  11727. }
  11728. /**
  11729. * Static function used to check if the polyfill is required
  11730. * If this is the case then the function will inject the polyfill to window.Promise
  11731. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11732. */
  11733. PromisePolyfill.Apply = function (force) {
  11734. if (force === void 0) { force = false; }
  11735. if (force || typeof Promise === 'undefined') {
  11736. var root = window;
  11737. root.Promise = InternalPromise;
  11738. }
  11739. };
  11740. return PromisePolyfill;
  11741. }());
  11742. BABYLON.PromisePolyfill = PromisePolyfill;
  11743. })(BABYLON || (BABYLON = {}));
  11744. //# sourceMappingURL=babylon.promise.js.map
  11745. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11746. var BABYLON;
  11747. (function (BABYLON) {
  11748. /**
  11749. * Helper class to push actions to a pool of workers.
  11750. */
  11751. var WorkerPool = /** @class */ (function () {
  11752. /**
  11753. * Constructor
  11754. * @param workers Array of workers to use for actions
  11755. */
  11756. function WorkerPool(workers) {
  11757. this._pendingActions = new Array();
  11758. this._workerInfos = workers.map(function (worker) { return ({
  11759. worker: worker,
  11760. active: false
  11761. }); });
  11762. }
  11763. /**
  11764. * Terminates all workers and clears any pending actions.
  11765. */
  11766. WorkerPool.prototype.dispose = function () {
  11767. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11768. var workerInfo = _a[_i];
  11769. workerInfo.worker.terminate();
  11770. }
  11771. delete this._workerInfos;
  11772. delete this._pendingActions;
  11773. };
  11774. /**
  11775. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11776. * pended until a worker has completed its action.
  11777. * @param action The action to perform. Call onComplete when the action is complete.
  11778. */
  11779. WorkerPool.prototype.push = function (action) {
  11780. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11781. var workerInfo = _a[_i];
  11782. if (!workerInfo.active) {
  11783. this._execute(workerInfo, action);
  11784. return;
  11785. }
  11786. }
  11787. this._pendingActions.push(action);
  11788. };
  11789. WorkerPool.prototype._execute = function (workerInfo, action) {
  11790. var _this = this;
  11791. workerInfo.active = true;
  11792. action(workerInfo.worker, function () {
  11793. workerInfo.active = false;
  11794. var nextAction = _this._pendingActions.shift();
  11795. if (nextAction) {
  11796. _this._execute(workerInfo, nextAction);
  11797. }
  11798. });
  11799. };
  11800. return WorkerPool;
  11801. }());
  11802. BABYLON.WorkerPool = WorkerPool;
  11803. })(BABYLON || (BABYLON = {}));
  11804. //# sourceMappingURL=babylon.workerPool.js.map
  11805. var BABYLON;
  11806. (function (BABYLON) {
  11807. /**
  11808. * @hidden
  11809. **/
  11810. var _AlphaState = /** @class */ (function () {
  11811. /**
  11812. * Initializes the state.
  11813. */
  11814. function _AlphaState() {
  11815. this._isAlphaBlendDirty = false;
  11816. this._isBlendFunctionParametersDirty = false;
  11817. this._isBlendEquationParametersDirty = false;
  11818. this._isBlendConstantsDirty = false;
  11819. this._alphaBlend = false;
  11820. this._blendFunctionParameters = new Array(4);
  11821. this._blendEquationParameters = new Array(2);
  11822. this._blendConstants = new Array(4);
  11823. this.reset();
  11824. }
  11825. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11826. get: function () {
  11827. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11828. },
  11829. enumerable: true,
  11830. configurable: true
  11831. });
  11832. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11833. get: function () {
  11834. return this._alphaBlend;
  11835. },
  11836. set: function (value) {
  11837. if (this._alphaBlend === value) {
  11838. return;
  11839. }
  11840. this._alphaBlend = value;
  11841. this._isAlphaBlendDirty = true;
  11842. },
  11843. enumerable: true,
  11844. configurable: true
  11845. });
  11846. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11847. if (this._blendConstants[0] === r &&
  11848. this._blendConstants[1] === g &&
  11849. this._blendConstants[2] === b &&
  11850. this._blendConstants[3] === a) {
  11851. return;
  11852. }
  11853. this._blendConstants[0] = r;
  11854. this._blendConstants[1] = g;
  11855. this._blendConstants[2] = b;
  11856. this._blendConstants[3] = a;
  11857. this._isBlendConstantsDirty = true;
  11858. };
  11859. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11860. if (this._blendFunctionParameters[0] === value0 &&
  11861. this._blendFunctionParameters[1] === value1 &&
  11862. this._blendFunctionParameters[2] === value2 &&
  11863. this._blendFunctionParameters[3] === value3) {
  11864. return;
  11865. }
  11866. this._blendFunctionParameters[0] = value0;
  11867. this._blendFunctionParameters[1] = value1;
  11868. this._blendFunctionParameters[2] = value2;
  11869. this._blendFunctionParameters[3] = value3;
  11870. this._isBlendFunctionParametersDirty = true;
  11871. };
  11872. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11873. if (this._blendEquationParameters[0] === rgb &&
  11874. this._blendEquationParameters[1] === alpha) {
  11875. return;
  11876. }
  11877. this._blendEquationParameters[0] = rgb;
  11878. this._blendEquationParameters[1] = alpha;
  11879. this._isBlendEquationParametersDirty = true;
  11880. };
  11881. _AlphaState.prototype.reset = function () {
  11882. this._alphaBlend = false;
  11883. this._blendFunctionParameters[0] = null;
  11884. this._blendFunctionParameters[1] = null;
  11885. this._blendFunctionParameters[2] = null;
  11886. this._blendFunctionParameters[3] = null;
  11887. this._blendEquationParameters[0] = null;
  11888. this._blendEquationParameters[1] = null;
  11889. this._blendConstants[0] = null;
  11890. this._blendConstants[1] = null;
  11891. this._blendConstants[2] = null;
  11892. this._blendConstants[3] = null;
  11893. this._isAlphaBlendDirty = true;
  11894. this._isBlendFunctionParametersDirty = false;
  11895. this._isBlendEquationParametersDirty = false;
  11896. this._isBlendConstantsDirty = false;
  11897. };
  11898. _AlphaState.prototype.apply = function (gl) {
  11899. if (!this.isDirty) {
  11900. return;
  11901. }
  11902. // Alpha blend
  11903. if (this._isAlphaBlendDirty) {
  11904. if (this._alphaBlend) {
  11905. gl.enable(gl.BLEND);
  11906. }
  11907. else {
  11908. gl.disable(gl.BLEND);
  11909. }
  11910. this._isAlphaBlendDirty = false;
  11911. }
  11912. // Alpha function
  11913. if (this._isBlendFunctionParametersDirty) {
  11914. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11915. this._isBlendFunctionParametersDirty = false;
  11916. }
  11917. // Alpha equation
  11918. if (this._isBlendEquationParametersDirty) {
  11919. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11920. this._isBlendEquationParametersDirty = false;
  11921. }
  11922. // Constants
  11923. if (this._isBlendConstantsDirty) {
  11924. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11925. this._isBlendConstantsDirty = false;
  11926. }
  11927. };
  11928. return _AlphaState;
  11929. }());
  11930. BABYLON._AlphaState = _AlphaState;
  11931. })(BABYLON || (BABYLON = {}));
  11932. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11933. var BABYLON;
  11934. (function (BABYLON) {
  11935. /**
  11936. * @hidden
  11937. **/
  11938. var _DepthCullingState = /** @class */ (function () {
  11939. /**
  11940. * Initializes the state.
  11941. */
  11942. function _DepthCullingState() {
  11943. this._isDepthTestDirty = false;
  11944. this._isDepthMaskDirty = false;
  11945. this._isDepthFuncDirty = false;
  11946. this._isCullFaceDirty = false;
  11947. this._isCullDirty = false;
  11948. this._isZOffsetDirty = false;
  11949. this._isFrontFaceDirty = false;
  11950. this.reset();
  11951. }
  11952. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11953. get: function () {
  11954. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11955. },
  11956. enumerable: true,
  11957. configurable: true
  11958. });
  11959. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11960. get: function () {
  11961. return this._zOffset;
  11962. },
  11963. set: function (value) {
  11964. if (this._zOffset === value) {
  11965. return;
  11966. }
  11967. this._zOffset = value;
  11968. this._isZOffsetDirty = true;
  11969. },
  11970. enumerable: true,
  11971. configurable: true
  11972. });
  11973. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11974. get: function () {
  11975. return this._cullFace;
  11976. },
  11977. set: function (value) {
  11978. if (this._cullFace === value) {
  11979. return;
  11980. }
  11981. this._cullFace = value;
  11982. this._isCullFaceDirty = true;
  11983. },
  11984. enumerable: true,
  11985. configurable: true
  11986. });
  11987. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11988. get: function () {
  11989. return this._cull;
  11990. },
  11991. set: function (value) {
  11992. if (this._cull === value) {
  11993. return;
  11994. }
  11995. this._cull = value;
  11996. this._isCullDirty = true;
  11997. },
  11998. enumerable: true,
  11999. configurable: true
  12000. });
  12001. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  12002. get: function () {
  12003. return this._depthFunc;
  12004. },
  12005. set: function (value) {
  12006. if (this._depthFunc === value) {
  12007. return;
  12008. }
  12009. this._depthFunc = value;
  12010. this._isDepthFuncDirty = true;
  12011. },
  12012. enumerable: true,
  12013. configurable: true
  12014. });
  12015. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  12016. get: function () {
  12017. return this._depthMask;
  12018. },
  12019. set: function (value) {
  12020. if (this._depthMask === value) {
  12021. return;
  12022. }
  12023. this._depthMask = value;
  12024. this._isDepthMaskDirty = true;
  12025. },
  12026. enumerable: true,
  12027. configurable: true
  12028. });
  12029. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12030. get: function () {
  12031. return this._depthTest;
  12032. },
  12033. set: function (value) {
  12034. if (this._depthTest === value) {
  12035. return;
  12036. }
  12037. this._depthTest = value;
  12038. this._isDepthTestDirty = true;
  12039. },
  12040. enumerable: true,
  12041. configurable: true
  12042. });
  12043. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12044. get: function () {
  12045. return this._frontFace;
  12046. },
  12047. set: function (value) {
  12048. if (this._frontFace === value) {
  12049. return;
  12050. }
  12051. this._frontFace = value;
  12052. this._isFrontFaceDirty = true;
  12053. },
  12054. enumerable: true,
  12055. configurable: true
  12056. });
  12057. _DepthCullingState.prototype.reset = function () {
  12058. this._depthMask = true;
  12059. this._depthTest = true;
  12060. this._depthFunc = null;
  12061. this._cullFace = null;
  12062. this._cull = null;
  12063. this._zOffset = 0;
  12064. this._frontFace = null;
  12065. this._isDepthTestDirty = true;
  12066. this._isDepthMaskDirty = true;
  12067. this._isDepthFuncDirty = false;
  12068. this._isCullFaceDirty = false;
  12069. this._isCullDirty = false;
  12070. this._isZOffsetDirty = false;
  12071. this._isFrontFaceDirty = false;
  12072. };
  12073. _DepthCullingState.prototype.apply = function (gl) {
  12074. if (!this.isDirty) {
  12075. return;
  12076. }
  12077. // Cull
  12078. if (this._isCullDirty) {
  12079. if (this.cull) {
  12080. gl.enable(gl.CULL_FACE);
  12081. }
  12082. else {
  12083. gl.disable(gl.CULL_FACE);
  12084. }
  12085. this._isCullDirty = false;
  12086. }
  12087. // Cull face
  12088. if (this._isCullFaceDirty) {
  12089. gl.cullFace(this.cullFace);
  12090. this._isCullFaceDirty = false;
  12091. }
  12092. // Depth mask
  12093. if (this._isDepthMaskDirty) {
  12094. gl.depthMask(this.depthMask);
  12095. this._isDepthMaskDirty = false;
  12096. }
  12097. // Depth test
  12098. if (this._isDepthTestDirty) {
  12099. if (this.depthTest) {
  12100. gl.enable(gl.DEPTH_TEST);
  12101. }
  12102. else {
  12103. gl.disable(gl.DEPTH_TEST);
  12104. }
  12105. this._isDepthTestDirty = false;
  12106. }
  12107. // Depth func
  12108. if (this._isDepthFuncDirty) {
  12109. gl.depthFunc(this.depthFunc);
  12110. this._isDepthFuncDirty = false;
  12111. }
  12112. // zOffset
  12113. if (this._isZOffsetDirty) {
  12114. if (this.zOffset) {
  12115. gl.enable(gl.POLYGON_OFFSET_FILL);
  12116. gl.polygonOffset(this.zOffset, 0);
  12117. }
  12118. else {
  12119. gl.disable(gl.POLYGON_OFFSET_FILL);
  12120. }
  12121. this._isZOffsetDirty = false;
  12122. }
  12123. // Front face
  12124. if (this._isFrontFaceDirty) {
  12125. gl.frontFace(this.frontFace);
  12126. this._isFrontFaceDirty = false;
  12127. }
  12128. };
  12129. return _DepthCullingState;
  12130. }());
  12131. BABYLON._DepthCullingState = _DepthCullingState;
  12132. })(BABYLON || (BABYLON = {}));
  12133. //# sourceMappingURL=babylon.depthCullingState.js.map
  12134. var BABYLON;
  12135. (function (BABYLON) {
  12136. /**
  12137. * @hidden
  12138. **/
  12139. var _StencilState = /** @class */ (function () {
  12140. function _StencilState() {
  12141. this._isStencilTestDirty = false;
  12142. this._isStencilMaskDirty = false;
  12143. this._isStencilFuncDirty = false;
  12144. this._isStencilOpDirty = false;
  12145. this.reset();
  12146. }
  12147. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12148. get: function () {
  12149. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12150. },
  12151. enumerable: true,
  12152. configurable: true
  12153. });
  12154. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12155. get: function () {
  12156. return this._stencilFunc;
  12157. },
  12158. set: function (value) {
  12159. if (this._stencilFunc === value) {
  12160. return;
  12161. }
  12162. this._stencilFunc = value;
  12163. this._isStencilFuncDirty = true;
  12164. },
  12165. enumerable: true,
  12166. configurable: true
  12167. });
  12168. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12169. get: function () {
  12170. return this._stencilFuncRef;
  12171. },
  12172. set: function (value) {
  12173. if (this._stencilFuncRef === value) {
  12174. return;
  12175. }
  12176. this._stencilFuncRef = value;
  12177. this._isStencilFuncDirty = true;
  12178. },
  12179. enumerable: true,
  12180. configurable: true
  12181. });
  12182. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12183. get: function () {
  12184. return this._stencilFuncMask;
  12185. },
  12186. set: function (value) {
  12187. if (this._stencilFuncMask === value) {
  12188. return;
  12189. }
  12190. this._stencilFuncMask = value;
  12191. this._isStencilFuncDirty = true;
  12192. },
  12193. enumerable: true,
  12194. configurable: true
  12195. });
  12196. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12197. get: function () {
  12198. return this._stencilOpStencilFail;
  12199. },
  12200. set: function (value) {
  12201. if (this._stencilOpStencilFail === value) {
  12202. return;
  12203. }
  12204. this._stencilOpStencilFail = value;
  12205. this._isStencilOpDirty = true;
  12206. },
  12207. enumerable: true,
  12208. configurable: true
  12209. });
  12210. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12211. get: function () {
  12212. return this._stencilOpDepthFail;
  12213. },
  12214. set: function (value) {
  12215. if (this._stencilOpDepthFail === value) {
  12216. return;
  12217. }
  12218. this._stencilOpDepthFail = value;
  12219. this._isStencilOpDirty = true;
  12220. },
  12221. enumerable: true,
  12222. configurable: true
  12223. });
  12224. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12225. get: function () {
  12226. return this._stencilOpStencilDepthPass;
  12227. },
  12228. set: function (value) {
  12229. if (this._stencilOpStencilDepthPass === value) {
  12230. return;
  12231. }
  12232. this._stencilOpStencilDepthPass = value;
  12233. this._isStencilOpDirty = true;
  12234. },
  12235. enumerable: true,
  12236. configurable: true
  12237. });
  12238. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12239. get: function () {
  12240. return this._stencilMask;
  12241. },
  12242. set: function (value) {
  12243. if (this._stencilMask === value) {
  12244. return;
  12245. }
  12246. this._stencilMask = value;
  12247. this._isStencilMaskDirty = true;
  12248. },
  12249. enumerable: true,
  12250. configurable: true
  12251. });
  12252. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12253. get: function () {
  12254. return this._stencilTest;
  12255. },
  12256. set: function (value) {
  12257. if (this._stencilTest === value) {
  12258. return;
  12259. }
  12260. this._stencilTest = value;
  12261. this._isStencilTestDirty = true;
  12262. },
  12263. enumerable: true,
  12264. configurable: true
  12265. });
  12266. _StencilState.prototype.reset = function () {
  12267. this._stencilTest = false;
  12268. this._stencilMask = 0xFF;
  12269. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12270. this._stencilFuncRef = 1;
  12271. this._stencilFuncMask = 0xFF;
  12272. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12273. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12274. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12275. this._isStencilTestDirty = true;
  12276. this._isStencilMaskDirty = true;
  12277. this._isStencilFuncDirty = true;
  12278. this._isStencilOpDirty = true;
  12279. };
  12280. _StencilState.prototype.apply = function (gl) {
  12281. if (!this.isDirty) {
  12282. return;
  12283. }
  12284. // Stencil test
  12285. if (this._isStencilTestDirty) {
  12286. if (this.stencilTest) {
  12287. gl.enable(gl.STENCIL_TEST);
  12288. }
  12289. else {
  12290. gl.disable(gl.STENCIL_TEST);
  12291. }
  12292. this._isStencilTestDirty = false;
  12293. }
  12294. // Stencil mask
  12295. if (this._isStencilMaskDirty) {
  12296. gl.stencilMask(this.stencilMask);
  12297. this._isStencilMaskDirty = false;
  12298. }
  12299. // Stencil func
  12300. if (this._isStencilFuncDirty) {
  12301. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12302. this._isStencilFuncDirty = false;
  12303. }
  12304. // Stencil op
  12305. if (this._isStencilOpDirty) {
  12306. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12307. this._isStencilOpDirty = false;
  12308. }
  12309. };
  12310. return _StencilState;
  12311. }());
  12312. BABYLON._StencilState = _StencilState;
  12313. })(BABYLON || (BABYLON = {}));
  12314. //# sourceMappingURL=babylon.stencilState.js.map
  12315. var __assign = (this && this.__assign) || function () {
  12316. __assign = Object.assign || function(t) {
  12317. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12318. s = arguments[i];
  12319. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12320. t[p] = s[p];
  12321. }
  12322. return t;
  12323. };
  12324. return __assign.apply(this, arguments);
  12325. };
  12326. var BABYLON;
  12327. (function (BABYLON) {
  12328. /**
  12329. * Keeps track of all the buffer info used in engine.
  12330. */
  12331. var BufferPointer = /** @class */ (function () {
  12332. function BufferPointer() {
  12333. }
  12334. return BufferPointer;
  12335. }());
  12336. /**
  12337. * Interface for attribute information associated with buffer instanciation
  12338. */
  12339. var InstancingAttributeInfo = /** @class */ (function () {
  12340. function InstancingAttributeInfo() {
  12341. }
  12342. return InstancingAttributeInfo;
  12343. }());
  12344. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12345. /**
  12346. * Define options used to create a render target texture
  12347. */
  12348. var RenderTargetCreationOptions = /** @class */ (function () {
  12349. function RenderTargetCreationOptions() {
  12350. }
  12351. return RenderTargetCreationOptions;
  12352. }());
  12353. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12354. /**
  12355. * Define options used to create a depth texture
  12356. */
  12357. var DepthTextureCreationOptions = /** @class */ (function () {
  12358. function DepthTextureCreationOptions() {
  12359. }
  12360. return DepthTextureCreationOptions;
  12361. }());
  12362. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12363. /**
  12364. * Class used to describe the capabilities of the engine relatively to the current browser
  12365. */
  12366. var EngineCapabilities = /** @class */ (function () {
  12367. function EngineCapabilities() {
  12368. }
  12369. return EngineCapabilities;
  12370. }());
  12371. BABYLON.EngineCapabilities = EngineCapabilities;
  12372. /**
  12373. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12374. */
  12375. var Engine = /** @class */ (function () {
  12376. /**
  12377. * Creates a new engine
  12378. * @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
  12379. * @param antialias defines enable antialiasing (default: false)
  12380. * @param options defines further options to be sent to the getContext() function
  12381. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12382. */
  12383. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12384. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12385. var _this = this;
  12386. // Public members
  12387. /**
  12388. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12389. */
  12390. this.forcePOTTextures = false;
  12391. /**
  12392. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12393. */
  12394. this.isFullscreen = false;
  12395. /**
  12396. * Gets a boolean indicating if the pointer is currently locked
  12397. */
  12398. this.isPointerLock = false;
  12399. /**
  12400. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12401. */
  12402. this.cullBackFaces = true;
  12403. /**
  12404. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12405. */
  12406. this.renderEvenInBackground = true;
  12407. /**
  12408. * Gets or sets a boolean indicating that cache can be kept between frames
  12409. */
  12410. this.preventCacheWipeBetweenFrames = false;
  12411. /**
  12412. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12413. **/
  12414. this.enableOfflineSupport = false;
  12415. /**
  12416. * 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)
  12417. **/
  12418. this.disableManifestCheck = false;
  12419. /**
  12420. * Gets the list of created scenes
  12421. */
  12422. this.scenes = new Array();
  12423. /**
  12424. * Event raised when a new scene is created
  12425. */
  12426. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12427. /**
  12428. * Gets the list of created postprocesses
  12429. */
  12430. this.postProcesses = new Array();
  12431. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12432. this.validateShaderPrograms = false;
  12433. // Observables
  12434. /**
  12435. * Observable event triggered each time the rendering canvas is resized
  12436. */
  12437. this.onResizeObservable = new BABYLON.Observable();
  12438. /**
  12439. * Observable event triggered each time the canvas loses focus
  12440. */
  12441. this.onCanvasBlurObservable = new BABYLON.Observable();
  12442. /**
  12443. * Observable event triggered each time the canvas gains focus
  12444. */
  12445. this.onCanvasFocusObservable = new BABYLON.Observable();
  12446. /**
  12447. * Observable event triggered each time the canvas receives pointerout event
  12448. */
  12449. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12450. /**
  12451. * Observable event triggered before each texture is initialized
  12452. */
  12453. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12454. //WebVR
  12455. this._vrDisplay = undefined;
  12456. this._vrSupported = false;
  12457. this._vrExclusivePointerMode = false;
  12458. // Uniform buffers list
  12459. /**
  12460. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12461. */
  12462. this.disableUniformBuffers = false;
  12463. /** @hidden */
  12464. this._uniformBuffers = new Array();
  12465. // Observables
  12466. /**
  12467. * Observable raised when the engine begins a new frame
  12468. */
  12469. this.onBeginFrameObservable = new BABYLON.Observable();
  12470. /**
  12471. * If set, will be used to request the next animation frame for the render loop
  12472. */
  12473. this.customAnimationFrameRequester = null;
  12474. /**
  12475. * Observable raised when the engine ends the current frame
  12476. */
  12477. this.onEndFrameObservable = new BABYLON.Observable();
  12478. /**
  12479. * Observable raised when the engine is about to compile a shader
  12480. */
  12481. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12482. /**
  12483. * Observable raised when the engine has jsut compiled a shader
  12484. */
  12485. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12486. this._windowIsBackground = false;
  12487. this._webGLVersion = 1.0;
  12488. /** @hidden */
  12489. this._badOS = false;
  12490. /** @hidden */
  12491. this._badDesktopOS = false;
  12492. /**
  12493. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12494. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12495. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12496. */
  12497. this.disableTextureBindingOptimization = false;
  12498. /**
  12499. * Observable signaled when VR display mode changes
  12500. */
  12501. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12502. /**
  12503. * Observable signaled when VR request present is complete
  12504. */
  12505. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12506. /**
  12507. * Observable signaled when VR request present starts
  12508. */
  12509. this.onVRRequestPresentStart = new BABYLON.Observable();
  12510. this._colorWrite = true;
  12511. /** @hidden */
  12512. this._drawCalls = new BABYLON.PerfCounter();
  12513. /** @hidden */
  12514. this._textureCollisions = new BABYLON.PerfCounter();
  12515. this._renderingQueueLaunched = false;
  12516. this._activeRenderLoops = new Array();
  12517. // Deterministic lockstepMaxSteps
  12518. this._deterministicLockstep = false;
  12519. this._lockstepMaxSteps = 4;
  12520. // Lost context
  12521. /**
  12522. * Observable signaled when a context lost event is raised
  12523. */
  12524. this.onContextLostObservable = new BABYLON.Observable();
  12525. /**
  12526. * Observable signaled when a context restored event is raised
  12527. */
  12528. this.onContextRestoredObservable = new BABYLON.Observable();
  12529. this._contextWasLost = false;
  12530. this._doNotHandleContextLost = false;
  12531. // FPS
  12532. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12533. this._fps = 60;
  12534. this._deltaTime = 0;
  12535. /**
  12536. * Turn this value on if you want to pause FPS computation when in background
  12537. */
  12538. this.disablePerformanceMonitorInBackground = false;
  12539. // States
  12540. /** @hidden */
  12541. this._depthCullingState = new BABYLON._DepthCullingState();
  12542. /** @hidden */
  12543. this._stencilState = new BABYLON._StencilState();
  12544. /** @hidden */
  12545. this._alphaState = new BABYLON._AlphaState();
  12546. /** @hidden */
  12547. this._alphaMode = Engine.ALPHA_DISABLE;
  12548. // Cache
  12549. this._internalTexturesCache = new Array();
  12550. /** @hidden */
  12551. this._activeChannel = 0;
  12552. this._currentTextureChannel = -1;
  12553. /** @hidden */
  12554. this._boundTexturesCache = {};
  12555. this._compiledEffects = {};
  12556. this._vertexAttribArraysEnabled = [];
  12557. this._uintIndicesCurrentlySet = false;
  12558. this._currentBoundBuffer = new Array();
  12559. /** @hidden */
  12560. this._currentFramebuffer = null;
  12561. this._currentBufferPointers = new Array();
  12562. this._currentInstanceLocations = new Array();
  12563. this._currentInstanceBuffers = new Array();
  12564. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12565. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12566. this._vaoRecordInProgress = false;
  12567. this._mustWipeVertexAttributes = false;
  12568. this._nextFreeTextureSlots = new Array();
  12569. this._maxSimultaneousTextures = 0;
  12570. this._activeRequests = new Array();
  12571. // Hardware supported Compressed Textures
  12572. this._texturesSupported = new Array();
  12573. /**
  12574. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12575. */
  12576. this.premultipliedAlpha = true;
  12577. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12578. this._onVRFullScreenTriggered = function () {
  12579. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12580. //get the old size before we change
  12581. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12582. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12583. //get the width and height, change the render size
  12584. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12585. _this.setHardwareScalingLevel(1);
  12586. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12587. }
  12588. else {
  12589. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12590. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12591. }
  12592. };
  12593. this._unpackFlipYCached = null;
  12594. /**
  12595. * In case you are sharing the context with other applications, it might
  12596. * be interested to not cache the unpack flip y state to ensure a consistent
  12597. * value would be set.
  12598. */
  12599. this.enableUnpackFlipYCached = true;
  12600. this._boundUniforms = {};
  12601. // Register promises
  12602. BABYLON.PromisePolyfill.Apply();
  12603. var canvas = null;
  12604. Engine.Instances.push(this);
  12605. if (!canvasOrContext) {
  12606. return;
  12607. }
  12608. options = options || {};
  12609. if (canvasOrContext.getContext) {
  12610. canvas = canvasOrContext;
  12611. this._renderingCanvas = canvas;
  12612. if (antialias != null) {
  12613. options.antialias = antialias;
  12614. }
  12615. if (options.deterministicLockstep === undefined) {
  12616. options.deterministicLockstep = false;
  12617. }
  12618. if (options.lockstepMaxSteps === undefined) {
  12619. options.lockstepMaxSteps = 4;
  12620. }
  12621. if (options.preserveDrawingBuffer === undefined) {
  12622. options.preserveDrawingBuffer = false;
  12623. }
  12624. if (options.audioEngine === undefined) {
  12625. options.audioEngine = true;
  12626. }
  12627. if (options.stencil === undefined) {
  12628. options.stencil = true;
  12629. }
  12630. if (options.premultipliedAlpha === false) {
  12631. this.premultipliedAlpha = false;
  12632. }
  12633. this._deterministicLockstep = options.deterministicLockstep;
  12634. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12635. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12636. // Exceptions
  12637. if (navigator && navigator.userAgent) {
  12638. var ua = navigator.userAgent;
  12639. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12640. var exception = _a[_i];
  12641. var key = exception.key;
  12642. var targets = exception.targets;
  12643. if (ua.indexOf(key) > -1) {
  12644. if (exception.capture && exception.captureConstraint) {
  12645. var capture = exception.capture;
  12646. var constraint = exception.captureConstraint;
  12647. var regex = new RegExp(capture);
  12648. var matches = regex.exec(ua);
  12649. if (matches && matches.length > 0) {
  12650. var capturedValue = parseInt(matches[matches.length - 1]);
  12651. if (capturedValue >= constraint) {
  12652. continue;
  12653. }
  12654. }
  12655. }
  12656. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12657. var target = targets_1[_b];
  12658. switch (target) {
  12659. case "uniformBuffer":
  12660. this.disableUniformBuffers = true;
  12661. break;
  12662. case "textureBindingOptimization":
  12663. this.disableTextureBindingOptimization = true;
  12664. break;
  12665. }
  12666. }
  12667. }
  12668. }
  12669. }
  12670. // GL
  12671. if (!options.disableWebGL2Support) {
  12672. try {
  12673. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12674. if (this._gl) {
  12675. this._webGLVersion = 2.0;
  12676. // Prevent weird browsers to lie :-)
  12677. if (!this._gl.deleteQuery) {
  12678. this._webGLVersion = 1.0;
  12679. }
  12680. }
  12681. }
  12682. catch (e) {
  12683. // Do nothing
  12684. }
  12685. }
  12686. if (!this._gl) {
  12687. if (!canvas) {
  12688. throw new Error("The provided canvas is null or undefined.");
  12689. }
  12690. try {
  12691. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12692. }
  12693. catch (e) {
  12694. throw new Error("WebGL not supported");
  12695. }
  12696. }
  12697. if (!this._gl) {
  12698. throw new Error("WebGL not supported");
  12699. }
  12700. this._onCanvasFocus = function () {
  12701. _this.onCanvasFocusObservable.notifyObservers(_this);
  12702. };
  12703. this._onCanvasBlur = function () {
  12704. _this.onCanvasBlurObservable.notifyObservers(_this);
  12705. };
  12706. canvas.addEventListener("focus", this._onCanvasFocus);
  12707. canvas.addEventListener("blur", this._onCanvasBlur);
  12708. this._onBlur = function () {
  12709. if (_this.disablePerformanceMonitorInBackground) {
  12710. _this._performanceMonitor.disable();
  12711. }
  12712. _this._windowIsBackground = true;
  12713. };
  12714. this._onFocus = function () {
  12715. if (_this.disablePerformanceMonitorInBackground) {
  12716. _this._performanceMonitor.enable();
  12717. }
  12718. _this._windowIsBackground = false;
  12719. };
  12720. this._onCanvasPointerOut = function (ev) {
  12721. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12722. };
  12723. if (BABYLON.Tools.IsWindowObjectExist()) {
  12724. window.addEventListener("blur", this._onBlur);
  12725. window.addEventListener("focus", this._onFocus);
  12726. }
  12727. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12728. // Context lost
  12729. if (!this._doNotHandleContextLost) {
  12730. this._onContextLost = function (evt) {
  12731. evt.preventDefault();
  12732. _this._contextWasLost = true;
  12733. BABYLON.Tools.Warn("WebGL context lost.");
  12734. _this.onContextLostObservable.notifyObservers(_this);
  12735. };
  12736. this._onContextRestored = function (evt) {
  12737. // Adding a timeout to avoid race condition at browser level
  12738. setTimeout(function () {
  12739. // Rebuild gl context
  12740. _this._initGLContext();
  12741. // Rebuild effects
  12742. _this._rebuildEffects();
  12743. // Rebuild textures
  12744. _this._rebuildInternalTextures();
  12745. // Rebuild buffers
  12746. _this._rebuildBuffers();
  12747. // Cache
  12748. _this.wipeCaches(true);
  12749. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12750. _this.onContextRestoredObservable.notifyObservers(_this);
  12751. _this._contextWasLost = false;
  12752. }, 0);
  12753. };
  12754. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12755. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12756. }
  12757. }
  12758. else {
  12759. this._gl = canvasOrContext;
  12760. this._renderingCanvas = this._gl.canvas;
  12761. if (this._gl.renderbufferStorageMultisample) {
  12762. this._webGLVersion = 2.0;
  12763. }
  12764. var attributes = this._gl.getContextAttributes();
  12765. if (attributes) {
  12766. options.stencil = attributes.stencil;
  12767. }
  12768. }
  12769. // Viewport
  12770. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12771. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12772. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12773. this.resize();
  12774. this._isStencilEnable = options.stencil ? true : false;
  12775. this._initGLContext();
  12776. if (canvas) {
  12777. // Fullscreen
  12778. this._onFullscreenChange = function () {
  12779. if (document.fullscreen !== undefined) {
  12780. _this.isFullscreen = document.fullscreen;
  12781. }
  12782. else if (document.mozFullScreen !== undefined) {
  12783. _this.isFullscreen = document.mozFullScreen;
  12784. }
  12785. else if (document.webkitIsFullScreen !== undefined) {
  12786. _this.isFullscreen = document.webkitIsFullScreen;
  12787. }
  12788. else if (document.msIsFullScreen !== undefined) {
  12789. _this.isFullscreen = document.msIsFullScreen;
  12790. }
  12791. // Pointer lock
  12792. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12793. canvas.requestPointerLock = canvas.requestPointerLock ||
  12794. canvas.msRequestPointerLock ||
  12795. canvas.mozRequestPointerLock ||
  12796. canvas.webkitRequestPointerLock;
  12797. if (canvas.requestPointerLock) {
  12798. canvas.requestPointerLock();
  12799. }
  12800. }
  12801. };
  12802. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12803. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12804. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12805. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12806. // Pointer lock
  12807. this._onPointerLockChange = function () {
  12808. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12809. document.webkitPointerLockElement === canvas ||
  12810. document.msPointerLockElement === canvas ||
  12811. document.pointerLockElement === canvas);
  12812. };
  12813. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12814. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12815. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12816. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12817. this._onVRDisplayPointerRestricted = function () {
  12818. if (canvas) {
  12819. canvas.requestPointerLock();
  12820. }
  12821. };
  12822. this._onVRDisplayPointerUnrestricted = function () {
  12823. document.exitPointerLock();
  12824. };
  12825. if (BABYLON.Tools.IsWindowObjectExist()) {
  12826. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12827. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12828. }
  12829. }
  12830. // Create Audio Engine if needed.
  12831. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12832. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12833. }
  12834. // Prepare buffer pointers
  12835. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12836. this._currentBufferPointers[i] = new BufferPointer();
  12837. }
  12838. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12839. // Load WebVR Devices
  12840. if (options.autoEnableWebVR) {
  12841. this.initWebVR();
  12842. }
  12843. // Detect if we are running on a faulty buggy OS.
  12844. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12845. // Detect if we are running on a faulty buggy desktop OS.
  12846. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12847. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12848. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12849. }
  12850. Object.defineProperty(Engine, "LastCreatedEngine", {
  12851. /**
  12852. * Gets the latest created engine
  12853. */
  12854. get: function () {
  12855. if (Engine.Instances.length === 0) {
  12856. return null;
  12857. }
  12858. return Engine.Instances[Engine.Instances.length - 1];
  12859. },
  12860. enumerable: true,
  12861. configurable: true
  12862. });
  12863. Object.defineProperty(Engine, "LastCreatedScene", {
  12864. /**
  12865. * Gets the latest created scene
  12866. */
  12867. get: function () {
  12868. var lastCreatedEngine = Engine.LastCreatedEngine;
  12869. if (!lastCreatedEngine) {
  12870. return null;
  12871. }
  12872. if (lastCreatedEngine.scenes.length === 0) {
  12873. return null;
  12874. }
  12875. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12876. },
  12877. enumerable: true,
  12878. configurable: true
  12879. });
  12880. /**
  12881. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12882. * @param flag defines which part of the materials must be marked as dirty
  12883. * @param predicate defines a predicate used to filter which materials should be affected
  12884. */
  12885. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12886. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12887. var engine = Engine.Instances[engineIndex];
  12888. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12889. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12890. }
  12891. }
  12892. };
  12893. Object.defineProperty(Engine, "Version", {
  12894. /**
  12895. * Returns the current version of the framework
  12896. */
  12897. get: function () {
  12898. return "4.0.0-alpha.8";
  12899. },
  12900. enumerable: true,
  12901. configurable: true
  12902. });
  12903. Object.defineProperty(Engine.prototype, "description", {
  12904. /**
  12905. * Returns a string describing the current engine
  12906. */
  12907. get: function () {
  12908. var description = "WebGL" + this.webGLVersion;
  12909. if (this._caps.parallelShaderCompile) {
  12910. description += " - Parallel shader compilation";
  12911. }
  12912. return description;
  12913. },
  12914. enumerable: true,
  12915. configurable: true
  12916. });
  12917. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12918. /**
  12919. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12920. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12921. */
  12922. get: function () {
  12923. return this._vrExclusivePointerMode;
  12924. },
  12925. enumerable: true,
  12926. configurable: true
  12927. });
  12928. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12929. /**
  12930. * Gets a boolean indicating that the engine supports uniform buffers
  12931. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12932. */
  12933. get: function () {
  12934. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12935. },
  12936. enumerable: true,
  12937. configurable: true
  12938. });
  12939. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12940. /**
  12941. * Gets a boolean indicating that only power of 2 textures are supported
  12942. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12943. */
  12944. get: function () {
  12945. return this._webGLVersion < 2 || this.forcePOTTextures;
  12946. },
  12947. enumerable: true,
  12948. configurable: true
  12949. });
  12950. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12951. /**
  12952. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12953. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12954. */
  12955. get: function () {
  12956. return this._doNotHandleContextLost;
  12957. },
  12958. set: function (value) {
  12959. this._doNotHandleContextLost = value;
  12960. },
  12961. enumerable: true,
  12962. configurable: true
  12963. });
  12964. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12965. /**
  12966. * Gets the performance monitor attached to this engine
  12967. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12968. */
  12969. get: function () {
  12970. return this._performanceMonitor;
  12971. },
  12972. enumerable: true,
  12973. configurable: true
  12974. });
  12975. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12976. /**
  12977. * Gets the list of texture formats supported
  12978. */
  12979. get: function () {
  12980. return this._texturesSupported;
  12981. },
  12982. enumerable: true,
  12983. configurable: true
  12984. });
  12985. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12986. /**
  12987. * Gets the list of texture formats in use
  12988. */
  12989. get: function () {
  12990. return this._textureFormatInUse;
  12991. },
  12992. enumerable: true,
  12993. configurable: true
  12994. });
  12995. Object.defineProperty(Engine.prototype, "currentViewport", {
  12996. /**
  12997. * Gets the current viewport
  12998. */
  12999. get: function () {
  13000. return this._cachedViewport;
  13001. },
  13002. enumerable: true,
  13003. configurable: true
  13004. });
  13005. Object.defineProperty(Engine.prototype, "emptyTexture", {
  13006. /**
  13007. * Gets the default empty texture
  13008. */
  13009. get: function () {
  13010. if (!this._emptyTexture) {
  13011. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13012. }
  13013. return this._emptyTexture;
  13014. },
  13015. enumerable: true,
  13016. configurable: true
  13017. });
  13018. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  13019. /**
  13020. * Gets the default empty 3D texture
  13021. */
  13022. get: function () {
  13023. if (!this._emptyTexture3D) {
  13024. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13025. }
  13026. return this._emptyTexture3D;
  13027. },
  13028. enumerable: true,
  13029. configurable: true
  13030. });
  13031. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13032. /**
  13033. * Gets the default empty cube texture
  13034. */
  13035. get: function () {
  13036. if (!this._emptyCubeTexture) {
  13037. var faceData = new Uint8Array(4);
  13038. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13039. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13040. }
  13041. return this._emptyCubeTexture;
  13042. },
  13043. enumerable: true,
  13044. configurable: true
  13045. });
  13046. Engine.prototype._rebuildInternalTextures = function () {
  13047. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13048. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13049. var internalTexture = currentState_1[_i];
  13050. internalTexture._rebuild();
  13051. }
  13052. };
  13053. Engine.prototype._rebuildEffects = function () {
  13054. for (var key in this._compiledEffects) {
  13055. var effect = this._compiledEffects[key];
  13056. effect._prepareEffect();
  13057. }
  13058. BABYLON.Effect.ResetCache();
  13059. };
  13060. /**
  13061. * Gets a boolean indicating if all created effects are ready
  13062. * @returns true if all effects are ready
  13063. */
  13064. Engine.prototype.areAllEffectsReady = function () {
  13065. for (var key in this._compiledEffects) {
  13066. var effect = this._compiledEffects[key];
  13067. if (!effect.isReady()) {
  13068. return false;
  13069. }
  13070. }
  13071. return true;
  13072. };
  13073. Engine.prototype._rebuildBuffers = function () {
  13074. // Index / Vertex
  13075. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13076. var scene = _a[_i];
  13077. scene.resetCachedMaterial();
  13078. scene._rebuildGeometries();
  13079. scene._rebuildTextures();
  13080. }
  13081. // Uniforms
  13082. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13083. var uniformBuffer = _c[_b];
  13084. uniformBuffer._rebuild();
  13085. }
  13086. };
  13087. Engine.prototype._initGLContext = function () {
  13088. // Caps
  13089. this._caps = new EngineCapabilities();
  13090. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13091. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13092. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13093. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13094. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13095. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13096. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13097. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13098. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13099. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13100. // Infos
  13101. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13102. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13103. if (rendererInfo != null) {
  13104. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13105. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13106. }
  13107. if (!this._glVendor) {
  13108. this._glVendor = "Unknown vendor";
  13109. }
  13110. if (!this._glRenderer) {
  13111. this._glRenderer = "Unknown renderer";
  13112. }
  13113. // Constants
  13114. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13115. if (this._gl.RGBA16F !== 0x881A) {
  13116. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13117. }
  13118. if (this._gl.RGBA32F !== 0x8814) {
  13119. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13120. }
  13121. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13122. this._gl.DEPTH24_STENCIL8 = 35056;
  13123. }
  13124. // Extensions
  13125. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13126. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13127. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13128. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13129. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13130. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13131. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13132. 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');
  13133. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13134. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13135. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13136. this._caps.highPrecisionShaderSupported = false;
  13137. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13138. if (this._caps.timerQuery) {
  13139. if (this._webGLVersion === 1) {
  13140. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13141. }
  13142. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13143. }
  13144. // Checks if some of the format renders first to allow the use of webgl inspector.
  13145. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13146. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13147. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13148. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13149. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13150. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13151. if (this._webGLVersion > 1) {
  13152. this._gl.HALF_FLOAT_OES = 0x140B;
  13153. }
  13154. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13155. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13156. // Draw buffers
  13157. if (this._webGLVersion > 1) {
  13158. this._caps.drawBuffersExtension = true;
  13159. }
  13160. else {
  13161. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13162. if (drawBuffersExtension !== null) {
  13163. this._caps.drawBuffersExtension = true;
  13164. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13165. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13166. for (var i = 0; i < 16; i++) {
  13167. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13168. }
  13169. }
  13170. else {
  13171. this._caps.drawBuffersExtension = false;
  13172. }
  13173. }
  13174. // Shader compiler threads
  13175. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13176. if (this._caps.parallelShaderCompile) {
  13177. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13178. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13179. }
  13180. // Depth Texture
  13181. if (this._webGLVersion > 1) {
  13182. this._caps.depthTextureExtension = true;
  13183. }
  13184. else {
  13185. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13186. if (depthTextureExtension != null) {
  13187. this._caps.depthTextureExtension = true;
  13188. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13189. }
  13190. }
  13191. // Vertex array object
  13192. if (this._webGLVersion > 1) {
  13193. this._caps.vertexArrayObject = true;
  13194. }
  13195. else {
  13196. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13197. if (vertexArrayObjectExtension != null) {
  13198. this._caps.vertexArrayObject = true;
  13199. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13200. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13201. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13202. }
  13203. else {
  13204. this._caps.vertexArrayObject = false;
  13205. }
  13206. }
  13207. // Instances count
  13208. if (this._webGLVersion > 1) {
  13209. this._caps.instancedArrays = true;
  13210. }
  13211. else {
  13212. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13213. if (instanceExtension != null) {
  13214. this._caps.instancedArrays = true;
  13215. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13216. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13217. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13218. }
  13219. else {
  13220. this._caps.instancedArrays = false;
  13221. }
  13222. }
  13223. // Intelligently add supported compressed formats in order to check for.
  13224. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13225. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13226. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13227. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13228. if (this._caps.astc) {
  13229. this.texturesSupported.push('-astc.ktx');
  13230. }
  13231. if (this._caps.s3tc) {
  13232. this.texturesSupported.push('-dxt.ktx');
  13233. }
  13234. if (this._caps.pvrtc) {
  13235. this.texturesSupported.push('-pvrtc.ktx');
  13236. }
  13237. if (this._caps.etc2) {
  13238. this.texturesSupported.push('-etc2.ktx');
  13239. }
  13240. if (this._caps.etc1) {
  13241. this.texturesSupported.push('-etc1.ktx');
  13242. }
  13243. if (this._gl.getShaderPrecisionFormat) {
  13244. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13245. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13246. if (vertex_highp && fragment_highp) {
  13247. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13248. }
  13249. }
  13250. // Depth buffer
  13251. this.setDepthBuffer(true);
  13252. this.setDepthFunctionToLessOrEqual();
  13253. this.setDepthWrite(true);
  13254. // Texture maps
  13255. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13256. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13257. this._nextFreeTextureSlots.push(slot);
  13258. }
  13259. };
  13260. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13261. /**
  13262. * Gets version of the current webGL context
  13263. */
  13264. get: function () {
  13265. return this._webGLVersion;
  13266. },
  13267. enumerable: true,
  13268. configurable: true
  13269. });
  13270. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13271. /**
  13272. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13273. */
  13274. get: function () {
  13275. return this._isStencilEnable;
  13276. },
  13277. enumerable: true,
  13278. configurable: true
  13279. });
  13280. Engine.prototype._prepareWorkingCanvas = function () {
  13281. if (this._workingCanvas) {
  13282. return;
  13283. }
  13284. this._workingCanvas = document.createElement("canvas");
  13285. var context = this._workingCanvas.getContext("2d");
  13286. if (context) {
  13287. this._workingContext = context;
  13288. }
  13289. };
  13290. /**
  13291. * Reset the texture cache to empty state
  13292. */
  13293. Engine.prototype.resetTextureCache = function () {
  13294. for (var key in this._boundTexturesCache) {
  13295. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13296. continue;
  13297. }
  13298. var boundTexture = this._boundTexturesCache[key];
  13299. if (boundTexture) {
  13300. this._removeDesignatedSlot(boundTexture);
  13301. }
  13302. this._boundTexturesCache[key] = null;
  13303. }
  13304. if (!this.disableTextureBindingOptimization) {
  13305. this._nextFreeTextureSlots = [];
  13306. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13307. this._nextFreeTextureSlots.push(slot);
  13308. }
  13309. }
  13310. this._currentTextureChannel = -1;
  13311. };
  13312. /**
  13313. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13314. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13315. * @returns true if engine is in deterministic lock step mode
  13316. */
  13317. Engine.prototype.isDeterministicLockStep = function () {
  13318. return this._deterministicLockstep;
  13319. };
  13320. /**
  13321. * Gets the max steps when engine is running in deterministic lock step
  13322. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13323. * @returns the max steps
  13324. */
  13325. Engine.prototype.getLockstepMaxSteps = function () {
  13326. return this._lockstepMaxSteps;
  13327. };
  13328. /**
  13329. * Gets an object containing information about the current webGL context
  13330. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13331. */
  13332. Engine.prototype.getGlInfo = function () {
  13333. return {
  13334. vendor: this._glVendor,
  13335. renderer: this._glRenderer,
  13336. version: this._glVersion
  13337. };
  13338. };
  13339. /**
  13340. * Gets current aspect ratio
  13341. * @param camera defines the camera to use to get the aspect ratio
  13342. * @param useScreen defines if screen size must be used (or the current render target if any)
  13343. * @returns a number defining the aspect ratio
  13344. */
  13345. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13346. if (useScreen === void 0) { useScreen = false; }
  13347. var viewport = camera.viewport;
  13348. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13349. };
  13350. /**
  13351. * Gets current screen aspect ratio
  13352. * @returns a number defining the aspect ratio
  13353. */
  13354. Engine.prototype.getScreenAspectRatio = function () {
  13355. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13356. };
  13357. /**
  13358. * Gets the current render width
  13359. * @param useScreen defines if screen size must be used (or the current render target if any)
  13360. * @returns a number defining the current render width
  13361. */
  13362. Engine.prototype.getRenderWidth = function (useScreen) {
  13363. if (useScreen === void 0) { useScreen = false; }
  13364. if (!useScreen && this._currentRenderTarget) {
  13365. return this._currentRenderTarget.width;
  13366. }
  13367. return this._gl.drawingBufferWidth;
  13368. };
  13369. /**
  13370. * Gets the current render height
  13371. * @param useScreen defines if screen size must be used (or the current render target if any)
  13372. * @returns a number defining the current render height
  13373. */
  13374. Engine.prototype.getRenderHeight = function (useScreen) {
  13375. if (useScreen === void 0) { useScreen = false; }
  13376. if (!useScreen && this._currentRenderTarget) {
  13377. return this._currentRenderTarget.height;
  13378. }
  13379. return this._gl.drawingBufferHeight;
  13380. };
  13381. /**
  13382. * Gets the HTML canvas attached with the current webGL context
  13383. * @returns a HTML canvas
  13384. */
  13385. Engine.prototype.getRenderingCanvas = function () {
  13386. return this._renderingCanvas;
  13387. };
  13388. /**
  13389. * Gets the client rect of the HTML canvas attached with the current webGL context
  13390. * @returns a client rectanglee
  13391. */
  13392. Engine.prototype.getRenderingCanvasClientRect = function () {
  13393. if (!this._renderingCanvas) {
  13394. return null;
  13395. }
  13396. return this._renderingCanvas.getBoundingClientRect();
  13397. };
  13398. /**
  13399. * Defines the hardware scaling level.
  13400. * By default the hardware scaling level is computed from the window device ratio.
  13401. * 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.
  13402. * @param level defines the level to use
  13403. */
  13404. Engine.prototype.setHardwareScalingLevel = function (level) {
  13405. this._hardwareScalingLevel = level;
  13406. this.resize();
  13407. };
  13408. /**
  13409. * Gets the current hardware scaling level.
  13410. * By default the hardware scaling level is computed from the window device ratio.
  13411. * 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.
  13412. * @returns a number indicating the current hardware scaling level
  13413. */
  13414. Engine.prototype.getHardwareScalingLevel = function () {
  13415. return this._hardwareScalingLevel;
  13416. };
  13417. /**
  13418. * Gets the list of loaded textures
  13419. * @returns an array containing all loaded textures
  13420. */
  13421. Engine.prototype.getLoadedTexturesCache = function () {
  13422. return this._internalTexturesCache;
  13423. };
  13424. /**
  13425. * Gets the object containing all engine capabilities
  13426. * @returns the EngineCapabilities object
  13427. */
  13428. Engine.prototype.getCaps = function () {
  13429. return this._caps;
  13430. };
  13431. /**
  13432. * Gets the current depth function
  13433. * @returns a number defining the depth function
  13434. */
  13435. Engine.prototype.getDepthFunction = function () {
  13436. return this._depthCullingState.depthFunc;
  13437. };
  13438. /**
  13439. * Sets the current depth function
  13440. * @param depthFunc defines the function to use
  13441. */
  13442. Engine.prototype.setDepthFunction = function (depthFunc) {
  13443. this._depthCullingState.depthFunc = depthFunc;
  13444. };
  13445. /**
  13446. * Sets the current depth function to GREATER
  13447. */
  13448. Engine.prototype.setDepthFunctionToGreater = function () {
  13449. this._depthCullingState.depthFunc = this._gl.GREATER;
  13450. };
  13451. /**
  13452. * Sets the current depth function to GEQUAL
  13453. */
  13454. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13455. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13456. };
  13457. /**
  13458. * Sets the current depth function to LESS
  13459. */
  13460. Engine.prototype.setDepthFunctionToLess = function () {
  13461. this._depthCullingState.depthFunc = this._gl.LESS;
  13462. };
  13463. /**
  13464. * Sets the current depth function to LEQUAL
  13465. */
  13466. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13467. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13468. };
  13469. /**
  13470. * Gets a boolean indicating if stencil buffer is enabled
  13471. * @returns the current stencil buffer state
  13472. */
  13473. Engine.prototype.getStencilBuffer = function () {
  13474. return this._stencilState.stencilTest;
  13475. };
  13476. /**
  13477. * Enable or disable the stencil buffer
  13478. * @param enable defines if the stencil buffer must be enabled or disabled
  13479. */
  13480. Engine.prototype.setStencilBuffer = function (enable) {
  13481. this._stencilState.stencilTest = enable;
  13482. };
  13483. /**
  13484. * Gets the current stencil mask
  13485. * @returns a number defining the new stencil mask to use
  13486. */
  13487. Engine.prototype.getStencilMask = function () {
  13488. return this._stencilState.stencilMask;
  13489. };
  13490. /**
  13491. * Sets the current stencil mask
  13492. * @param mask defines the new stencil mask to use
  13493. */
  13494. Engine.prototype.setStencilMask = function (mask) {
  13495. this._stencilState.stencilMask = mask;
  13496. };
  13497. /**
  13498. * Gets the current stencil function
  13499. * @returns a number defining the stencil function to use
  13500. */
  13501. Engine.prototype.getStencilFunction = function () {
  13502. return this._stencilState.stencilFunc;
  13503. };
  13504. /**
  13505. * Gets the current stencil reference value
  13506. * @returns a number defining the stencil reference value to use
  13507. */
  13508. Engine.prototype.getStencilFunctionReference = function () {
  13509. return this._stencilState.stencilFuncRef;
  13510. };
  13511. /**
  13512. * Gets the current stencil mask
  13513. * @returns a number defining the stencil mask to use
  13514. */
  13515. Engine.prototype.getStencilFunctionMask = function () {
  13516. return this._stencilState.stencilFuncMask;
  13517. };
  13518. /**
  13519. * Sets the current stencil function
  13520. * @param stencilFunc defines the new stencil function to use
  13521. */
  13522. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13523. this._stencilState.stencilFunc = stencilFunc;
  13524. };
  13525. /**
  13526. * Sets the current stencil reference
  13527. * @param reference defines the new stencil reference to use
  13528. */
  13529. Engine.prototype.setStencilFunctionReference = function (reference) {
  13530. this._stencilState.stencilFuncRef = reference;
  13531. };
  13532. /**
  13533. * Sets the current stencil mask
  13534. * @param mask defines the new stencil mask to use
  13535. */
  13536. Engine.prototype.setStencilFunctionMask = function (mask) {
  13537. this._stencilState.stencilFuncMask = mask;
  13538. };
  13539. /**
  13540. * Gets the current stencil operation when stencil fails
  13541. * @returns a number defining stencil operation to use when stencil fails
  13542. */
  13543. Engine.prototype.getStencilOperationFail = function () {
  13544. return this._stencilState.stencilOpStencilFail;
  13545. };
  13546. /**
  13547. * Gets the current stencil operation when depth fails
  13548. * @returns a number defining stencil operation to use when depth fails
  13549. */
  13550. Engine.prototype.getStencilOperationDepthFail = function () {
  13551. return this._stencilState.stencilOpDepthFail;
  13552. };
  13553. /**
  13554. * Gets the current stencil operation when stencil passes
  13555. * @returns a number defining stencil operation to use when stencil passes
  13556. */
  13557. Engine.prototype.getStencilOperationPass = function () {
  13558. return this._stencilState.stencilOpStencilDepthPass;
  13559. };
  13560. /**
  13561. * Sets the stencil operation to use when stencil fails
  13562. * @param operation defines the stencil operation to use when stencil fails
  13563. */
  13564. Engine.prototype.setStencilOperationFail = function (operation) {
  13565. this._stencilState.stencilOpStencilFail = operation;
  13566. };
  13567. /**
  13568. * Sets the stencil operation to use when depth fails
  13569. * @param operation defines the stencil operation to use when depth fails
  13570. */
  13571. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13572. this._stencilState.stencilOpDepthFail = operation;
  13573. };
  13574. /**
  13575. * Sets the stencil operation to use when stencil passes
  13576. * @param operation defines the stencil operation to use when stencil passes
  13577. */
  13578. Engine.prototype.setStencilOperationPass = function (operation) {
  13579. this._stencilState.stencilOpStencilDepthPass = operation;
  13580. };
  13581. /**
  13582. * Sets a boolean indicating if the dithering state is enabled or disabled
  13583. * @param value defines the dithering state
  13584. */
  13585. Engine.prototype.setDitheringState = function (value) {
  13586. if (value) {
  13587. this._gl.enable(this._gl.DITHER);
  13588. }
  13589. else {
  13590. this._gl.disable(this._gl.DITHER);
  13591. }
  13592. };
  13593. /**
  13594. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13595. * @param value defines the rasterizer state
  13596. */
  13597. Engine.prototype.setRasterizerState = function (value) {
  13598. if (value) {
  13599. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13600. }
  13601. else {
  13602. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13603. }
  13604. };
  13605. /**
  13606. * stop executing a render loop function and remove it from the execution array
  13607. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13608. */
  13609. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13610. if (!renderFunction) {
  13611. this._activeRenderLoops = [];
  13612. return;
  13613. }
  13614. var index = this._activeRenderLoops.indexOf(renderFunction);
  13615. if (index >= 0) {
  13616. this._activeRenderLoops.splice(index, 1);
  13617. }
  13618. };
  13619. /** @hidden */
  13620. Engine.prototype._renderLoop = function () {
  13621. if (!this._contextWasLost) {
  13622. var shouldRender = true;
  13623. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13624. shouldRender = false;
  13625. }
  13626. if (shouldRender) {
  13627. // Start new frame
  13628. this.beginFrame();
  13629. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13630. var renderFunction = this._activeRenderLoops[index];
  13631. renderFunction();
  13632. }
  13633. // Present
  13634. this.endFrame();
  13635. }
  13636. }
  13637. if (this._activeRenderLoops.length > 0) {
  13638. // Register new frame
  13639. if (this.customAnimationFrameRequester) {
  13640. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13641. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13642. }
  13643. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13644. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13645. }
  13646. else {
  13647. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13648. }
  13649. }
  13650. else {
  13651. this._renderingQueueLaunched = false;
  13652. }
  13653. };
  13654. /**
  13655. * Register and execute a render loop. The engine can have more than one render function
  13656. * @param renderFunction defines the function to continuously execute
  13657. */
  13658. Engine.prototype.runRenderLoop = function (renderFunction) {
  13659. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13660. return;
  13661. }
  13662. this._activeRenderLoops.push(renderFunction);
  13663. if (!this._renderingQueueLaunched) {
  13664. this._renderingQueueLaunched = true;
  13665. this._bindedRenderFunction = this._renderLoop.bind(this);
  13666. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13667. }
  13668. };
  13669. /**
  13670. * Toggle full screen mode
  13671. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13672. */
  13673. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13674. if (this.isFullscreen) {
  13675. BABYLON.Tools.ExitFullscreen();
  13676. }
  13677. else {
  13678. this._pointerLockRequested = requestPointerLock;
  13679. if (this._renderingCanvas) {
  13680. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13681. }
  13682. }
  13683. };
  13684. /**
  13685. * Clear the current render buffer or the current render target (if any is set up)
  13686. * @param color defines the color to use
  13687. * @param backBuffer defines if the back buffer must be cleared
  13688. * @param depth defines if the depth buffer must be cleared
  13689. * @param stencil defines if the stencil buffer must be cleared
  13690. */
  13691. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13692. if (stencil === void 0) { stencil = false; }
  13693. this.applyStates();
  13694. var mode = 0;
  13695. if (backBuffer && color) {
  13696. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13697. mode |= this._gl.COLOR_BUFFER_BIT;
  13698. }
  13699. if (depth) {
  13700. this._gl.clearDepth(1.0);
  13701. mode |= this._gl.DEPTH_BUFFER_BIT;
  13702. }
  13703. if (stencil) {
  13704. this._gl.clearStencil(0);
  13705. mode |= this._gl.STENCIL_BUFFER_BIT;
  13706. }
  13707. this._gl.clear(mode);
  13708. };
  13709. /**
  13710. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13711. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13712. * @param y defines the y-coordinate of the corner of the clear rectangle
  13713. * @param width defines the width of the clear rectangle
  13714. * @param height defines the height of the clear rectangle
  13715. * @param clearColor defines the clear color
  13716. */
  13717. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13718. var gl = this._gl;
  13719. // Save state
  13720. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13721. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13722. // Change state
  13723. gl.enable(gl.SCISSOR_TEST);
  13724. gl.scissor(x, y, width, height);
  13725. // Clear
  13726. this.clear(clearColor, true, true, true);
  13727. // Restore state
  13728. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13729. if (curScissor === true) {
  13730. gl.enable(gl.SCISSOR_TEST);
  13731. }
  13732. else {
  13733. gl.disable(gl.SCISSOR_TEST);
  13734. }
  13735. };
  13736. /** @hidden */
  13737. Engine.prototype._viewport = function (x, y, width, height) {
  13738. if (x !== this._viewportCached.x ||
  13739. y !== this._viewportCached.y ||
  13740. width !== this._viewportCached.z ||
  13741. height !== this._viewportCached.w) {
  13742. this._viewportCached.x = x;
  13743. this._viewportCached.y = y;
  13744. this._viewportCached.z = width;
  13745. this._viewportCached.w = height;
  13746. this._gl.viewport(x, y, width, height);
  13747. }
  13748. };
  13749. /**
  13750. * Set the WebGL's viewport
  13751. * @param viewport defines the viewport element to be used
  13752. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13753. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13754. */
  13755. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13756. var width = requiredWidth || this.getRenderWidth();
  13757. var height = requiredHeight || this.getRenderHeight();
  13758. var x = viewport.x || 0;
  13759. var y = viewport.y || 0;
  13760. this._cachedViewport = viewport;
  13761. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13762. };
  13763. /**
  13764. * Directly set the WebGL Viewport
  13765. * @param x defines the x coordinate of the viewport (in screen space)
  13766. * @param y defines the y coordinate of the viewport (in screen space)
  13767. * @param width defines the width of the viewport (in screen space)
  13768. * @param height defines the height of the viewport (in screen space)
  13769. * @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
  13770. */
  13771. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13772. var currentViewport = this._cachedViewport;
  13773. this._cachedViewport = null;
  13774. this._viewport(x, y, width, height);
  13775. return currentViewport;
  13776. };
  13777. /**
  13778. * Begin a new frame
  13779. */
  13780. Engine.prototype.beginFrame = function () {
  13781. this.onBeginFrameObservable.notifyObservers(this);
  13782. this._measureFps();
  13783. };
  13784. /**
  13785. * Enf the current frame
  13786. */
  13787. Engine.prototype.endFrame = function () {
  13788. // Force a flush in case we are using a bad OS.
  13789. if (this._badOS) {
  13790. this.flushFramebuffer();
  13791. }
  13792. // Submit frame to the vr device, if enabled
  13793. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13794. // TODO: We should only submit the frame if we read frameData successfully.
  13795. this._vrDisplay.submitFrame();
  13796. }
  13797. this.onEndFrameObservable.notifyObservers(this);
  13798. };
  13799. /**
  13800. * Resize the view according to the canvas' size
  13801. */
  13802. Engine.prototype.resize = function () {
  13803. // We're not resizing the size of the canvas while in VR mode & presenting
  13804. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13805. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13806. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13807. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13808. }
  13809. };
  13810. /**
  13811. * Force a specific size of the canvas
  13812. * @param width defines the new canvas' width
  13813. * @param height defines the new canvas' height
  13814. */
  13815. Engine.prototype.setSize = function (width, height) {
  13816. if (!this._renderingCanvas) {
  13817. return;
  13818. }
  13819. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13820. return;
  13821. }
  13822. this._renderingCanvas.width = width;
  13823. this._renderingCanvas.height = height;
  13824. for (var index = 0; index < this.scenes.length; index++) {
  13825. var scene = this.scenes[index];
  13826. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13827. var cam = scene.cameras[camIndex];
  13828. cam._currentRenderId = 0;
  13829. }
  13830. }
  13831. if (this.onResizeObservable.hasObservers) {
  13832. this.onResizeObservable.notifyObservers(this);
  13833. }
  13834. };
  13835. // WebVR functions
  13836. /**
  13837. * Gets a boolean indicating if a webVR device was detected
  13838. * @returns true if a webVR device was detected
  13839. */
  13840. Engine.prototype.isVRDevicePresent = function () {
  13841. return !!this._vrDisplay;
  13842. };
  13843. /**
  13844. * Gets the current webVR device
  13845. * @returns the current webVR device (or null)
  13846. */
  13847. Engine.prototype.getVRDevice = function () {
  13848. return this._vrDisplay;
  13849. };
  13850. /**
  13851. * Initializes a webVR display and starts listening to display change events
  13852. * The onVRDisplayChangedObservable will be notified upon these changes
  13853. * @returns The onVRDisplayChangedObservable
  13854. */
  13855. Engine.prototype.initWebVR = function () {
  13856. this.initWebVRAsync();
  13857. return this.onVRDisplayChangedObservable;
  13858. };
  13859. /**
  13860. * Initializes a webVR display and starts listening to display change events
  13861. * The onVRDisplayChangedObservable will be notified upon these changes
  13862. * @returns A promise containing a VRDisplay and if vr is supported
  13863. */
  13864. Engine.prototype.initWebVRAsync = function () {
  13865. var _this = this;
  13866. var notifyObservers = function () {
  13867. var eventArgs = {
  13868. vrDisplay: _this._vrDisplay,
  13869. vrSupported: _this._vrSupported
  13870. };
  13871. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13872. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13873. };
  13874. if (!this._onVrDisplayConnect) {
  13875. this._onVrDisplayConnect = function (event) {
  13876. _this._vrDisplay = event.display;
  13877. notifyObservers();
  13878. };
  13879. this._onVrDisplayDisconnect = function () {
  13880. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13881. _this._vrDisplay = undefined;
  13882. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13883. notifyObservers();
  13884. };
  13885. this._onVrDisplayPresentChange = function () {
  13886. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13887. };
  13888. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13889. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13890. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13891. }
  13892. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13893. this._webVRInitPromise.then(notifyObservers);
  13894. return this._webVRInitPromise;
  13895. };
  13896. /**
  13897. * Call this function to switch to webVR mode
  13898. * Will do nothing if webVR is not supported or if there is no webVR device
  13899. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13900. */
  13901. Engine.prototype.enableVR = function () {
  13902. var _this = this;
  13903. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13904. var onResolved = function () {
  13905. _this.onVRRequestPresentComplete.notifyObservers(true);
  13906. _this._onVRFullScreenTriggered();
  13907. };
  13908. var onRejected = function () {
  13909. _this.onVRRequestPresentComplete.notifyObservers(false);
  13910. };
  13911. this.onVRRequestPresentStart.notifyObservers(this);
  13912. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13913. }
  13914. };
  13915. /**
  13916. * Call this function to leave webVR mode
  13917. * Will do nothing if webVR is not supported or if there is no webVR device
  13918. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13919. */
  13920. Engine.prototype.disableVR = function () {
  13921. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13922. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13923. }
  13924. };
  13925. Engine.prototype._getVRDisplaysAsync = function () {
  13926. var _this = this;
  13927. return new Promise(function (res, rej) {
  13928. if (navigator.getVRDisplays) {
  13929. navigator.getVRDisplays().then(function (devices) {
  13930. _this._vrSupported = true;
  13931. // note that devices may actually be an empty array. This is fine;
  13932. // we expect this._vrDisplay to be undefined in this case.
  13933. _this._vrDisplay = devices[0];
  13934. res({
  13935. vrDisplay: _this._vrDisplay,
  13936. vrSupported: _this._vrSupported
  13937. });
  13938. });
  13939. }
  13940. else {
  13941. _this._vrDisplay = undefined;
  13942. _this._vrSupported = false;
  13943. res({
  13944. vrDisplay: _this._vrDisplay,
  13945. vrSupported: _this._vrSupported
  13946. });
  13947. }
  13948. });
  13949. };
  13950. /**
  13951. * Binds the frame buffer to the specified texture.
  13952. * @param texture The texture to render to or null for the default canvas
  13953. * @param faceIndex The face of the texture to render to in case of cube texture
  13954. * @param requiredWidth The width of the target to render to
  13955. * @param requiredHeight The height of the target to render to
  13956. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13957. * @param depthStencilTexture The depth stencil texture to use to render
  13958. * @param lodLevel defines le lod level to bind to the frame buffer
  13959. */
  13960. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13961. if (lodLevel === void 0) { lodLevel = 0; }
  13962. if (this._currentRenderTarget) {
  13963. this.unBindFramebuffer(this._currentRenderTarget);
  13964. }
  13965. this._currentRenderTarget = texture;
  13966. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13967. var gl = this._gl;
  13968. if (texture.isCube) {
  13969. if (faceIndex === undefined) {
  13970. faceIndex = 0;
  13971. }
  13972. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13973. if (depthStencilTexture) {
  13974. if (depthStencilTexture._generateStencilBuffer) {
  13975. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13976. }
  13977. else {
  13978. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13979. }
  13980. }
  13981. }
  13982. if (this._cachedViewport && !forceFullscreenViewport) {
  13983. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13984. }
  13985. else {
  13986. if (!requiredWidth) {
  13987. requiredWidth = texture.width;
  13988. if (lodLevel) {
  13989. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13990. }
  13991. }
  13992. if (!requiredHeight) {
  13993. requiredHeight = texture.height;
  13994. if (lodLevel) {
  13995. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13996. }
  13997. }
  13998. this._viewport(0, 0, requiredWidth, requiredHeight);
  13999. }
  14000. this.wipeCaches();
  14001. };
  14002. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  14003. if (this._currentFramebuffer !== framebuffer) {
  14004. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  14005. this._currentFramebuffer = framebuffer;
  14006. }
  14007. };
  14008. /**
  14009. * Unbind the current render target texture from the webGL context
  14010. * @param texture defines the render target texture to unbind
  14011. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14012. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14013. */
  14014. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  14015. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14016. this._currentRenderTarget = null;
  14017. // If MSAA, we need to bitblt back to main texture
  14018. var gl = this._gl;
  14019. if (texture._MSAAFramebuffer) {
  14020. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  14021. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  14022. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14023. }
  14024. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14025. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14026. gl.generateMipmap(gl.TEXTURE_2D);
  14027. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14028. }
  14029. if (onBeforeUnbind) {
  14030. if (texture._MSAAFramebuffer) {
  14031. // Bind the correct framebuffer
  14032. this.bindUnboundFramebuffer(texture._framebuffer);
  14033. }
  14034. onBeforeUnbind();
  14035. }
  14036. this.bindUnboundFramebuffer(null);
  14037. };
  14038. /**
  14039. * Unbind a list of render target textures from the webGL context
  14040. * This is used only when drawBuffer extension or webGL2 are active
  14041. * @param textures defines the render target textures to unbind
  14042. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14043. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14044. */
  14045. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14046. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14047. this._currentRenderTarget = null;
  14048. // If MSAA, we need to bitblt back to main texture
  14049. var gl = this._gl;
  14050. if (textures[0]._MSAAFramebuffer) {
  14051. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14052. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14053. var attachments = textures[0]._attachments;
  14054. if (!attachments) {
  14055. attachments = new Array(textures.length);
  14056. textures[0]._attachments = attachments;
  14057. }
  14058. for (var i = 0; i < textures.length; i++) {
  14059. var texture = textures[i];
  14060. for (var j = 0; j < attachments.length; j++) {
  14061. attachments[j] = gl.NONE;
  14062. }
  14063. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14064. gl.readBuffer(attachments[i]);
  14065. gl.drawBuffers(attachments);
  14066. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14067. }
  14068. for (var i = 0; i < attachments.length; i++) {
  14069. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14070. }
  14071. gl.drawBuffers(attachments);
  14072. }
  14073. for (var i = 0; i < textures.length; i++) {
  14074. var texture = textures[i];
  14075. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14076. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14077. gl.generateMipmap(gl.TEXTURE_2D);
  14078. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14079. }
  14080. }
  14081. if (onBeforeUnbind) {
  14082. if (textures[0]._MSAAFramebuffer) {
  14083. // Bind the correct framebuffer
  14084. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14085. }
  14086. onBeforeUnbind();
  14087. }
  14088. this.bindUnboundFramebuffer(null);
  14089. };
  14090. /**
  14091. * Force the mipmap generation for the given render target texture
  14092. * @param texture defines the render target texture to use
  14093. */
  14094. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14095. if (texture.generateMipMaps) {
  14096. var gl = this._gl;
  14097. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14098. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14099. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14100. }
  14101. };
  14102. /**
  14103. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14104. */
  14105. Engine.prototype.flushFramebuffer = function () {
  14106. this._gl.flush();
  14107. };
  14108. /**
  14109. * Unbind the current render target and bind the default framebuffer
  14110. */
  14111. Engine.prototype.restoreDefaultFramebuffer = function () {
  14112. if (this._currentRenderTarget) {
  14113. this.unBindFramebuffer(this._currentRenderTarget);
  14114. }
  14115. else {
  14116. this.bindUnboundFramebuffer(null);
  14117. }
  14118. if (this._cachedViewport) {
  14119. this.setViewport(this._cachedViewport);
  14120. }
  14121. this.wipeCaches();
  14122. };
  14123. // UBOs
  14124. /**
  14125. * Create an uniform buffer
  14126. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14127. * @param elements defines the content of the uniform buffer
  14128. * @returns the webGL uniform buffer
  14129. */
  14130. Engine.prototype.createUniformBuffer = function (elements) {
  14131. var ubo = this._gl.createBuffer();
  14132. if (!ubo) {
  14133. throw new Error("Unable to create uniform buffer");
  14134. }
  14135. this.bindUniformBuffer(ubo);
  14136. if (elements instanceof Float32Array) {
  14137. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14138. }
  14139. else {
  14140. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14141. }
  14142. this.bindUniformBuffer(null);
  14143. ubo.references = 1;
  14144. return ubo;
  14145. };
  14146. /**
  14147. * Create a dynamic uniform buffer
  14148. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14149. * @param elements defines the content of the uniform buffer
  14150. * @returns the webGL uniform buffer
  14151. */
  14152. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14153. var ubo = this._gl.createBuffer();
  14154. if (!ubo) {
  14155. throw new Error("Unable to create dynamic uniform buffer");
  14156. }
  14157. this.bindUniformBuffer(ubo);
  14158. if (elements instanceof Float32Array) {
  14159. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14160. }
  14161. else {
  14162. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14163. }
  14164. this.bindUniformBuffer(null);
  14165. ubo.references = 1;
  14166. return ubo;
  14167. };
  14168. /**
  14169. * Update an existing uniform buffer
  14170. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14171. * @param uniformBuffer defines the target uniform buffer
  14172. * @param elements defines the content to update
  14173. * @param offset defines the offset in the uniform buffer where update should start
  14174. * @param count defines the size of the data to update
  14175. */
  14176. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14177. this.bindUniformBuffer(uniformBuffer);
  14178. if (offset === undefined) {
  14179. offset = 0;
  14180. }
  14181. if (count === undefined) {
  14182. if (elements instanceof Float32Array) {
  14183. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14184. }
  14185. else {
  14186. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14187. }
  14188. }
  14189. else {
  14190. if (elements instanceof Float32Array) {
  14191. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14192. }
  14193. else {
  14194. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14195. }
  14196. }
  14197. this.bindUniformBuffer(null);
  14198. };
  14199. // VBOs
  14200. Engine.prototype._resetVertexBufferBinding = function () {
  14201. this.bindArrayBuffer(null);
  14202. this._cachedVertexBuffers = null;
  14203. };
  14204. /**
  14205. * Creates a vertex buffer
  14206. * @param data the data for the vertex buffer
  14207. * @returns the new WebGL static buffer
  14208. */
  14209. Engine.prototype.createVertexBuffer = function (data) {
  14210. var vbo = this._gl.createBuffer();
  14211. if (!vbo) {
  14212. throw new Error("Unable to create vertex buffer");
  14213. }
  14214. this.bindArrayBuffer(vbo);
  14215. if (data instanceof Array) {
  14216. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14217. }
  14218. else {
  14219. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14220. }
  14221. this._resetVertexBufferBinding();
  14222. vbo.references = 1;
  14223. return vbo;
  14224. };
  14225. /**
  14226. * Creates a dynamic vertex buffer
  14227. * @param data the data for the dynamic vertex buffer
  14228. * @returns the new WebGL dynamic buffer
  14229. */
  14230. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14231. var vbo = this._gl.createBuffer();
  14232. if (!vbo) {
  14233. throw new Error("Unable to create dynamic vertex buffer");
  14234. }
  14235. this.bindArrayBuffer(vbo);
  14236. if (data instanceof Array) {
  14237. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14238. }
  14239. else {
  14240. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14241. }
  14242. this._resetVertexBufferBinding();
  14243. vbo.references = 1;
  14244. return vbo;
  14245. };
  14246. /**
  14247. * Update a dynamic index buffer
  14248. * @param indexBuffer defines the target index buffer
  14249. * @param indices defines the data to update
  14250. * @param offset defines the offset in the target index buffer where update should start
  14251. */
  14252. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14253. if (offset === void 0) { offset = 0; }
  14254. // Force cache update
  14255. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14256. this.bindIndexBuffer(indexBuffer);
  14257. var arrayBuffer;
  14258. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14259. arrayBuffer = indices;
  14260. }
  14261. else {
  14262. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14263. }
  14264. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14265. this._resetIndexBufferBinding();
  14266. };
  14267. /**
  14268. * Updates a dynamic vertex buffer.
  14269. * @param vertexBuffer the vertex buffer to update
  14270. * @param data the data used to update the vertex buffer
  14271. * @param byteOffset the byte offset of the data
  14272. * @param byteLength the byte length of the data
  14273. */
  14274. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14275. this.bindArrayBuffer(vertexBuffer);
  14276. if (byteOffset === undefined) {
  14277. byteOffset = 0;
  14278. }
  14279. if (byteLength === undefined) {
  14280. if (data instanceof Array) {
  14281. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14282. }
  14283. else {
  14284. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14285. }
  14286. }
  14287. else {
  14288. if (data instanceof Array) {
  14289. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14290. }
  14291. else {
  14292. if (data instanceof ArrayBuffer) {
  14293. data = new Uint8Array(data, byteOffset, byteLength);
  14294. }
  14295. else {
  14296. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14297. }
  14298. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14299. }
  14300. }
  14301. this._resetVertexBufferBinding();
  14302. };
  14303. Engine.prototype._resetIndexBufferBinding = function () {
  14304. this.bindIndexBuffer(null);
  14305. this._cachedIndexBuffer = null;
  14306. };
  14307. /**
  14308. * Creates a new index buffer
  14309. * @param indices defines the content of the index buffer
  14310. * @param updatable defines if the index buffer must be updatable
  14311. * @returns a new webGL buffer
  14312. */
  14313. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14314. var vbo = this._gl.createBuffer();
  14315. if (!vbo) {
  14316. throw new Error("Unable to create index buffer");
  14317. }
  14318. this.bindIndexBuffer(vbo);
  14319. // Check for 32 bits indices
  14320. var arrayBuffer;
  14321. var need32Bits = false;
  14322. if (indices instanceof Uint16Array) {
  14323. arrayBuffer = indices;
  14324. }
  14325. else {
  14326. //check 32 bit support
  14327. if (this._caps.uintIndices) {
  14328. if (indices instanceof Uint32Array) {
  14329. arrayBuffer = indices;
  14330. need32Bits = true;
  14331. }
  14332. else {
  14333. //number[] or Int32Array, check if 32 bit is necessary
  14334. for (var index = 0; index < indices.length; index++) {
  14335. if (indices[index] > 65535) {
  14336. need32Bits = true;
  14337. break;
  14338. }
  14339. }
  14340. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14341. }
  14342. }
  14343. else {
  14344. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14345. arrayBuffer = new Uint16Array(indices);
  14346. }
  14347. }
  14348. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14349. this._resetIndexBufferBinding();
  14350. vbo.references = 1;
  14351. vbo.is32Bits = need32Bits;
  14352. return vbo;
  14353. };
  14354. /**
  14355. * Bind a webGL buffer to the webGL context
  14356. * @param buffer defines the buffer to bind
  14357. */
  14358. Engine.prototype.bindArrayBuffer = function (buffer) {
  14359. if (!this._vaoRecordInProgress) {
  14360. this._unbindVertexArrayObject();
  14361. }
  14362. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14363. };
  14364. /**
  14365. * Bind an uniform buffer to the current webGL context
  14366. * @param buffer defines the buffer to bind
  14367. */
  14368. Engine.prototype.bindUniformBuffer = function (buffer) {
  14369. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14370. };
  14371. /**
  14372. * Bind a buffer to the current webGL context at a given location
  14373. * @param buffer defines the buffer to bind
  14374. * @param location defines the index where to bind the buffer
  14375. */
  14376. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14377. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14378. };
  14379. /**
  14380. * Bind a specific block at a given index in a specific shader program
  14381. * @param shaderProgram defines the shader program
  14382. * @param blockName defines the block name
  14383. * @param index defines the index where to bind the block
  14384. */
  14385. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14386. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14387. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14388. };
  14389. Engine.prototype.bindIndexBuffer = function (buffer) {
  14390. if (!this._vaoRecordInProgress) {
  14391. this._unbindVertexArrayObject();
  14392. }
  14393. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14394. };
  14395. Engine.prototype.bindBuffer = function (buffer, target) {
  14396. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14397. this._gl.bindBuffer(target, buffer);
  14398. this._currentBoundBuffer[target] = buffer;
  14399. }
  14400. };
  14401. /**
  14402. * update the bound buffer with the given data
  14403. * @param data defines the data to update
  14404. */
  14405. Engine.prototype.updateArrayBuffer = function (data) {
  14406. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14407. };
  14408. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14409. var pointer = this._currentBufferPointers[indx];
  14410. var changed = false;
  14411. if (!pointer.active) {
  14412. changed = true;
  14413. pointer.active = true;
  14414. pointer.index = indx;
  14415. pointer.size = size;
  14416. pointer.type = type;
  14417. pointer.normalized = normalized;
  14418. pointer.stride = stride;
  14419. pointer.offset = offset;
  14420. pointer.buffer = buffer;
  14421. }
  14422. else {
  14423. if (pointer.buffer !== buffer) {
  14424. pointer.buffer = buffer;
  14425. changed = true;
  14426. }
  14427. if (pointer.size !== size) {
  14428. pointer.size = size;
  14429. changed = true;
  14430. }
  14431. if (pointer.type !== type) {
  14432. pointer.type = type;
  14433. changed = true;
  14434. }
  14435. if (pointer.normalized !== normalized) {
  14436. pointer.normalized = normalized;
  14437. changed = true;
  14438. }
  14439. if (pointer.stride !== stride) {
  14440. pointer.stride = stride;
  14441. changed = true;
  14442. }
  14443. if (pointer.offset !== offset) {
  14444. pointer.offset = offset;
  14445. changed = true;
  14446. }
  14447. }
  14448. if (changed || this._vaoRecordInProgress) {
  14449. this.bindArrayBuffer(buffer);
  14450. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14451. }
  14452. };
  14453. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14454. if (indexBuffer == null) {
  14455. return;
  14456. }
  14457. if (this._cachedIndexBuffer !== indexBuffer) {
  14458. this._cachedIndexBuffer = indexBuffer;
  14459. this.bindIndexBuffer(indexBuffer);
  14460. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14461. }
  14462. };
  14463. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14464. var attributes = effect.getAttributesNames();
  14465. if (!this._vaoRecordInProgress) {
  14466. this._unbindVertexArrayObject();
  14467. }
  14468. this.unbindAllAttributes();
  14469. for (var index = 0; index < attributes.length; index++) {
  14470. var order = effect.getAttributeLocation(index);
  14471. if (order >= 0) {
  14472. var vertexBuffer = vertexBuffers[attributes[index]];
  14473. if (!vertexBuffer) {
  14474. continue;
  14475. }
  14476. this._gl.enableVertexAttribArray(order);
  14477. if (!this._vaoRecordInProgress) {
  14478. this._vertexAttribArraysEnabled[order] = true;
  14479. }
  14480. var buffer = vertexBuffer.getBuffer();
  14481. if (buffer) {
  14482. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14483. if (vertexBuffer.getIsInstanced()) {
  14484. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14485. if (!this._vaoRecordInProgress) {
  14486. this._currentInstanceLocations.push(order);
  14487. this._currentInstanceBuffers.push(buffer);
  14488. }
  14489. }
  14490. }
  14491. }
  14492. }
  14493. };
  14494. /**
  14495. * Records a vertex array object
  14496. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14497. * @param vertexBuffers defines the list of vertex buffers to store
  14498. * @param indexBuffer defines the index buffer to store
  14499. * @param effect defines the effect to store
  14500. * @returns the new vertex array object
  14501. */
  14502. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14503. var vao = this._gl.createVertexArray();
  14504. this._vaoRecordInProgress = true;
  14505. this._gl.bindVertexArray(vao);
  14506. this._mustWipeVertexAttributes = true;
  14507. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14508. this.bindIndexBuffer(indexBuffer);
  14509. this._vaoRecordInProgress = false;
  14510. this._gl.bindVertexArray(null);
  14511. return vao;
  14512. };
  14513. /**
  14514. * Bind a specific vertex array object
  14515. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14516. * @param vertexArrayObject defines the vertex array object to bind
  14517. * @param indexBuffer defines the index buffer to bind
  14518. */
  14519. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14520. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14521. this._cachedVertexArrayObject = vertexArrayObject;
  14522. this._gl.bindVertexArray(vertexArrayObject);
  14523. this._cachedVertexBuffers = null;
  14524. this._cachedIndexBuffer = null;
  14525. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14526. this._mustWipeVertexAttributes = true;
  14527. }
  14528. };
  14529. /**
  14530. * Bind webGl buffers directly to the webGL context
  14531. * @param vertexBuffer defines the vertex buffer to bind
  14532. * @param indexBuffer defines the index buffer to bind
  14533. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14534. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14535. * @param effect defines the effect associated with the vertex buffer
  14536. */
  14537. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14538. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14539. this._cachedVertexBuffers = vertexBuffer;
  14540. this._cachedEffectForVertexBuffers = effect;
  14541. var attributesCount = effect.getAttributesCount();
  14542. this._unbindVertexArrayObject();
  14543. this.unbindAllAttributes();
  14544. var offset = 0;
  14545. for (var index = 0; index < attributesCount; index++) {
  14546. if (index < vertexDeclaration.length) {
  14547. var order = effect.getAttributeLocation(index);
  14548. if (order >= 0) {
  14549. this._gl.enableVertexAttribArray(order);
  14550. this._vertexAttribArraysEnabled[order] = true;
  14551. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14552. }
  14553. offset += vertexDeclaration[index] * 4;
  14554. }
  14555. }
  14556. }
  14557. this._bindIndexBufferWithCache(indexBuffer);
  14558. };
  14559. Engine.prototype._unbindVertexArrayObject = function () {
  14560. if (!this._cachedVertexArrayObject) {
  14561. return;
  14562. }
  14563. this._cachedVertexArrayObject = null;
  14564. this._gl.bindVertexArray(null);
  14565. };
  14566. /**
  14567. * Bind a list of vertex buffers to the webGL context
  14568. * @param vertexBuffers defines the list of vertex buffers to bind
  14569. * @param indexBuffer defines the index buffer to bind
  14570. * @param effect defines the effect associated with the vertex buffers
  14571. */
  14572. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14573. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14574. this._cachedVertexBuffers = vertexBuffers;
  14575. this._cachedEffectForVertexBuffers = effect;
  14576. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14577. }
  14578. this._bindIndexBufferWithCache(indexBuffer);
  14579. };
  14580. /**
  14581. * Unbind all instance attributes
  14582. */
  14583. Engine.prototype.unbindInstanceAttributes = function () {
  14584. var boundBuffer;
  14585. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14586. var instancesBuffer = this._currentInstanceBuffers[i];
  14587. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14588. boundBuffer = instancesBuffer;
  14589. this.bindArrayBuffer(instancesBuffer);
  14590. }
  14591. var offsetLocation = this._currentInstanceLocations[i];
  14592. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14593. }
  14594. this._currentInstanceBuffers.length = 0;
  14595. this._currentInstanceLocations.length = 0;
  14596. };
  14597. /**
  14598. * Release and free the memory of a vertex array object
  14599. * @param vao defines the vertex array object to delete
  14600. */
  14601. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14602. this._gl.deleteVertexArray(vao);
  14603. };
  14604. /** @hidden */
  14605. Engine.prototype._releaseBuffer = function (buffer) {
  14606. buffer.references--;
  14607. if (buffer.references === 0) {
  14608. this._gl.deleteBuffer(buffer);
  14609. return true;
  14610. }
  14611. return false;
  14612. };
  14613. /**
  14614. * Creates a webGL buffer to use with instanciation
  14615. * @param capacity defines the size of the buffer
  14616. * @returns the webGL buffer
  14617. */
  14618. Engine.prototype.createInstancesBuffer = function (capacity) {
  14619. var buffer = this._gl.createBuffer();
  14620. if (!buffer) {
  14621. throw new Error("Unable to create instance buffer");
  14622. }
  14623. buffer.capacity = capacity;
  14624. this.bindArrayBuffer(buffer);
  14625. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14626. return buffer;
  14627. };
  14628. /**
  14629. * Delete a webGL buffer used with instanciation
  14630. * @param buffer defines the webGL buffer to delete
  14631. */
  14632. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14633. this._gl.deleteBuffer(buffer);
  14634. };
  14635. /**
  14636. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14637. * @param instancesBuffer defines the webGL buffer to update and bind
  14638. * @param data defines the data to store in the buffer
  14639. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14640. */
  14641. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14642. this.bindArrayBuffer(instancesBuffer);
  14643. if (data) {
  14644. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14645. }
  14646. if (offsetLocations[0].index !== undefined) {
  14647. var stride = 0;
  14648. for (var i = 0; i < offsetLocations.length; i++) {
  14649. var ai = offsetLocations[i];
  14650. stride += ai.attributeSize * 4;
  14651. }
  14652. for (var i = 0; i < offsetLocations.length; i++) {
  14653. var ai = offsetLocations[i];
  14654. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14655. this._gl.enableVertexAttribArray(ai.index);
  14656. this._vertexAttribArraysEnabled[ai.index] = true;
  14657. }
  14658. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14659. this._gl.vertexAttribDivisor(ai.index, 1);
  14660. this._currentInstanceLocations.push(ai.index);
  14661. this._currentInstanceBuffers.push(instancesBuffer);
  14662. }
  14663. }
  14664. else {
  14665. for (var index = 0; index < 4; index++) {
  14666. var offsetLocation = offsetLocations[index];
  14667. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14668. this._gl.enableVertexAttribArray(offsetLocation);
  14669. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14670. }
  14671. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14672. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14673. this._currentInstanceLocations.push(offsetLocation);
  14674. this._currentInstanceBuffers.push(instancesBuffer);
  14675. }
  14676. }
  14677. };
  14678. /**
  14679. * Apply all cached states (depth, culling, stencil and alpha)
  14680. */
  14681. Engine.prototype.applyStates = function () {
  14682. this._depthCullingState.apply(this._gl);
  14683. this._stencilState.apply(this._gl);
  14684. this._alphaState.apply(this._gl);
  14685. };
  14686. /**
  14687. * Send a draw order
  14688. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14689. * @param indexStart defines the starting index
  14690. * @param indexCount defines the number of index to draw
  14691. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14692. */
  14693. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14694. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14695. };
  14696. /**
  14697. * Draw a list of points
  14698. * @param verticesStart defines the index of first vertex to draw
  14699. * @param verticesCount defines the count of vertices to draw
  14700. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14701. */
  14702. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14703. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14704. };
  14705. /**
  14706. * Draw a list of unindexed primitives
  14707. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14708. * @param verticesStart defines the index of first vertex to draw
  14709. * @param verticesCount defines the count of vertices to draw
  14710. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14711. */
  14712. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14713. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14714. };
  14715. /**
  14716. * Draw a list of indexed primitives
  14717. * @param fillMode defines the primitive to use
  14718. * @param indexStart defines the starting index
  14719. * @param indexCount defines the number of index to draw
  14720. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14721. */
  14722. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14723. // Apply states
  14724. this.applyStates();
  14725. this._drawCalls.addCount(1, false);
  14726. // Render
  14727. var drawMode = this._drawMode(fillMode);
  14728. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14729. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14730. if (instancesCount) {
  14731. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14732. }
  14733. else {
  14734. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14735. }
  14736. };
  14737. /**
  14738. * Draw a list of unindexed primitives
  14739. * @param fillMode defines the primitive to use
  14740. * @param verticesStart defines the index of first vertex to draw
  14741. * @param verticesCount defines the count of vertices to draw
  14742. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14743. */
  14744. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14745. // Apply states
  14746. this.applyStates();
  14747. this._drawCalls.addCount(1, false);
  14748. var drawMode = this._drawMode(fillMode);
  14749. if (instancesCount) {
  14750. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14751. }
  14752. else {
  14753. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14754. }
  14755. };
  14756. Engine.prototype._drawMode = function (fillMode) {
  14757. switch (fillMode) {
  14758. // Triangle views
  14759. case BABYLON.Material.TriangleFillMode:
  14760. return this._gl.TRIANGLES;
  14761. case BABYLON.Material.PointFillMode:
  14762. return this._gl.POINTS;
  14763. case BABYLON.Material.WireFrameFillMode:
  14764. return this._gl.LINES;
  14765. // Draw modes
  14766. case BABYLON.Material.PointListDrawMode:
  14767. return this._gl.POINTS;
  14768. case BABYLON.Material.LineListDrawMode:
  14769. return this._gl.LINES;
  14770. case BABYLON.Material.LineLoopDrawMode:
  14771. return this._gl.LINE_LOOP;
  14772. case BABYLON.Material.LineStripDrawMode:
  14773. return this._gl.LINE_STRIP;
  14774. case BABYLON.Material.TriangleStripDrawMode:
  14775. return this._gl.TRIANGLE_STRIP;
  14776. case BABYLON.Material.TriangleFanDrawMode:
  14777. return this._gl.TRIANGLE_FAN;
  14778. default:
  14779. return this._gl.TRIANGLES;
  14780. }
  14781. };
  14782. // Shaders
  14783. /** @hidden */
  14784. Engine.prototype._releaseEffect = function (effect) {
  14785. if (this._compiledEffects[effect._key]) {
  14786. delete this._compiledEffects[effect._key];
  14787. this._deleteProgram(effect.getProgram());
  14788. }
  14789. };
  14790. /** @hidden */
  14791. Engine.prototype._deleteProgram = function (program) {
  14792. if (program) {
  14793. program.__SPECTOR_rebuildProgram = null;
  14794. if (program.transformFeedback) {
  14795. this.deleteTransformFeedback(program.transformFeedback);
  14796. program.transformFeedback = null;
  14797. }
  14798. this._gl.deleteProgram(program);
  14799. }
  14800. };
  14801. /**
  14802. * Create a new effect (used to store vertex/fragment shaders)
  14803. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14804. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14805. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14806. * @param samplers defines an array of string used to represent textures
  14807. * @param defines defines the string containing the defines to use to compile the shaders
  14808. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14809. * @param onCompiled defines a function to call when the effect creation is successful
  14810. * @param onError defines a function to call when the effect creation has failed
  14811. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14812. * @returns the new Effect
  14813. */
  14814. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14815. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14816. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14817. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14818. if (this._compiledEffects[name]) {
  14819. var compiledEffect = this._compiledEffects[name];
  14820. if (onCompiled && compiledEffect.isReady()) {
  14821. onCompiled(compiledEffect);
  14822. }
  14823. return compiledEffect;
  14824. }
  14825. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14826. effect._key = name;
  14827. this._compiledEffects[name] = effect;
  14828. return effect;
  14829. };
  14830. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14831. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14832. };
  14833. Engine.prototype._compileRawShader = function (source, type) {
  14834. var gl = this._gl;
  14835. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14836. if (!shader) {
  14837. throw new Error("Something went wrong while compile the shader.");
  14838. }
  14839. gl.shaderSource(shader, source);
  14840. gl.compileShader(shader);
  14841. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14842. var log = gl.getShaderInfoLog(shader);
  14843. if (log) {
  14844. throw new Error(log);
  14845. }
  14846. }
  14847. return shader;
  14848. };
  14849. /**
  14850. * Directly creates a webGL program
  14851. * @param vertexCode defines the vertex shader code to use
  14852. * @param fragmentCode defines the fragment shader code to use
  14853. * @param context defines the webGL context to use (if not set, the current one will be used)
  14854. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14855. * @returns the new webGL program
  14856. */
  14857. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14858. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14859. context = context || this._gl;
  14860. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14861. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14862. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14863. };
  14864. /**
  14865. * Creates a webGL program
  14866. * @param vertexCode defines the vertex shader code to use
  14867. * @param fragmentCode defines the fragment shader code to use
  14868. * @param defines defines the string containing the defines to use to compile the shaders
  14869. * @param context defines the webGL context to use (if not set, the current one will be used)
  14870. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14871. * @returns the new webGL program
  14872. */
  14873. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14874. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14875. context = context || this._gl;
  14876. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14877. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14878. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14879. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14880. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14881. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14882. return program;
  14883. };
  14884. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14885. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14886. var shaderProgram = context.createProgram();
  14887. if (!shaderProgram) {
  14888. throw new Error("Unable to create program");
  14889. }
  14890. context.attachShader(shaderProgram, vertexShader);
  14891. context.attachShader(shaderProgram, fragmentShader);
  14892. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14893. var transformFeedback = this.createTransformFeedback();
  14894. this.bindTransformFeedback(transformFeedback);
  14895. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14896. shaderProgram.transformFeedback = transformFeedback;
  14897. }
  14898. context.linkProgram(shaderProgram);
  14899. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14900. this.bindTransformFeedback(null);
  14901. }
  14902. shaderProgram.context = context;
  14903. shaderProgram.vertexShader = vertexShader;
  14904. shaderProgram.fragmentShader = fragmentShader;
  14905. if (!this._caps.parallelShaderCompile) {
  14906. this._finalizeProgram(shaderProgram);
  14907. }
  14908. else {
  14909. shaderProgram.isParallelCompiled = true;
  14910. }
  14911. return shaderProgram;
  14912. };
  14913. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14914. var context = shaderProgram.context;
  14915. var vertexShader = shaderProgram.vertexShader;
  14916. var fragmentShader = shaderProgram.fragmentShader;
  14917. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14918. if (!linked) {
  14919. var error = context.getProgramInfoLog(shaderProgram);
  14920. if (error) {
  14921. throw new Error(error);
  14922. }
  14923. }
  14924. if (this.validateShaderPrograms) {
  14925. context.validateProgram(shaderProgram);
  14926. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14927. if (!validated) {
  14928. var error = context.getProgramInfoLog(shaderProgram);
  14929. if (error) {
  14930. throw new Error(error);
  14931. }
  14932. }
  14933. }
  14934. context.deleteShader(vertexShader);
  14935. context.deleteShader(fragmentShader);
  14936. shaderProgram.context = undefined;
  14937. shaderProgram.vertexShader = undefined;
  14938. shaderProgram.fragmentShader = undefined;
  14939. if (shaderProgram.onCompiled) {
  14940. shaderProgram.onCompiled();
  14941. shaderProgram.onCompiled = undefined;
  14942. }
  14943. };
  14944. /** @hidden */
  14945. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14946. if (!shaderProgram.isParallelCompiled) {
  14947. return true;
  14948. }
  14949. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14950. this._finalizeProgram(shaderProgram);
  14951. return true;
  14952. }
  14953. return false;
  14954. };
  14955. /** @hidden */
  14956. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14957. if (!shaderProgram.isParallelCompiled) {
  14958. action();
  14959. return;
  14960. }
  14961. shaderProgram.onCompiled = action;
  14962. };
  14963. /**
  14964. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14965. * @param shaderProgram defines the webGL program to use
  14966. * @param uniformsNames defines the list of uniform names
  14967. * @returns an array of webGL uniform locations
  14968. */
  14969. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14970. var results = new Array();
  14971. for (var index = 0; index < uniformsNames.length; index++) {
  14972. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14973. }
  14974. return results;
  14975. };
  14976. /**
  14977. * Gets the lsit of active attributes for a given webGL program
  14978. * @param shaderProgram defines the webGL program to use
  14979. * @param attributesNames defines the list of attribute names to get
  14980. * @returns an array of indices indicating the offset of each attribute
  14981. */
  14982. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14983. var results = [];
  14984. for (var index = 0; index < attributesNames.length; index++) {
  14985. try {
  14986. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14987. }
  14988. catch (e) {
  14989. results.push(-1);
  14990. }
  14991. }
  14992. return results;
  14993. };
  14994. /**
  14995. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14996. * @param effect defines the effect to activate
  14997. */
  14998. Engine.prototype.enableEffect = function (effect) {
  14999. if (!effect || effect === this._currentEffect) {
  15000. return;
  15001. }
  15002. // Use program
  15003. this.bindSamplers(effect);
  15004. this._currentEffect = effect;
  15005. if (effect.onBind) {
  15006. effect.onBind(effect);
  15007. }
  15008. if (effect._onBindObservable) {
  15009. effect._onBindObservable.notifyObservers(effect);
  15010. }
  15011. };
  15012. /**
  15013. * Set the value of an uniform to an array of int32
  15014. * @param uniform defines the webGL uniform location where to store the value
  15015. * @param array defines the array of int32 to store
  15016. */
  15017. Engine.prototype.setIntArray = function (uniform, array) {
  15018. if (!uniform) {
  15019. return;
  15020. }
  15021. this._gl.uniform1iv(uniform, array);
  15022. };
  15023. /**
  15024. * Set the value of an uniform to an array of int32 (stored as vec2)
  15025. * @param uniform defines the webGL uniform location where to store the value
  15026. * @param array defines the array of int32 to store
  15027. */
  15028. Engine.prototype.setIntArray2 = function (uniform, array) {
  15029. if (!uniform || array.length % 2 !== 0) {
  15030. return;
  15031. }
  15032. this._gl.uniform2iv(uniform, array);
  15033. };
  15034. /**
  15035. * Set the value of an uniform to an array of int32 (stored as vec3)
  15036. * @param uniform defines the webGL uniform location where to store the value
  15037. * @param array defines the array of int32 to store
  15038. */
  15039. Engine.prototype.setIntArray3 = function (uniform, array) {
  15040. if (!uniform || array.length % 3 !== 0) {
  15041. return;
  15042. }
  15043. this._gl.uniform3iv(uniform, array);
  15044. };
  15045. /**
  15046. * Set the value of an uniform to an array of int32 (stored as vec4)
  15047. * @param uniform defines the webGL uniform location where to store the value
  15048. * @param array defines the array of int32 to store
  15049. */
  15050. Engine.prototype.setIntArray4 = function (uniform, array) {
  15051. if (!uniform || array.length % 4 !== 0) {
  15052. return;
  15053. }
  15054. this._gl.uniform4iv(uniform, array);
  15055. };
  15056. /**
  15057. * Set the value of an uniform to an array of float32
  15058. * @param uniform defines the webGL uniform location where to store the value
  15059. * @param array defines the array of float32 to store
  15060. */
  15061. Engine.prototype.setFloatArray = function (uniform, array) {
  15062. if (!uniform) {
  15063. return;
  15064. }
  15065. this._gl.uniform1fv(uniform, array);
  15066. };
  15067. /**
  15068. * Set the value of an uniform to an array of float32 (stored as vec2)
  15069. * @param uniform defines the webGL uniform location where to store the value
  15070. * @param array defines the array of float32 to store
  15071. */
  15072. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15073. if (!uniform || array.length % 2 !== 0) {
  15074. return;
  15075. }
  15076. this._gl.uniform2fv(uniform, array);
  15077. };
  15078. /**
  15079. * Set the value of an uniform to an array of float32 (stored as vec3)
  15080. * @param uniform defines the webGL uniform location where to store the value
  15081. * @param array defines the array of float32 to store
  15082. */
  15083. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15084. if (!uniform || array.length % 3 !== 0) {
  15085. return;
  15086. }
  15087. this._gl.uniform3fv(uniform, array);
  15088. };
  15089. /**
  15090. * Set the value of an uniform to an array of float32 (stored as vec4)
  15091. * @param uniform defines the webGL uniform location where to store the value
  15092. * @param array defines the array of float32 to store
  15093. */
  15094. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15095. if (!uniform || array.length % 4 !== 0) {
  15096. return;
  15097. }
  15098. this._gl.uniform4fv(uniform, array);
  15099. };
  15100. /**
  15101. * Set the value of an uniform to an array of number
  15102. * @param uniform defines the webGL uniform location where to store the value
  15103. * @param array defines the array of number to store
  15104. */
  15105. Engine.prototype.setArray = function (uniform, array) {
  15106. if (!uniform) {
  15107. return;
  15108. }
  15109. this._gl.uniform1fv(uniform, array);
  15110. };
  15111. /**
  15112. * Set the value of an uniform to an array of number (stored as vec2)
  15113. * @param uniform defines the webGL uniform location where to store the value
  15114. * @param array defines the array of number to store
  15115. */
  15116. Engine.prototype.setArray2 = function (uniform, array) {
  15117. if (!uniform || array.length % 2 !== 0) {
  15118. return;
  15119. }
  15120. this._gl.uniform2fv(uniform, array);
  15121. };
  15122. /**
  15123. * Set the value of an uniform to an array of number (stored as vec3)
  15124. * @param uniform defines the webGL uniform location where to store the value
  15125. * @param array defines the array of number to store
  15126. */
  15127. Engine.prototype.setArray3 = function (uniform, array) {
  15128. if (!uniform || array.length % 3 !== 0) {
  15129. return;
  15130. }
  15131. this._gl.uniform3fv(uniform, array);
  15132. };
  15133. /**
  15134. * Set the value of an uniform to an array of number (stored as vec4)
  15135. * @param uniform defines the webGL uniform location where to store the value
  15136. * @param array defines the array of number to store
  15137. */
  15138. Engine.prototype.setArray4 = function (uniform, array) {
  15139. if (!uniform || array.length % 4 !== 0) {
  15140. return;
  15141. }
  15142. this._gl.uniform4fv(uniform, array);
  15143. };
  15144. /**
  15145. * Set the value of an uniform to an array of float32 (stored as matrices)
  15146. * @param uniform defines the webGL uniform location where to store the value
  15147. * @param matrices defines the array of float32 to store
  15148. */
  15149. Engine.prototype.setMatrices = function (uniform, matrices) {
  15150. if (!uniform) {
  15151. return;
  15152. }
  15153. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15154. };
  15155. /**
  15156. * Set the value of an uniform to a matrix
  15157. * @param uniform defines the webGL uniform location where to store the value
  15158. * @param matrix defines the matrix to store
  15159. */
  15160. Engine.prototype.setMatrix = function (uniform, matrix) {
  15161. if (!uniform) {
  15162. return;
  15163. }
  15164. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15165. };
  15166. /**
  15167. * Set the value of an uniform to a matrix (3x3)
  15168. * @param uniform defines the webGL uniform location where to store the value
  15169. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15170. */
  15171. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15172. if (!uniform) {
  15173. return;
  15174. }
  15175. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15176. };
  15177. /**
  15178. * Set the value of an uniform to a matrix (2x2)
  15179. * @param uniform defines the webGL uniform location where to store the value
  15180. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15181. */
  15182. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15183. if (!uniform) {
  15184. return;
  15185. }
  15186. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15187. };
  15188. /**
  15189. * Set the value of an uniform to a number (int)
  15190. * @param uniform defines the webGL uniform location where to store the value
  15191. * @param value defines the int number to store
  15192. */
  15193. Engine.prototype.setInt = function (uniform, value) {
  15194. if (!uniform) {
  15195. return;
  15196. }
  15197. this._gl.uniform1i(uniform, value);
  15198. };
  15199. /**
  15200. * Set the value of an uniform to a number (float)
  15201. * @param uniform defines the webGL uniform location where to store the value
  15202. * @param value defines the float number to store
  15203. */
  15204. Engine.prototype.setFloat = function (uniform, value) {
  15205. if (!uniform) {
  15206. return;
  15207. }
  15208. this._gl.uniform1f(uniform, value);
  15209. };
  15210. /**
  15211. * Set the value of an uniform to a vec2
  15212. * @param uniform defines the webGL uniform location where to store the value
  15213. * @param x defines the 1st component of the value
  15214. * @param y defines the 2nd component of the value
  15215. */
  15216. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15217. if (!uniform) {
  15218. return;
  15219. }
  15220. this._gl.uniform2f(uniform, x, y);
  15221. };
  15222. /**
  15223. * Set the value of an uniform to a vec3
  15224. * @param uniform defines the webGL uniform location where to store the value
  15225. * @param x defines the 1st component of the value
  15226. * @param y defines the 2nd component of the value
  15227. * @param z defines the 3rd component of the value
  15228. */
  15229. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15230. if (!uniform) {
  15231. return;
  15232. }
  15233. this._gl.uniform3f(uniform, x, y, z);
  15234. };
  15235. /**
  15236. * Set the value of an uniform to a boolean
  15237. * @param uniform defines the webGL uniform location where to store the value
  15238. * @param bool defines the boolean to store
  15239. */
  15240. Engine.prototype.setBool = function (uniform, bool) {
  15241. if (!uniform) {
  15242. return;
  15243. }
  15244. this._gl.uniform1i(uniform, bool);
  15245. };
  15246. /**
  15247. * Set the value of an uniform to a vec4
  15248. * @param uniform defines the webGL uniform location where to store the value
  15249. * @param x defines the 1st component of the value
  15250. * @param y defines the 2nd component of the value
  15251. * @param z defines the 3rd component of the value
  15252. * @param w defines the 4th component of the value
  15253. */
  15254. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15255. if (!uniform) {
  15256. return;
  15257. }
  15258. this._gl.uniform4f(uniform, x, y, z, w);
  15259. };
  15260. /**
  15261. * Set the value of an uniform to a Color3
  15262. * @param uniform defines the webGL uniform location where to store the value
  15263. * @param color3 defines the color to store
  15264. */
  15265. Engine.prototype.setColor3 = function (uniform, color3) {
  15266. if (!uniform) {
  15267. return;
  15268. }
  15269. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15270. };
  15271. /**
  15272. * Set the value of an uniform to a Color3 and an alpha value
  15273. * @param uniform defines the webGL uniform location where to store the value
  15274. * @param color3 defines the color to store
  15275. * @param alpha defines the alpha component to store
  15276. */
  15277. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15278. if (!uniform) {
  15279. return;
  15280. }
  15281. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15282. };
  15283. /**
  15284. * Sets a Color4 on a uniform variable
  15285. * @param uniform defines the uniform location
  15286. * @param color4 defines the value to be set
  15287. */
  15288. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15289. if (!uniform) {
  15290. return;
  15291. }
  15292. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15293. };
  15294. // States
  15295. /**
  15296. * Set various states to the webGL context
  15297. * @param culling defines backface culling state
  15298. * @param zOffset defines the value to apply to zOffset (0 by default)
  15299. * @param force defines if states must be applied even if cache is up to date
  15300. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15301. */
  15302. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15303. if (zOffset === void 0) { zOffset = 0; }
  15304. if (reverseSide === void 0) { reverseSide = false; }
  15305. // Culling
  15306. if (this._depthCullingState.cull !== culling || force) {
  15307. this._depthCullingState.cull = culling;
  15308. }
  15309. // Cull face
  15310. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15311. if (this._depthCullingState.cullFace !== cullFace || force) {
  15312. this._depthCullingState.cullFace = cullFace;
  15313. }
  15314. // Z offset
  15315. this.setZOffset(zOffset);
  15316. // Front face
  15317. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15318. if (this._depthCullingState.frontFace !== frontFace || force) {
  15319. this._depthCullingState.frontFace = frontFace;
  15320. }
  15321. };
  15322. /**
  15323. * Set the z offset to apply to current rendering
  15324. * @param value defines the offset to apply
  15325. */
  15326. Engine.prototype.setZOffset = function (value) {
  15327. this._depthCullingState.zOffset = value;
  15328. };
  15329. /**
  15330. * Gets the current value of the zOffset
  15331. * @returns the current zOffset state
  15332. */
  15333. Engine.prototype.getZOffset = function () {
  15334. return this._depthCullingState.zOffset;
  15335. };
  15336. /**
  15337. * Enable or disable depth buffering
  15338. * @param enable defines the state to set
  15339. */
  15340. Engine.prototype.setDepthBuffer = function (enable) {
  15341. this._depthCullingState.depthTest = enable;
  15342. };
  15343. /**
  15344. * Gets a boolean indicating if depth writing is enabled
  15345. * @returns the current depth writing state
  15346. */
  15347. Engine.prototype.getDepthWrite = function () {
  15348. return this._depthCullingState.depthMask;
  15349. };
  15350. /**
  15351. * Enable or disable depth writing
  15352. * @param enable defines the state to set
  15353. */
  15354. Engine.prototype.setDepthWrite = function (enable) {
  15355. this._depthCullingState.depthMask = enable;
  15356. };
  15357. /**
  15358. * Enable or disable color writing
  15359. * @param enable defines the state to set
  15360. */
  15361. Engine.prototype.setColorWrite = function (enable) {
  15362. this._gl.colorMask(enable, enable, enable, enable);
  15363. this._colorWrite = enable;
  15364. };
  15365. /**
  15366. * Gets a boolean indicating if color writing is enabled
  15367. * @returns the current color writing state
  15368. */
  15369. Engine.prototype.getColorWrite = function () {
  15370. return this._colorWrite;
  15371. };
  15372. /**
  15373. * Sets alpha constants used by some alpha blending modes
  15374. * @param r defines the red component
  15375. * @param g defines the green component
  15376. * @param b defines the blue component
  15377. * @param a defines the alpha component
  15378. */
  15379. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15380. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15381. };
  15382. /**
  15383. * Sets the current alpha mode
  15384. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15385. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15386. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15387. */
  15388. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15389. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15390. if (this._alphaMode === mode) {
  15391. return;
  15392. }
  15393. switch (mode) {
  15394. case Engine.ALPHA_DISABLE:
  15395. this._alphaState.alphaBlend = false;
  15396. break;
  15397. case Engine.ALPHA_PREMULTIPLIED:
  15398. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15399. this._alphaState.alphaBlend = true;
  15400. break;
  15401. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15402. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15403. this._alphaState.alphaBlend = true;
  15404. break;
  15405. case Engine.ALPHA_COMBINE:
  15406. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15407. this._alphaState.alphaBlend = true;
  15408. break;
  15409. case Engine.ALPHA_ONEONE:
  15410. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15411. this._alphaState.alphaBlend = true;
  15412. break;
  15413. case Engine.ALPHA_ADD:
  15414. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15415. this._alphaState.alphaBlend = true;
  15416. break;
  15417. case Engine.ALPHA_SUBTRACT:
  15418. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15419. this._alphaState.alphaBlend = true;
  15420. break;
  15421. case Engine.ALPHA_MULTIPLY:
  15422. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15423. this._alphaState.alphaBlend = true;
  15424. break;
  15425. case Engine.ALPHA_MAXIMIZED:
  15426. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15427. this._alphaState.alphaBlend = true;
  15428. break;
  15429. case Engine.ALPHA_INTERPOLATE:
  15430. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15431. this._alphaState.alphaBlend = true;
  15432. break;
  15433. case Engine.ALPHA_SCREENMODE:
  15434. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15435. this._alphaState.alphaBlend = true;
  15436. break;
  15437. }
  15438. if (!noDepthWriteChange) {
  15439. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15440. }
  15441. this._alphaMode = mode;
  15442. };
  15443. /**
  15444. * Gets the current alpha mode
  15445. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15446. * @returns the current alpha mode
  15447. */
  15448. Engine.prototype.getAlphaMode = function () {
  15449. return this._alphaMode;
  15450. };
  15451. // Textures
  15452. /**
  15453. * Clears the list of texture accessible through engine.
  15454. * This can help preventing texture load conflict due to name collision.
  15455. */
  15456. Engine.prototype.clearInternalTexturesCache = function () {
  15457. this._internalTexturesCache = [];
  15458. };
  15459. /**
  15460. * Force the entire cache to be cleared
  15461. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15462. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15463. */
  15464. Engine.prototype.wipeCaches = function (bruteForce) {
  15465. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15466. return;
  15467. }
  15468. this._currentEffect = null;
  15469. this._viewportCached.x = 0;
  15470. this._viewportCached.y = 0;
  15471. this._viewportCached.z = 0;
  15472. this._viewportCached.w = 0;
  15473. if (bruteForce) {
  15474. this.resetTextureCache();
  15475. this._currentProgram = null;
  15476. this._stencilState.reset();
  15477. this._depthCullingState.reset();
  15478. this.setDepthFunctionToLessOrEqual();
  15479. this._alphaState.reset();
  15480. this._unpackFlipYCached = null;
  15481. }
  15482. this._resetVertexBufferBinding();
  15483. this._cachedIndexBuffer = null;
  15484. this._cachedEffectForVertexBuffers = null;
  15485. this._unbindVertexArrayObject();
  15486. this.bindIndexBuffer(null);
  15487. };
  15488. /**
  15489. * Set the compressed texture format to use, based on the formats you have, and the formats
  15490. * supported by the hardware / browser.
  15491. *
  15492. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15493. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15494. * to API arguments needed to compressed textures. This puts the burden on the container
  15495. * generator to house the arcane code for determining these for current & future formats.
  15496. *
  15497. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15498. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15499. *
  15500. * Note: The result of this call is not taken into account when a texture is base64.
  15501. *
  15502. * @param formatsAvailable defines the list of those format families you have created
  15503. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15504. *
  15505. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15506. * @returns The extension selected.
  15507. */
  15508. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15509. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15510. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15511. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15512. return this._textureFormatInUse = this._texturesSupported[i];
  15513. }
  15514. }
  15515. }
  15516. // actively set format to nothing, to allow this to be called more than once
  15517. // and possibly fail the 2nd time
  15518. this._textureFormatInUse = null;
  15519. return null;
  15520. };
  15521. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15522. var gl = this._gl;
  15523. var magFilter = gl.NEAREST;
  15524. var minFilter = gl.NEAREST;
  15525. switch (samplingMode) {
  15526. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15527. magFilter = gl.LINEAR;
  15528. if (generateMipMaps) {
  15529. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15530. }
  15531. else {
  15532. minFilter = gl.LINEAR;
  15533. }
  15534. break;
  15535. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15536. magFilter = gl.LINEAR;
  15537. if (generateMipMaps) {
  15538. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15539. }
  15540. else {
  15541. minFilter = gl.LINEAR;
  15542. }
  15543. break;
  15544. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15545. magFilter = gl.NEAREST;
  15546. if (generateMipMaps) {
  15547. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15548. }
  15549. else {
  15550. minFilter = gl.NEAREST;
  15551. }
  15552. break;
  15553. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15554. magFilter = gl.NEAREST;
  15555. if (generateMipMaps) {
  15556. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15557. }
  15558. else {
  15559. minFilter = gl.NEAREST;
  15560. }
  15561. break;
  15562. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15563. magFilter = gl.NEAREST;
  15564. if (generateMipMaps) {
  15565. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15566. }
  15567. else {
  15568. minFilter = gl.LINEAR;
  15569. }
  15570. break;
  15571. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15572. magFilter = gl.NEAREST;
  15573. if (generateMipMaps) {
  15574. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15575. }
  15576. else {
  15577. minFilter = gl.LINEAR;
  15578. }
  15579. break;
  15580. case Engine.TEXTURE_NEAREST_LINEAR:
  15581. magFilter = gl.NEAREST;
  15582. minFilter = gl.LINEAR;
  15583. break;
  15584. case Engine.TEXTURE_NEAREST_NEAREST:
  15585. magFilter = gl.NEAREST;
  15586. minFilter = gl.NEAREST;
  15587. break;
  15588. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15589. magFilter = gl.LINEAR;
  15590. if (generateMipMaps) {
  15591. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15592. }
  15593. else {
  15594. minFilter = gl.NEAREST;
  15595. }
  15596. break;
  15597. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15598. magFilter = gl.LINEAR;
  15599. if (generateMipMaps) {
  15600. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15601. }
  15602. else {
  15603. minFilter = gl.NEAREST;
  15604. }
  15605. break;
  15606. case Engine.TEXTURE_LINEAR_LINEAR:
  15607. magFilter = gl.LINEAR;
  15608. minFilter = gl.LINEAR;
  15609. break;
  15610. case Engine.TEXTURE_LINEAR_NEAREST:
  15611. magFilter = gl.LINEAR;
  15612. minFilter = gl.NEAREST;
  15613. break;
  15614. }
  15615. return {
  15616. min: minFilter,
  15617. mag: magFilter
  15618. };
  15619. };
  15620. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15621. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15622. var img;
  15623. var onload = function () {
  15624. loadedImages[index] = img;
  15625. loadedImages._internalCount++;
  15626. if (scene) {
  15627. scene._removePendingData(img);
  15628. }
  15629. if (loadedImages._internalCount === 6) {
  15630. onfinish(loadedImages);
  15631. }
  15632. };
  15633. var onerror = function (message, exception) {
  15634. if (scene) {
  15635. scene._removePendingData(img);
  15636. }
  15637. if (onErrorCallBack) {
  15638. onErrorCallBack(message, exception);
  15639. }
  15640. };
  15641. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15642. if (scene) {
  15643. scene._addPendingData(img);
  15644. }
  15645. };
  15646. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15647. if (onError === void 0) { onError = null; }
  15648. var loadedImages = [];
  15649. loadedImages._internalCount = 0;
  15650. for (var index = 0; index < 6; index++) {
  15651. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15652. }
  15653. };
  15654. /** @hidden */
  15655. Engine.prototype._createTexture = function () {
  15656. var texture = this._gl.createTexture();
  15657. if (!texture) {
  15658. throw new Error("Unable to create texture");
  15659. }
  15660. return texture;
  15661. };
  15662. /**
  15663. * Usually called from BABYLON.Texture.ts.
  15664. * Passed information to create a WebGLTexture
  15665. * @param urlArg defines a value which contains one of the following:
  15666. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15667. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15668. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15669. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15670. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15671. * @param scene needed for loading to the correct scene
  15672. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15673. * @param onLoad optional callback to be called upon successful completion
  15674. * @param onError optional callback to be called upon failure
  15675. * @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
  15676. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15677. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15678. * @param forcedExtension defines the extension to use to pick the right loader
  15679. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15680. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15681. */
  15682. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15683. var _this = this;
  15684. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15685. if (onLoad === void 0) { onLoad = null; }
  15686. if (onError === void 0) { onError = null; }
  15687. if (buffer === void 0) { buffer = null; }
  15688. if (fallback === void 0) { fallback = null; }
  15689. if (format === void 0) { format = null; }
  15690. if (forcedExtension === void 0) { forcedExtension = null; }
  15691. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15692. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15693. var fromData = url.substr(0, 5) === "data:";
  15694. var fromBlob = url.substr(0, 5) === "blob:";
  15695. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15696. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15697. // establish the file extension, if possible
  15698. var lastDot = url.lastIndexOf('.');
  15699. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15700. var loader = null;
  15701. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15702. var availableLoader = _a[_i];
  15703. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15704. loader = availableLoader;
  15705. break;
  15706. }
  15707. }
  15708. if (loader) {
  15709. url = loader.transformUrl(url, this._textureFormatInUse);
  15710. }
  15711. if (scene) {
  15712. scene._addPendingData(texture);
  15713. }
  15714. texture.url = url;
  15715. texture.generateMipMaps = !noMipmap;
  15716. texture.samplingMode = samplingMode;
  15717. texture.invertY = invertY;
  15718. if (!this._doNotHandleContextLost) {
  15719. // Keep a link to the buffer only if we plan to handle context lost
  15720. texture._buffer = buffer;
  15721. }
  15722. var onLoadObserver = null;
  15723. if (onLoad && !fallback) {
  15724. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15725. }
  15726. if (!fallback) {
  15727. this._internalTexturesCache.push(texture);
  15728. }
  15729. var onInternalError = function (message, exception) {
  15730. if (scene) {
  15731. scene._removePendingData(texture);
  15732. }
  15733. var customFallback = false;
  15734. if (loader) {
  15735. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15736. if (fallbackUrl) {
  15737. // Add Back
  15738. customFallback = true;
  15739. excludeLoaders.push(loader);
  15740. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15741. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  15742. return;
  15743. }
  15744. }
  15745. if (!customFallback) {
  15746. if (onLoadObserver) {
  15747. texture.onLoadedObservable.remove(onLoadObserver);
  15748. }
  15749. if (BABYLON.Tools.UseFallbackTexture) {
  15750. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15751. return;
  15752. }
  15753. }
  15754. if (onError) {
  15755. onError(message || "Unknown error", exception);
  15756. }
  15757. };
  15758. // processing for non-image formats
  15759. if (loader) {
  15760. var callback = function (data) {
  15761. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15762. if (loadFailed) {
  15763. onInternalError("TextureLoader failed to load data");
  15764. }
  15765. else {
  15766. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15767. done();
  15768. return false;
  15769. }, samplingMode);
  15770. }
  15771. });
  15772. };
  15773. if (!buffer) {
  15774. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15775. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15776. });
  15777. }
  15778. else {
  15779. callback(buffer);
  15780. }
  15781. }
  15782. else {
  15783. var onload = function (img) {
  15784. if (fromBlob && !_this._doNotHandleContextLost) {
  15785. // We need to store the image if we need to rebuild the texture
  15786. // in case of a webgl context lost
  15787. texture._buffer = img;
  15788. }
  15789. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15790. var gl = _this._gl;
  15791. var isPot = (img.width === potWidth && img.height === potHeight);
  15792. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15793. if (isPot) {
  15794. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15795. return false;
  15796. }
  15797. var maxTextureSize = _this._caps.maxTextureSize;
  15798. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15799. _this._prepareWorkingCanvas();
  15800. if (!_this._workingCanvas || !_this._workingContext) {
  15801. return false;
  15802. }
  15803. _this._workingCanvas.width = potWidth;
  15804. _this._workingCanvas.height = potHeight;
  15805. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15806. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15807. texture.width = potWidth;
  15808. texture.height = potHeight;
  15809. return false;
  15810. }
  15811. else {
  15812. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15813. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15814. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15815. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15816. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15817. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15818. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15819. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15820. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15821. _this._releaseTexture(source_1);
  15822. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15823. continuationCallback();
  15824. });
  15825. }
  15826. return true;
  15827. }, samplingMode);
  15828. };
  15829. if (!fromData || isBase64) {
  15830. if (buffer instanceof HTMLImageElement) {
  15831. onload(buffer);
  15832. }
  15833. else {
  15834. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15835. }
  15836. }
  15837. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15838. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15839. }
  15840. else {
  15841. onload(buffer);
  15842. }
  15843. }
  15844. return texture;
  15845. };
  15846. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15847. var _this = this;
  15848. var rtt = this.createRenderTargetTexture({
  15849. width: destination.width,
  15850. height: destination.height,
  15851. }, {
  15852. generateMipMaps: false,
  15853. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15854. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15855. generateDepthBuffer: false,
  15856. generateStencilBuffer: false
  15857. });
  15858. if (!this._rescalePostProcess) {
  15859. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15860. }
  15861. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15862. _this._rescalePostProcess.onApply = function (effect) {
  15863. effect._bindTexture("textureSampler", source);
  15864. };
  15865. var hostingScene = scene;
  15866. if (!hostingScene) {
  15867. hostingScene = _this.scenes[_this.scenes.length - 1];
  15868. }
  15869. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15870. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15871. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15872. _this.unBindFramebuffer(rtt);
  15873. _this._releaseTexture(rtt);
  15874. if (onComplete) {
  15875. onComplete();
  15876. }
  15877. });
  15878. };
  15879. /**
  15880. * Update a raw texture
  15881. * @param texture defines the texture to update
  15882. * @param data defines the data to store in the texture
  15883. * @param format defines the format of the data
  15884. * @param invertY defines if data must be stored with Y axis inverted
  15885. * @param compression defines the compression used (null by default)
  15886. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15887. */
  15888. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15889. if (compression === void 0) { compression = null; }
  15890. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15891. if (!texture) {
  15892. return;
  15893. }
  15894. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15895. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15896. // babylon's internalFormat but gl's texImage2D format
  15897. var internalFormat = this._getInternalFormat(format);
  15898. var textureType = this._getWebGLTextureType(type);
  15899. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15900. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15901. if (!this._doNotHandleContextLost) {
  15902. texture._bufferView = data;
  15903. texture.format = format;
  15904. texture.type = type;
  15905. texture.invertY = invertY;
  15906. texture._compression = compression;
  15907. }
  15908. if (texture.width % 4 !== 0) {
  15909. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15910. }
  15911. if (compression && data) {
  15912. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15913. }
  15914. else {
  15915. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15916. }
  15917. if (texture.generateMipMaps) {
  15918. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15919. }
  15920. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15921. // this.resetTextureCache();
  15922. texture.isReady = true;
  15923. };
  15924. /**
  15925. * Creates a raw texture
  15926. * @param data defines the data to store in the texture
  15927. * @param width defines the width of the texture
  15928. * @param height defines the height of the texture
  15929. * @param format defines the format of the data
  15930. * @param generateMipMaps defines if the engine should generate the mip levels
  15931. * @param invertY defines if data must be stored with Y axis inverted
  15932. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15933. * @param compression defines the compression used (null by default)
  15934. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15935. * @returns the raw texture inside an InternalTexture
  15936. */
  15937. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15938. if (compression === void 0) { compression = null; }
  15939. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15940. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15941. texture.baseWidth = width;
  15942. texture.baseHeight = height;
  15943. texture.width = width;
  15944. texture.height = height;
  15945. texture.format = format;
  15946. texture.generateMipMaps = generateMipMaps;
  15947. texture.samplingMode = samplingMode;
  15948. texture.invertY = invertY;
  15949. texture._compression = compression;
  15950. texture.type = type;
  15951. if (!this._doNotHandleContextLost) {
  15952. texture._bufferView = data;
  15953. }
  15954. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15955. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15956. // Filters
  15957. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15958. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15959. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15960. if (generateMipMaps) {
  15961. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15962. }
  15963. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15964. this._internalTexturesCache.push(texture);
  15965. return texture;
  15966. };
  15967. /** @hidden */
  15968. Engine.prototype._unpackFlipY = function (value) {
  15969. if (this._unpackFlipYCached !== value) {
  15970. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15971. if (this.enableUnpackFlipYCached) {
  15972. this._unpackFlipYCached = value;
  15973. }
  15974. }
  15975. };
  15976. /** @hidden */
  15977. Engine.prototype._getUnpackAlignement = function () {
  15978. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15979. };
  15980. /**
  15981. * Creates a dynamic texture
  15982. * @param width defines the width of the texture
  15983. * @param height defines the height of the texture
  15984. * @param generateMipMaps defines if the engine should generate the mip levels
  15985. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15986. * @returns the dynamic texture inside an InternalTexture
  15987. */
  15988. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15989. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15990. texture.baseWidth = width;
  15991. texture.baseHeight = height;
  15992. if (generateMipMaps) {
  15993. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15994. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15995. }
  15996. // this.resetTextureCache();
  15997. texture.width = width;
  15998. texture.height = height;
  15999. texture.isReady = false;
  16000. texture.generateMipMaps = generateMipMaps;
  16001. texture.samplingMode = samplingMode;
  16002. this.updateTextureSamplingMode(samplingMode, texture);
  16003. this._internalTexturesCache.push(texture);
  16004. return texture;
  16005. };
  16006. /**
  16007. * Update the sampling mode of a given texture
  16008. * @param samplingMode defines the required sampling mode
  16009. * @param texture defines the texture to update
  16010. */
  16011. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  16012. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  16013. if (texture.isCube) {
  16014. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16015. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16016. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16017. }
  16018. else if (texture.is3D) {
  16019. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16020. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16021. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16022. }
  16023. else {
  16024. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16025. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16026. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16027. }
  16028. texture.samplingMode = samplingMode;
  16029. };
  16030. /**
  16031. * Update the content of a dynamic texture
  16032. * @param texture defines the texture to update
  16033. * @param canvas defines the canvas containing the source
  16034. * @param invertY defines if data must be stored with Y axis inverted
  16035. * @param premulAlpha defines if alpha is stored as premultiplied
  16036. * @param format defines the format of the data
  16037. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16038. */
  16039. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16040. if (premulAlpha === void 0) { premulAlpha = false; }
  16041. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16042. if (!texture) {
  16043. return;
  16044. }
  16045. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16046. this._unpackFlipY(invertY);
  16047. if (premulAlpha) {
  16048. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16049. }
  16050. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16051. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16052. if (texture.generateMipMaps) {
  16053. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16054. }
  16055. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16056. if (premulAlpha) {
  16057. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16058. }
  16059. texture.isReady = true;
  16060. };
  16061. /**
  16062. * Update a video texture
  16063. * @param texture defines the texture to update
  16064. * @param video defines the video element to use
  16065. * @param invertY defines if data must be stored with Y axis inverted
  16066. */
  16067. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16068. if (!texture || texture._isDisabled) {
  16069. return;
  16070. }
  16071. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16072. this._unpackFlipY(!invertY); // Video are upside down by default
  16073. try {
  16074. // Testing video texture support
  16075. if (this._videoTextureSupported === undefined) {
  16076. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16077. if (this._gl.getError() !== 0) {
  16078. this._videoTextureSupported = false;
  16079. }
  16080. else {
  16081. this._videoTextureSupported = true;
  16082. }
  16083. }
  16084. // Copy video through the current working canvas if video texture is not supported
  16085. if (!this._videoTextureSupported) {
  16086. if (!texture._workingCanvas) {
  16087. texture._workingCanvas = document.createElement("canvas");
  16088. var context = texture._workingCanvas.getContext("2d");
  16089. if (!context) {
  16090. throw new Error("Unable to get 2d context");
  16091. }
  16092. texture._workingContext = context;
  16093. texture._workingCanvas.width = texture.width;
  16094. texture._workingCanvas.height = texture.height;
  16095. }
  16096. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16097. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16098. }
  16099. else {
  16100. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16101. }
  16102. if (texture.generateMipMaps) {
  16103. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16104. }
  16105. if (!wasPreviouslyBound) {
  16106. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16107. }
  16108. // this.resetTextureCache();
  16109. texture.isReady = true;
  16110. }
  16111. catch (ex) {
  16112. // Something unexpected
  16113. // Let's disable the texture
  16114. texture._isDisabled = true;
  16115. }
  16116. };
  16117. /**
  16118. * Updates a depth texture Comparison Mode and Function.
  16119. * If the comparison Function is equal to 0, the mode will be set to none.
  16120. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16121. * @param texture The texture to set the comparison function for
  16122. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16123. */
  16124. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16125. if (this.webGLVersion === 1) {
  16126. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16127. return;
  16128. }
  16129. var gl = this._gl;
  16130. if (texture.isCube) {
  16131. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16132. if (comparisonFunction === 0) {
  16133. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16134. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16135. }
  16136. else {
  16137. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16138. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16139. }
  16140. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16141. }
  16142. else {
  16143. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16144. if (comparisonFunction === 0) {
  16145. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16146. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16147. }
  16148. else {
  16149. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16150. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16151. }
  16152. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16153. }
  16154. texture._comparisonFunction = comparisonFunction;
  16155. };
  16156. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16157. var width = size.width || size;
  16158. var height = size.height || size;
  16159. internalTexture.baseWidth = width;
  16160. internalTexture.baseHeight = height;
  16161. internalTexture.width = width;
  16162. internalTexture.height = height;
  16163. internalTexture.isReady = true;
  16164. internalTexture.samples = 1;
  16165. internalTexture.generateMipMaps = false;
  16166. internalTexture._generateDepthBuffer = true;
  16167. internalTexture._generateStencilBuffer = generateStencil;
  16168. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16169. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16170. internalTexture._comparisonFunction = comparisonFunction;
  16171. var gl = this._gl;
  16172. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16173. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16174. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16175. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16176. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16177. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16178. if (comparisonFunction === 0) {
  16179. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16180. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16181. }
  16182. else {
  16183. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16184. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16185. }
  16186. };
  16187. /**
  16188. * Creates a depth stencil texture.
  16189. * This is only available in WebGL 2 or with the depth texture extension available.
  16190. * @param size The size of face edge in the texture.
  16191. * @param options The options defining the texture.
  16192. * @returns The texture
  16193. */
  16194. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16195. if (options.isCube) {
  16196. var width = size.width || size;
  16197. return this._createDepthStencilCubeTexture(width, options);
  16198. }
  16199. else {
  16200. return this._createDepthStencilTexture(size, options);
  16201. }
  16202. };
  16203. /**
  16204. * Creates a depth stencil texture.
  16205. * This is only available in WebGL 2 or with the depth texture extension available.
  16206. * @param size The size of face edge in the texture.
  16207. * @param options The options defining the texture.
  16208. * @returns The texture
  16209. */
  16210. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16211. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16212. if (!this._caps.depthTextureExtension) {
  16213. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16214. return internalTexture;
  16215. }
  16216. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16217. var gl = this._gl;
  16218. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16219. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16220. if (this.webGLVersion > 1) {
  16221. if (internalOptions.generateStencil) {
  16222. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16223. }
  16224. else {
  16225. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16226. }
  16227. }
  16228. else {
  16229. if (internalOptions.generateStencil) {
  16230. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16231. }
  16232. else {
  16233. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16234. }
  16235. }
  16236. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16237. return internalTexture;
  16238. };
  16239. /**
  16240. * Creates a depth stencil cube texture.
  16241. * This is only available in WebGL 2.
  16242. * @param size The size of face edge in the cube texture.
  16243. * @param options The options defining the cube texture.
  16244. * @returns The cube texture
  16245. */
  16246. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16247. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16248. internalTexture.isCube = true;
  16249. if (this.webGLVersion === 1) {
  16250. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16251. return internalTexture;
  16252. }
  16253. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16254. var gl = this._gl;
  16255. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16256. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16257. // Create the depth/stencil buffer
  16258. for (var face = 0; face < 6; face++) {
  16259. if (internalOptions.generateStencil) {
  16260. 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);
  16261. }
  16262. else {
  16263. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16264. }
  16265. }
  16266. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16267. return internalTexture;
  16268. };
  16269. /**
  16270. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16271. * @param renderTarget The render target to set the frame buffer for
  16272. */
  16273. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16274. // Create the framebuffer
  16275. var internalTexture = renderTarget.getInternalTexture();
  16276. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16277. return;
  16278. }
  16279. var gl = this._gl;
  16280. var depthStencilTexture = renderTarget.depthStencilTexture;
  16281. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16282. if (depthStencilTexture.isCube) {
  16283. if (depthStencilTexture._generateStencilBuffer) {
  16284. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16285. }
  16286. else {
  16287. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16288. }
  16289. }
  16290. else {
  16291. if (depthStencilTexture._generateStencilBuffer) {
  16292. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16293. }
  16294. else {
  16295. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16296. }
  16297. }
  16298. this.bindUnboundFramebuffer(null);
  16299. };
  16300. /**
  16301. * Creates a new render target texture
  16302. * @param size defines the size of the texture
  16303. * @param options defines the options used to create the texture
  16304. * @returns a new render target texture stored in an InternalTexture
  16305. */
  16306. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16307. var fullOptions = new RenderTargetCreationOptions();
  16308. if (options !== undefined && typeof options === "object") {
  16309. fullOptions.generateMipMaps = options.generateMipMaps;
  16310. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16311. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16312. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16313. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16314. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16315. }
  16316. else {
  16317. fullOptions.generateMipMaps = options;
  16318. fullOptions.generateDepthBuffer = true;
  16319. fullOptions.generateStencilBuffer = false;
  16320. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16321. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16322. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16323. }
  16324. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16325. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16326. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16327. }
  16328. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16329. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16330. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16331. }
  16332. var gl = this._gl;
  16333. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16334. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16335. var width = size.width || size;
  16336. var height = size.height || size;
  16337. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16338. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16339. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16340. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16341. }
  16342. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16343. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16344. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16345. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16346. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16347. // Create the framebuffer
  16348. var currentFrameBuffer = this._currentFramebuffer;
  16349. var framebuffer = gl.createFramebuffer();
  16350. this.bindUnboundFramebuffer(framebuffer);
  16351. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16352. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16353. if (fullOptions.generateMipMaps) {
  16354. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16355. }
  16356. // Unbind
  16357. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16358. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16359. this.bindUnboundFramebuffer(currentFrameBuffer);
  16360. texture._framebuffer = framebuffer;
  16361. texture.baseWidth = width;
  16362. texture.baseHeight = height;
  16363. texture.width = width;
  16364. texture.height = height;
  16365. texture.isReady = true;
  16366. texture.samples = 1;
  16367. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16368. texture.samplingMode = fullOptions.samplingMode;
  16369. texture.type = fullOptions.type;
  16370. texture.format = fullOptions.format;
  16371. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16372. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16373. // this.resetTextureCache();
  16374. this._internalTexturesCache.push(texture);
  16375. return texture;
  16376. };
  16377. /**
  16378. * Create a multi render target texture
  16379. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16380. * @param size defines the size of the texture
  16381. * @param options defines the creation options
  16382. * @returns the cube texture as an InternalTexture
  16383. */
  16384. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16385. var generateMipMaps = false;
  16386. var generateDepthBuffer = true;
  16387. var generateStencilBuffer = false;
  16388. var generateDepthTexture = false;
  16389. var textureCount = 1;
  16390. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16391. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16392. var types = new Array();
  16393. var samplingModes = new Array();
  16394. if (options !== undefined) {
  16395. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16396. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16397. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16398. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16399. textureCount = options.textureCount || 1;
  16400. if (options.types) {
  16401. types = options.types;
  16402. }
  16403. if (options.samplingModes) {
  16404. samplingModes = options.samplingModes;
  16405. }
  16406. }
  16407. var gl = this._gl;
  16408. // Create the framebuffer
  16409. var framebuffer = gl.createFramebuffer();
  16410. this.bindUnboundFramebuffer(framebuffer);
  16411. var width = size.width || size;
  16412. var height = size.height || size;
  16413. var textures = [];
  16414. var attachments = [];
  16415. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16416. for (var i = 0; i < textureCount; i++) {
  16417. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16418. var type = types[i] || defaultType;
  16419. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16420. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16421. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16422. }
  16423. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16424. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16425. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16426. }
  16427. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16428. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16429. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16430. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16431. }
  16432. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16433. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16434. textures.push(texture);
  16435. attachments.push(attachment);
  16436. gl.activeTexture(gl["TEXTURE" + i]);
  16437. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16438. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16439. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16440. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16441. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16442. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16443. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16444. if (generateMipMaps) {
  16445. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16446. }
  16447. // Unbind
  16448. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16449. texture._framebuffer = framebuffer;
  16450. texture._depthStencilBuffer = depthStencilBuffer;
  16451. texture.baseWidth = width;
  16452. texture.baseHeight = height;
  16453. texture.width = width;
  16454. texture.height = height;
  16455. texture.isReady = true;
  16456. texture.samples = 1;
  16457. texture.generateMipMaps = generateMipMaps;
  16458. texture.samplingMode = samplingMode;
  16459. texture.type = type;
  16460. texture._generateDepthBuffer = generateDepthBuffer;
  16461. texture._generateStencilBuffer = generateStencilBuffer;
  16462. texture._attachments = attachments;
  16463. this._internalTexturesCache.push(texture);
  16464. }
  16465. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16466. // Depth texture
  16467. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16468. gl.activeTexture(gl.TEXTURE0);
  16469. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16470. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16471. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16472. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16473. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16474. 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);
  16475. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16476. depthTexture._framebuffer = framebuffer;
  16477. depthTexture.baseWidth = width;
  16478. depthTexture.baseHeight = height;
  16479. depthTexture.width = width;
  16480. depthTexture.height = height;
  16481. depthTexture.isReady = true;
  16482. depthTexture.samples = 1;
  16483. depthTexture.generateMipMaps = generateMipMaps;
  16484. depthTexture.samplingMode = gl.NEAREST;
  16485. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16486. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16487. textures.push(depthTexture);
  16488. this._internalTexturesCache.push(depthTexture);
  16489. }
  16490. gl.drawBuffers(attachments);
  16491. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16492. this.bindUnboundFramebuffer(null);
  16493. this.resetTextureCache();
  16494. return textures;
  16495. };
  16496. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16497. if (samples === void 0) { samples = 1; }
  16498. var depthStencilBuffer = null;
  16499. var gl = this._gl;
  16500. // Create the depth/stencil buffer
  16501. if (generateStencilBuffer) {
  16502. depthStencilBuffer = gl.createRenderbuffer();
  16503. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16504. if (samples > 1) {
  16505. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16506. }
  16507. else {
  16508. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16509. }
  16510. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16511. }
  16512. else if (generateDepthBuffer) {
  16513. depthStencilBuffer = gl.createRenderbuffer();
  16514. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16515. if (samples > 1) {
  16516. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16517. }
  16518. else {
  16519. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16520. }
  16521. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16522. }
  16523. return depthStencilBuffer;
  16524. };
  16525. /**
  16526. * Updates the sample count of a render target texture
  16527. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16528. * @param texture defines the texture to update
  16529. * @param samples defines the sample count to set
  16530. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16531. */
  16532. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16533. if (this.webGLVersion < 2 || !texture) {
  16534. return 1;
  16535. }
  16536. if (texture.samples === samples) {
  16537. return samples;
  16538. }
  16539. var gl = this._gl;
  16540. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16541. // Dispose previous render buffers
  16542. if (texture._depthStencilBuffer) {
  16543. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16544. texture._depthStencilBuffer = null;
  16545. }
  16546. if (texture._MSAAFramebuffer) {
  16547. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16548. texture._MSAAFramebuffer = null;
  16549. }
  16550. if (texture._MSAARenderBuffer) {
  16551. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16552. texture._MSAARenderBuffer = null;
  16553. }
  16554. if (samples > 1) {
  16555. var framebuffer = gl.createFramebuffer();
  16556. if (!framebuffer) {
  16557. throw new Error("Unable to create multi sampled framebuffer");
  16558. }
  16559. texture._MSAAFramebuffer = framebuffer;
  16560. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16561. var colorRenderbuffer = gl.createRenderbuffer();
  16562. if (!colorRenderbuffer) {
  16563. throw new Error("Unable to create multi sampled framebuffer");
  16564. }
  16565. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16566. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16567. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16568. texture._MSAARenderBuffer = colorRenderbuffer;
  16569. }
  16570. else {
  16571. this.bindUnboundFramebuffer(texture._framebuffer);
  16572. }
  16573. texture.samples = samples;
  16574. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16575. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16576. this.bindUnboundFramebuffer(null);
  16577. return samples;
  16578. };
  16579. /**
  16580. * Update the sample count for a given multiple render target texture
  16581. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16582. * @param textures defines the textures to update
  16583. * @param samples defines the sample count to set
  16584. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16585. */
  16586. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16587. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16588. return 1;
  16589. }
  16590. if (textures[0].samples === samples) {
  16591. return samples;
  16592. }
  16593. var gl = this._gl;
  16594. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16595. // Dispose previous render buffers
  16596. if (textures[0]._depthStencilBuffer) {
  16597. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16598. textures[0]._depthStencilBuffer = null;
  16599. }
  16600. if (textures[0]._MSAAFramebuffer) {
  16601. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16602. textures[0]._MSAAFramebuffer = null;
  16603. }
  16604. for (var i = 0; i < textures.length; i++) {
  16605. if (textures[i]._MSAARenderBuffer) {
  16606. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16607. textures[i]._MSAARenderBuffer = null;
  16608. }
  16609. }
  16610. if (samples > 1) {
  16611. var framebuffer = gl.createFramebuffer();
  16612. if (!framebuffer) {
  16613. throw new Error("Unable to create multi sampled framebuffer");
  16614. }
  16615. this.bindUnboundFramebuffer(framebuffer);
  16616. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16617. var attachments = [];
  16618. for (var i = 0; i < textures.length; i++) {
  16619. var texture = textures[i];
  16620. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16621. var colorRenderbuffer = gl.createRenderbuffer();
  16622. if (!colorRenderbuffer) {
  16623. throw new Error("Unable to create multi sampled framebuffer");
  16624. }
  16625. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16626. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16627. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16628. texture._MSAAFramebuffer = framebuffer;
  16629. texture._MSAARenderBuffer = colorRenderbuffer;
  16630. texture.samples = samples;
  16631. texture._depthStencilBuffer = depthStencilBuffer;
  16632. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16633. attachments.push(attachment);
  16634. }
  16635. gl.drawBuffers(attachments);
  16636. }
  16637. else {
  16638. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16639. }
  16640. this.bindUnboundFramebuffer(null);
  16641. return samples;
  16642. };
  16643. /** @hidden */
  16644. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16645. if (faceIndex === void 0) { faceIndex = 0; }
  16646. if (lod === void 0) { lod = 0; }
  16647. var gl = this._gl;
  16648. var target = gl.TEXTURE_2D;
  16649. if (texture.isCube) {
  16650. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16651. }
  16652. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16653. };
  16654. /** @hidden */
  16655. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16656. if (faceIndex === void 0) { faceIndex = 0; }
  16657. if (lod === void 0) { lod = 0; }
  16658. var gl = this._gl;
  16659. var textureType = this._getWebGLTextureType(texture.type);
  16660. var format = this._getInternalFormat(texture.format);
  16661. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16662. this._unpackFlipY(texture.invertY);
  16663. var target = gl.TEXTURE_2D;
  16664. if (texture.isCube) {
  16665. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16666. }
  16667. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16668. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16669. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16670. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16671. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16672. };
  16673. /** @hidden */
  16674. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16675. if (faceIndex === void 0) { faceIndex = 0; }
  16676. if (lod === void 0) { lod = 0; }
  16677. var gl = this._gl;
  16678. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16679. this._bindTextureDirectly(bindTarget, texture, true);
  16680. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16681. this._bindTextureDirectly(bindTarget, null, true);
  16682. };
  16683. /** @hidden */
  16684. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16685. if (faceIndex === void 0) { faceIndex = 0; }
  16686. if (lod === void 0) { lod = 0; }
  16687. var gl = this._gl;
  16688. var textureType = this._getWebGLTextureType(texture.type);
  16689. var format = this._getInternalFormat(texture.format);
  16690. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16691. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16692. this._bindTextureDirectly(bindTarget, texture, true);
  16693. this._unpackFlipY(texture.invertY);
  16694. var target = gl.TEXTURE_2D;
  16695. if (texture.isCube) {
  16696. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16697. }
  16698. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16699. this._bindTextureDirectly(bindTarget, null, true);
  16700. };
  16701. /**
  16702. * Creates a new render target cube texture
  16703. * @param size defines the size of the texture
  16704. * @param options defines the options used to create the texture
  16705. * @returns a new render target cube texture stored in an InternalTexture
  16706. */
  16707. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16708. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16709. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16710. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16711. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16712. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16713. }
  16714. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16715. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16716. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16717. }
  16718. var gl = this._gl;
  16719. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16720. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16721. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16722. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16723. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16724. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16725. }
  16726. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16727. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16728. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16729. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16730. for (var face = 0; face < 6; face++) {
  16731. 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);
  16732. }
  16733. // Create the framebuffer
  16734. var framebuffer = gl.createFramebuffer();
  16735. this.bindUnboundFramebuffer(framebuffer);
  16736. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16737. // MipMaps
  16738. if (fullOptions.generateMipMaps) {
  16739. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16740. }
  16741. // Unbind
  16742. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16743. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16744. this.bindUnboundFramebuffer(null);
  16745. texture._framebuffer = framebuffer;
  16746. texture.width = size;
  16747. texture.height = size;
  16748. texture.isReady = true;
  16749. texture.isCube = true;
  16750. texture.samples = 1;
  16751. texture.generateMipMaps = fullOptions.generateMipMaps;
  16752. texture.samplingMode = fullOptions.samplingMode;
  16753. texture.type = fullOptions.type;
  16754. texture.format = fullOptions.format;
  16755. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16756. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16757. this._internalTexturesCache.push(texture);
  16758. return texture;
  16759. };
  16760. /**
  16761. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16762. * @param rootUrl defines the url where the file to load is located
  16763. * @param scene defines the current scene
  16764. * @param lodScale defines scale to apply to the mip map selection
  16765. * @param lodOffset defines offset to apply to the mip map selection
  16766. * @param onLoad defines an optional callback raised when the texture is loaded
  16767. * @param onError defines an optional callback raised if there is an issue to load the texture
  16768. * @param format defines the format of the data
  16769. * @param forcedExtension defines the extension to use to pick the right loader
  16770. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16771. * @returns the cube texture as an InternalTexture
  16772. */
  16773. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16774. var _this = this;
  16775. if (onLoad === void 0) { onLoad = null; }
  16776. if (onError === void 0) { onError = null; }
  16777. if (forcedExtension === void 0) { forcedExtension = null; }
  16778. if (createPolynomials === void 0) { createPolynomials = true; }
  16779. var callback = function (loadData) {
  16780. if (!loadData) {
  16781. if (onLoad) {
  16782. onLoad(null);
  16783. }
  16784. return;
  16785. }
  16786. var texture = loadData.texture;
  16787. if (!createPolynomials) {
  16788. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16789. }
  16790. else if (loadData.info.sphericalPolynomial) {
  16791. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16792. }
  16793. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16794. if (_this._caps.textureLOD) {
  16795. // Do not add extra process if texture lod is supported.
  16796. if (onLoad) {
  16797. onLoad(texture);
  16798. }
  16799. return;
  16800. }
  16801. var mipSlices = 3;
  16802. var gl = _this._gl;
  16803. var width = loadData.width;
  16804. if (!width) {
  16805. return;
  16806. }
  16807. var textures = [];
  16808. for (var i = 0; i < mipSlices; i++) {
  16809. //compute LOD from even spacing in smoothness (matching shader calculation)
  16810. var smoothness = i / (mipSlices - 1);
  16811. var roughness = 1 - smoothness;
  16812. var minLODIndex = lodOffset; // roughness = 0
  16813. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16814. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16815. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16816. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16817. glTextureFromLod.type = texture.type;
  16818. glTextureFromLod.format = texture.format;
  16819. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16820. glTextureFromLod.height = glTextureFromLod.width;
  16821. glTextureFromLod.isCube = true;
  16822. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16823. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16824. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16825. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16826. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16827. if (loadData.isDDS) {
  16828. var info = loadData.info;
  16829. var data = loadData.data;
  16830. _this._unpackFlipY(info.isCompressed);
  16831. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16832. }
  16833. else {
  16834. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16835. }
  16836. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16837. // Wrap in a base texture for easy binding.
  16838. var lodTexture = new BABYLON.BaseTexture(scene);
  16839. lodTexture.isCube = true;
  16840. lodTexture._texture = glTextureFromLod;
  16841. glTextureFromLod.isReady = true;
  16842. textures.push(lodTexture);
  16843. }
  16844. texture._lodTextureHigh = textures[2];
  16845. texture._lodTextureMid = textures[1];
  16846. texture._lodTextureLow = textures[0];
  16847. if (onLoad) {
  16848. onLoad(texture);
  16849. }
  16850. };
  16851. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16852. };
  16853. /**
  16854. * Creates a cube texture
  16855. * @param rootUrl defines the url where the files to load is located
  16856. * @param scene defines the current scene
  16857. * @param files defines the list of files to load (1 per face)
  16858. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16859. * @param onLoad defines an optional callback raised when the texture is loaded
  16860. * @param onError defines an optional callback raised if there is an issue to load the texture
  16861. * @param format defines the format of the data
  16862. * @param forcedExtension defines the extension to use to pick the right loader
  16863. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16864. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16865. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16866. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16867. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16868. * @returns the cube texture as an InternalTexture
  16869. */
  16870. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16871. var _this = this;
  16872. if (onLoad === void 0) { onLoad = null; }
  16873. if (onError === void 0) { onError = null; }
  16874. if (forcedExtension === void 0) { forcedExtension = null; }
  16875. if (createPolynomials === void 0) { createPolynomials = false; }
  16876. if (lodScale === void 0) { lodScale = 0; }
  16877. if (lodOffset === void 0) { lodOffset = 0; }
  16878. if (fallback === void 0) { fallback = null; }
  16879. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16880. var gl = this._gl;
  16881. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16882. texture.isCube = true;
  16883. texture.url = rootUrl;
  16884. texture.generateMipMaps = !noMipmap;
  16885. texture._lodGenerationScale = lodScale;
  16886. texture._lodGenerationOffset = lodOffset;
  16887. if (!this._doNotHandleContextLost) {
  16888. texture._extension = forcedExtension;
  16889. texture._files = files;
  16890. }
  16891. var lastDot = rootUrl.lastIndexOf('.');
  16892. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16893. var loader = null;
  16894. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16895. var availableLoader = _a[_i];
  16896. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16897. loader = availableLoader;
  16898. break;
  16899. }
  16900. }
  16901. var onInternalError = function (request, exception) {
  16902. if (loader) {
  16903. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16904. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16905. if (fallbackUrl) {
  16906. excludeLoaders.push(loader);
  16907. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16908. return;
  16909. }
  16910. }
  16911. if (onError && request) {
  16912. onError(request.status + " " + request.statusText, exception);
  16913. }
  16914. };
  16915. if (loader) {
  16916. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16917. var onloaddata = function (data) {
  16918. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16919. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16920. };
  16921. if (files && files.length === 6) {
  16922. if (loader.supportCascades) {
  16923. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16924. }
  16925. else if (onError) {
  16926. onError("Textures type does not support cascades.");
  16927. }
  16928. }
  16929. else {
  16930. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16931. }
  16932. }
  16933. else {
  16934. if (!files) {
  16935. throw new Error("Cannot load cubemap because files were not defined");
  16936. }
  16937. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16938. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16939. var height = width;
  16940. _this._prepareWorkingCanvas();
  16941. if (!_this._workingCanvas || !_this._workingContext) {
  16942. return;
  16943. }
  16944. _this._workingCanvas.width = width;
  16945. _this._workingCanvas.height = height;
  16946. var faces = [
  16947. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16948. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16949. ];
  16950. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16951. _this._unpackFlipY(false);
  16952. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16953. for (var index = 0; index < faces.length; index++) {
  16954. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16955. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16956. }
  16957. if (!noMipmap) {
  16958. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16959. }
  16960. _this._setCubeMapTextureParams(!noMipmap);
  16961. texture.width = width;
  16962. texture.height = height;
  16963. texture.isReady = true;
  16964. if (format) {
  16965. texture.format = format;
  16966. }
  16967. texture.onLoadedObservable.notifyObservers(texture);
  16968. texture.onLoadedObservable.clear();
  16969. if (onLoad) {
  16970. onLoad();
  16971. }
  16972. }, files, onError);
  16973. }
  16974. this._internalTexturesCache.push(texture);
  16975. return texture;
  16976. };
  16977. /**
  16978. * @hidden
  16979. */
  16980. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16981. var gl = this._gl;
  16982. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16983. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16984. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16985. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16986. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16987. // this.resetTextureCache();
  16988. };
  16989. /**
  16990. * Update a raw cube texture
  16991. * @param texture defines the texture to udpdate
  16992. * @param data defines the data to store
  16993. * @param format defines the data format
  16994. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16995. * @param invertY defines if data must be stored with Y axis inverted
  16996. * @param compression defines the compression used (null by default)
  16997. * @param level defines which level of the texture to update
  16998. */
  16999. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  17000. if (compression === void 0) { compression = null; }
  17001. if (level === void 0) { level = 0; }
  17002. texture._bufferViewArray = data;
  17003. texture.format = format;
  17004. texture.type = type;
  17005. texture.invertY = invertY;
  17006. texture._compression = compression;
  17007. var gl = this._gl;
  17008. var textureType = this._getWebGLTextureType(type);
  17009. var internalFormat = this._getInternalFormat(format);
  17010. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  17011. var needConversion = false;
  17012. if (internalFormat === gl.RGB) {
  17013. internalFormat = gl.RGBA;
  17014. needConversion = true;
  17015. }
  17016. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17017. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17018. if (texture.width % 4 !== 0) {
  17019. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  17020. }
  17021. // Data are known to be in +X +Y +Z -X -Y -Z
  17022. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17023. var faceData = data[faceIndex];
  17024. if (compression) {
  17025. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  17026. }
  17027. else {
  17028. if (needConversion) {
  17029. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17030. }
  17031. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17032. }
  17033. }
  17034. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17035. if (isPot && texture.generateMipMaps && level === 0) {
  17036. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17037. }
  17038. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17039. // this.resetTextureCache();
  17040. texture.isReady = true;
  17041. };
  17042. /**
  17043. * Creates a new raw cube texture
  17044. * @param data defines the array of data to use to create each face
  17045. * @param size defines the size of the textures
  17046. * @param format defines the format of the data
  17047. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17048. * @param generateMipMaps defines if the engine should generate the mip levels
  17049. * @param invertY defines if data must be stored with Y axis inverted
  17050. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17051. * @param compression defines the compression used (null by default)
  17052. * @returns the cube texture as an InternalTexture
  17053. */
  17054. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17055. if (compression === void 0) { compression = null; }
  17056. var gl = this._gl;
  17057. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17058. texture.isCube = true;
  17059. texture.format = format;
  17060. texture.type = type;
  17061. if (!this._doNotHandleContextLost) {
  17062. texture._bufferViewArray = data;
  17063. }
  17064. var textureType = this._getWebGLTextureType(type);
  17065. var internalFormat = this._getInternalFormat(format);
  17066. if (internalFormat === gl.RGB) {
  17067. internalFormat = gl.RGBA;
  17068. }
  17069. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17070. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17071. generateMipMaps = false;
  17072. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17073. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17074. }
  17075. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17076. generateMipMaps = false;
  17077. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17078. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17079. }
  17080. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17081. generateMipMaps = false;
  17082. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17083. }
  17084. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17085. generateMipMaps = false;
  17086. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17087. }
  17088. var width = size;
  17089. var height = width;
  17090. texture.width = width;
  17091. texture.height = height;
  17092. // Double check on POT to generate Mips.
  17093. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17094. if (!isPot) {
  17095. generateMipMaps = false;
  17096. }
  17097. // Upload data if needed. The texture won't be ready until then.
  17098. if (data) {
  17099. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17100. }
  17101. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17102. // Filters
  17103. if (data && generateMipMaps) {
  17104. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17105. }
  17106. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17107. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17108. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17109. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17110. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17111. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17112. texture.generateMipMaps = generateMipMaps;
  17113. return texture;
  17114. };
  17115. /**
  17116. * Creates a new raw cube texture from a specified url
  17117. * @param url defines the url where the data is located
  17118. * @param scene defines the current scene
  17119. * @param size defines the size of the textures
  17120. * @param format defines the format of the data
  17121. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17122. * @param noMipmap defines if the engine should avoid generating the mip levels
  17123. * @param callback defines a callback used to extract texture data from loaded data
  17124. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17125. * @param onLoad defines a callback called when texture is loaded
  17126. * @param onError defines a callback called if there is an error
  17127. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17128. * @param invertY defines if data must be stored with Y axis inverted
  17129. * @returns the cube texture as an InternalTexture
  17130. */
  17131. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17132. var _this = this;
  17133. if (onLoad === void 0) { onLoad = null; }
  17134. if (onError === void 0) { onError = null; }
  17135. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17136. if (invertY === void 0) { invertY = false; }
  17137. var gl = this._gl;
  17138. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17139. scene._addPendingData(texture);
  17140. texture.url = url;
  17141. this._internalTexturesCache.push(texture);
  17142. var onerror = function (request, exception) {
  17143. scene._removePendingData(texture);
  17144. if (onError && request) {
  17145. onError(request.status + " " + request.statusText, exception);
  17146. }
  17147. };
  17148. var internalCallback = function (data) {
  17149. var width = texture.width;
  17150. var faceDataArrays = callback(data);
  17151. if (!faceDataArrays) {
  17152. return;
  17153. }
  17154. if (mipmapGenerator) {
  17155. var textureType = _this._getWebGLTextureType(type);
  17156. var internalFormat = _this._getInternalFormat(format);
  17157. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17158. var needConversion = false;
  17159. if (internalFormat === gl.RGB) {
  17160. internalFormat = gl.RGBA;
  17161. needConversion = true;
  17162. }
  17163. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17164. _this._unpackFlipY(false);
  17165. var mipData = mipmapGenerator(faceDataArrays);
  17166. for (var level = 0; level < mipData.length; level++) {
  17167. var mipSize = width >> level;
  17168. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17169. var mipFaceData = mipData[level][faceIndex];
  17170. if (needConversion) {
  17171. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17172. }
  17173. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17174. }
  17175. }
  17176. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17177. }
  17178. else {
  17179. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17180. }
  17181. texture.isReady = true;
  17182. // this.resetTextureCache();
  17183. scene._removePendingData(texture);
  17184. if (onLoad) {
  17185. onLoad();
  17186. }
  17187. };
  17188. this._loadFile(url, function (data) {
  17189. internalCallback(data);
  17190. }, undefined, scene.offlineProvider, true, onerror);
  17191. return texture;
  17192. };
  17193. /**
  17194. * Update a raw 3D texture
  17195. * @param texture defines the texture to update
  17196. * @param data defines the data to store
  17197. * @param format defines the data format
  17198. * @param invertY defines if data must be stored with Y axis inverted
  17199. * @param compression defines the used compression (can be null)
  17200. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17201. */
  17202. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17203. if (compression === void 0) { compression = null; }
  17204. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17205. var internalType = this._getWebGLTextureType(textureType);
  17206. var internalFormat = this._getInternalFormat(format);
  17207. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17208. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17209. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17210. if (!this._doNotHandleContextLost) {
  17211. texture._bufferView = data;
  17212. texture.format = format;
  17213. texture.invertY = invertY;
  17214. texture._compression = compression;
  17215. }
  17216. if (texture.width % 4 !== 0) {
  17217. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17218. }
  17219. if (compression && data) {
  17220. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17221. }
  17222. else {
  17223. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17224. }
  17225. if (texture.generateMipMaps) {
  17226. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17227. }
  17228. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17229. // this.resetTextureCache();
  17230. texture.isReady = true;
  17231. };
  17232. /**
  17233. * Creates a new raw 3D texture
  17234. * @param data defines the data used to create the texture
  17235. * @param width defines the width of the texture
  17236. * @param height defines the height of the texture
  17237. * @param depth defines the depth of the texture
  17238. * @param format defines the format of the texture
  17239. * @param generateMipMaps defines if the engine must generate mip levels
  17240. * @param invertY defines if data must be stored with Y axis inverted
  17241. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17242. * @param compression defines the compressed used (can be null)
  17243. * @param textureType defines the compressed used (can be null)
  17244. * @returns a new raw 3D texture (stored in an InternalTexture)
  17245. */
  17246. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17247. if (compression === void 0) { compression = null; }
  17248. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17249. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17250. texture.baseWidth = width;
  17251. texture.baseHeight = height;
  17252. texture.baseDepth = depth;
  17253. texture.width = width;
  17254. texture.height = height;
  17255. texture.depth = depth;
  17256. texture.format = format;
  17257. texture.type = textureType;
  17258. texture.generateMipMaps = generateMipMaps;
  17259. texture.samplingMode = samplingMode;
  17260. texture.is3D = true;
  17261. if (!this._doNotHandleContextLost) {
  17262. texture._bufferView = data;
  17263. }
  17264. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17265. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17266. // Filters
  17267. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17268. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17269. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17270. if (generateMipMaps) {
  17271. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17272. }
  17273. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17274. this._internalTexturesCache.push(texture);
  17275. return texture;
  17276. };
  17277. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17278. var gl = this._gl;
  17279. if (!gl) {
  17280. return;
  17281. }
  17282. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17283. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17284. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17285. if (!noMipmap && !isCompressed) {
  17286. gl.generateMipmap(gl.TEXTURE_2D);
  17287. }
  17288. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17289. // this.resetTextureCache();
  17290. if (scene) {
  17291. scene._removePendingData(texture);
  17292. }
  17293. texture.onLoadedObservable.notifyObservers(texture);
  17294. texture.onLoadedObservable.clear();
  17295. };
  17296. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17297. var _this = this;
  17298. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17299. var maxTextureSize = this.getCaps().maxTextureSize;
  17300. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17301. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17302. var gl = this._gl;
  17303. if (!gl) {
  17304. return;
  17305. }
  17306. if (!texture._webGLTexture) {
  17307. // this.resetTextureCache();
  17308. if (scene) {
  17309. scene._removePendingData(texture);
  17310. }
  17311. return;
  17312. }
  17313. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17314. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17315. texture.baseWidth = width;
  17316. texture.baseHeight = height;
  17317. texture.width = potWidth;
  17318. texture.height = potHeight;
  17319. texture.isReady = true;
  17320. if (processFunction(potWidth, potHeight, function () {
  17321. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17322. })) {
  17323. // Returning as texture needs extra async steps
  17324. return;
  17325. }
  17326. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17327. };
  17328. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17329. // Create new RGBA data container.
  17330. var rgbaData;
  17331. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17332. rgbaData = new Float32Array(width * height * 4);
  17333. }
  17334. else {
  17335. rgbaData = new Uint32Array(width * height * 4);
  17336. }
  17337. // Convert each pixel.
  17338. for (var x = 0; x < width; x++) {
  17339. for (var y = 0; y < height; y++) {
  17340. var index = (y * width + x) * 3;
  17341. var newIndex = (y * width + x) * 4;
  17342. // Map Old Value to new value.
  17343. rgbaData[newIndex + 0] = rgbData[index + 0];
  17344. rgbaData[newIndex + 1] = rgbData[index + 1];
  17345. rgbaData[newIndex + 2] = rgbData[index + 2];
  17346. // Add fully opaque alpha channel.
  17347. rgbaData[newIndex + 3] = 1;
  17348. }
  17349. }
  17350. return rgbaData;
  17351. };
  17352. /** @hidden */
  17353. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17354. var gl = this._gl;
  17355. if (texture._framebuffer) {
  17356. gl.deleteFramebuffer(texture._framebuffer);
  17357. texture._framebuffer = null;
  17358. }
  17359. if (texture._depthStencilBuffer) {
  17360. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17361. texture._depthStencilBuffer = null;
  17362. }
  17363. if (texture._MSAAFramebuffer) {
  17364. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17365. texture._MSAAFramebuffer = null;
  17366. }
  17367. if (texture._MSAARenderBuffer) {
  17368. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17369. texture._MSAARenderBuffer = null;
  17370. }
  17371. };
  17372. /** @hidden */
  17373. Engine.prototype._releaseTexture = function (texture) {
  17374. var gl = this._gl;
  17375. this._releaseFramebufferObjects(texture);
  17376. gl.deleteTexture(texture._webGLTexture);
  17377. // Unbind channels
  17378. this.unbindAllTextures();
  17379. var index = this._internalTexturesCache.indexOf(texture);
  17380. if (index !== -1) {
  17381. this._internalTexturesCache.splice(index, 1);
  17382. }
  17383. // Integrated fixed lod samplers.
  17384. if (texture._lodTextureHigh) {
  17385. texture._lodTextureHigh.dispose();
  17386. }
  17387. if (texture._lodTextureMid) {
  17388. texture._lodTextureMid.dispose();
  17389. }
  17390. if (texture._lodTextureLow) {
  17391. texture._lodTextureLow.dispose();
  17392. }
  17393. // Set output texture of post process to null if the texture has been released/disposed
  17394. this.scenes.forEach(function (scene) {
  17395. scene.postProcesses.forEach(function (postProcess) {
  17396. if (postProcess._outputTexture == texture) {
  17397. postProcess._outputTexture = null;
  17398. }
  17399. });
  17400. scene.cameras.forEach(function (camera) {
  17401. camera._postProcesses.forEach(function (postProcess) {
  17402. if (postProcess) {
  17403. if (postProcess._outputTexture == texture) {
  17404. postProcess._outputTexture = null;
  17405. }
  17406. }
  17407. });
  17408. });
  17409. });
  17410. };
  17411. Engine.prototype.setProgram = function (program) {
  17412. if (this._currentProgram !== program) {
  17413. this._gl.useProgram(program);
  17414. this._currentProgram = program;
  17415. }
  17416. };
  17417. /**
  17418. * Binds an effect to the webGL context
  17419. * @param effect defines the effect to bind
  17420. */
  17421. Engine.prototype.bindSamplers = function (effect) {
  17422. this.setProgram(effect.getProgram());
  17423. var samplers = effect.getSamplers();
  17424. for (var index = 0; index < samplers.length; index++) {
  17425. var uniform = effect.getUniform(samplers[index]);
  17426. if (uniform) {
  17427. this._boundUniforms[index] = uniform;
  17428. }
  17429. }
  17430. this._currentEffect = null;
  17431. };
  17432. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17433. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17434. return;
  17435. }
  17436. // Remove
  17437. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17438. // Bind last to it
  17439. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17440. // Bind to dummy
  17441. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17442. };
  17443. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17444. if (!internalTexture) {
  17445. return -1;
  17446. }
  17447. internalTexture._initialSlot = channel;
  17448. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17449. if (channel !== internalTexture._designatedSlot) {
  17450. this._textureCollisions.addCount(1, false);
  17451. }
  17452. }
  17453. else {
  17454. if (channel !== internalTexture._designatedSlot) {
  17455. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17456. return internalTexture._designatedSlot;
  17457. }
  17458. else {
  17459. // No slot for this texture, let's pick a new one (if we find a free slot)
  17460. if (this._nextFreeTextureSlots.length) {
  17461. return this._nextFreeTextureSlots[0];
  17462. }
  17463. // We need to recycle the oldest bound texture, sorry.
  17464. this._textureCollisions.addCount(1, false);
  17465. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17466. }
  17467. }
  17468. }
  17469. return channel;
  17470. };
  17471. Engine.prototype._linkTrackers = function (previous, next) {
  17472. previous.next = next;
  17473. next.previous = previous;
  17474. };
  17475. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17476. var currentSlot = internalTexture._designatedSlot;
  17477. if (currentSlot === -1) {
  17478. return -1;
  17479. }
  17480. internalTexture._designatedSlot = -1;
  17481. if (this.disableTextureBindingOptimization) {
  17482. return -1;
  17483. }
  17484. // Remove from bound list
  17485. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17486. // Free the slot
  17487. this._boundTexturesCache[currentSlot] = null;
  17488. this._nextFreeTextureSlots.push(currentSlot);
  17489. return currentSlot;
  17490. };
  17491. Engine.prototype._activateCurrentTexture = function () {
  17492. if (this._currentTextureChannel !== this._activeChannel) {
  17493. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17494. this._currentTextureChannel = this._activeChannel;
  17495. }
  17496. };
  17497. /** @hidden */
  17498. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17499. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17500. if (force === void 0) { force = false; }
  17501. var wasPreviouslyBound = false;
  17502. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17503. this._activeChannel = texture._designatedSlot;
  17504. }
  17505. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17506. var isTextureForRendering = texture && texture._initialSlot > -1;
  17507. if (currentTextureBound !== texture || force) {
  17508. if (currentTextureBound) {
  17509. this._removeDesignatedSlot(currentTextureBound);
  17510. }
  17511. this._activateCurrentTexture();
  17512. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17513. this._boundTexturesCache[this._activeChannel] = texture;
  17514. if (texture) {
  17515. if (!this.disableTextureBindingOptimization) {
  17516. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17517. if (slotIndex > -1) {
  17518. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17519. }
  17520. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17521. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17522. }
  17523. texture._designatedSlot = this._activeChannel;
  17524. }
  17525. }
  17526. else if (forTextureDataUpdate) {
  17527. wasPreviouslyBound = true;
  17528. this._activateCurrentTexture();
  17529. }
  17530. if (isTextureForRendering && !forTextureDataUpdate) {
  17531. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17532. }
  17533. return wasPreviouslyBound;
  17534. };
  17535. /** @hidden */
  17536. Engine.prototype._bindTexture = function (channel, texture) {
  17537. if (channel < 0) {
  17538. return;
  17539. }
  17540. if (texture) {
  17541. channel = this._getCorrectTextureChannel(channel, texture);
  17542. }
  17543. this._activeChannel = channel;
  17544. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17545. };
  17546. /**
  17547. * Sets a texture to the webGL context from a postprocess
  17548. * @param channel defines the channel to use
  17549. * @param postProcess defines the source postprocess
  17550. */
  17551. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17552. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17553. };
  17554. /**
  17555. * Binds the output of the passed in post process to the texture channel specified
  17556. * @param channel The channel the texture should be bound to
  17557. * @param postProcess The post process which's output should be bound
  17558. */
  17559. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17560. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17561. };
  17562. /**
  17563. * Unbind all textures from the webGL context
  17564. */
  17565. Engine.prototype.unbindAllTextures = function () {
  17566. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17567. this._activeChannel = channel;
  17568. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17569. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17570. if (this.webGLVersion > 1) {
  17571. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17572. }
  17573. }
  17574. };
  17575. /**
  17576. * Sets a texture to the according uniform.
  17577. * @param channel The texture channel
  17578. * @param uniform The uniform to set
  17579. * @param texture The texture to apply
  17580. */
  17581. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17582. if (channel < 0) {
  17583. return;
  17584. }
  17585. if (uniform) {
  17586. this._boundUniforms[channel] = uniform;
  17587. }
  17588. this._setTexture(channel, texture);
  17589. };
  17590. /**
  17591. * Sets a depth stencil texture from a render target to the according uniform.
  17592. * @param channel The texture channel
  17593. * @param uniform The uniform to set
  17594. * @param texture The render target texture containing the depth stencil texture to apply
  17595. */
  17596. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17597. if (channel < 0) {
  17598. return;
  17599. }
  17600. if (uniform) {
  17601. this._boundUniforms[channel] = uniform;
  17602. }
  17603. if (!texture || !texture.depthStencilTexture) {
  17604. this._setTexture(channel, null);
  17605. }
  17606. else {
  17607. this._setTexture(channel, texture, false, true);
  17608. }
  17609. };
  17610. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17611. var uniform = this._boundUniforms[sourceSlot];
  17612. if (uniform._currentState === destination) {
  17613. return;
  17614. }
  17615. this._gl.uniform1i(uniform, destination);
  17616. uniform._currentState = destination;
  17617. };
  17618. Engine.prototype._getTextureWrapMode = function (mode) {
  17619. switch (mode) {
  17620. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17621. return this._gl.REPEAT;
  17622. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17623. return this._gl.CLAMP_TO_EDGE;
  17624. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17625. return this._gl.MIRRORED_REPEAT;
  17626. }
  17627. return this._gl.REPEAT;
  17628. };
  17629. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17630. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17631. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17632. // Not ready?
  17633. if (!texture) {
  17634. if (this._boundTexturesCache[channel] != null) {
  17635. this._activeChannel = channel;
  17636. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17637. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17638. if (this.webGLVersion > 1) {
  17639. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17640. }
  17641. }
  17642. return false;
  17643. }
  17644. // Video
  17645. if (texture.video) {
  17646. this._activeChannel = channel;
  17647. texture.update();
  17648. }
  17649. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17650. texture.delayLoad();
  17651. return false;
  17652. }
  17653. var internalTexture;
  17654. if (depthStencilTexture) {
  17655. internalTexture = texture.depthStencilTexture;
  17656. }
  17657. else if (texture.isReady()) {
  17658. internalTexture = texture.getInternalTexture();
  17659. }
  17660. else if (texture.isCube) {
  17661. internalTexture = this.emptyCubeTexture;
  17662. }
  17663. else if (texture.is3D) {
  17664. internalTexture = this.emptyTexture3D;
  17665. }
  17666. else {
  17667. internalTexture = this.emptyTexture;
  17668. }
  17669. if (!isPartOfTextureArray) {
  17670. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17671. }
  17672. var needToBind = true;
  17673. if (this._boundTexturesCache[channel] === internalTexture) {
  17674. this._moveBoundTextureOnTop(internalTexture);
  17675. if (!isPartOfTextureArray) {
  17676. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17677. }
  17678. needToBind = false;
  17679. }
  17680. this._activeChannel = channel;
  17681. if (internalTexture && internalTexture.is3D) {
  17682. if (needToBind) {
  17683. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17684. }
  17685. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17686. internalTexture._cachedWrapU = texture.wrapU;
  17687. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17688. }
  17689. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17690. internalTexture._cachedWrapV = texture.wrapV;
  17691. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17692. }
  17693. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17694. internalTexture._cachedWrapR = texture.wrapR;
  17695. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17696. }
  17697. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17698. }
  17699. else if (internalTexture && internalTexture.isCube) {
  17700. if (needToBind) {
  17701. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17702. }
  17703. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17704. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17705. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17706. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17707. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17708. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17709. }
  17710. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17711. }
  17712. else {
  17713. if (needToBind) {
  17714. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17715. }
  17716. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17717. internalTexture._cachedWrapU = texture.wrapU;
  17718. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17719. }
  17720. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17721. internalTexture._cachedWrapV = texture.wrapV;
  17722. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17723. }
  17724. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17725. }
  17726. return true;
  17727. };
  17728. /**
  17729. * Sets an array of texture to the webGL context
  17730. * @param channel defines the channel where the texture array must be set
  17731. * @param uniform defines the associated uniform location
  17732. * @param textures defines the array of textures to bind
  17733. */
  17734. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17735. if (channel < 0 || !uniform) {
  17736. return;
  17737. }
  17738. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17739. this._textureUnits = new Int32Array(textures.length);
  17740. }
  17741. for (var i = 0; i < textures.length; i++) {
  17742. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17743. }
  17744. this._gl.uniform1iv(uniform, this._textureUnits);
  17745. for (var index = 0; index < textures.length; index++) {
  17746. this._setTexture(this._textureUnits[index], textures[index], true);
  17747. }
  17748. };
  17749. /** @hidden */
  17750. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17751. var internalTexture = texture.getInternalTexture();
  17752. if (!internalTexture) {
  17753. return;
  17754. }
  17755. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17756. var value = texture.anisotropicFilteringLevel;
  17757. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17758. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17759. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17760. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17761. }
  17762. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17763. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17764. internalTexture._cachedAnisotropicFilteringLevel = value;
  17765. }
  17766. };
  17767. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17768. this._bindTextureDirectly(target, texture, true, true);
  17769. this._gl.texParameterf(target, parameter, value);
  17770. };
  17771. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17772. if (texture) {
  17773. this._bindTextureDirectly(target, texture, true, true);
  17774. }
  17775. this._gl.texParameteri(target, parameter, value);
  17776. };
  17777. /**
  17778. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17779. * @param x defines the x coordinate of the rectangle where pixels must be read
  17780. * @param y defines the y coordinate of the rectangle where pixels must be read
  17781. * @param width defines the width of the rectangle where pixels must be read
  17782. * @param height defines the height of the rectangle where pixels must be read
  17783. * @returns a Uint8Array containing RGBA colors
  17784. */
  17785. Engine.prototype.readPixels = function (x, y, width, height) {
  17786. var data = new Uint8Array(height * width * 4);
  17787. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17788. return data;
  17789. };
  17790. /**
  17791. * Add an externaly attached data from its key.
  17792. * This method call will fail and return false, if such key already exists.
  17793. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17794. * @param key the unique key that identifies the data
  17795. * @param data the data object to associate to the key for this Engine instance
  17796. * @return true if no such key were already present and the data was added successfully, false otherwise
  17797. */
  17798. Engine.prototype.addExternalData = function (key, data) {
  17799. if (!this._externalData) {
  17800. this._externalData = new BABYLON.StringDictionary();
  17801. }
  17802. return this._externalData.add(key, data);
  17803. };
  17804. /**
  17805. * Get an externaly attached data from its key
  17806. * @param key the unique key that identifies the data
  17807. * @return the associated data, if present (can be null), or undefined if not present
  17808. */
  17809. Engine.prototype.getExternalData = function (key) {
  17810. if (!this._externalData) {
  17811. this._externalData = new BABYLON.StringDictionary();
  17812. }
  17813. return this._externalData.get(key);
  17814. };
  17815. /**
  17816. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17817. * @param key the unique key that identifies the data
  17818. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17819. * @return the associated data, can be null if the factory returned null.
  17820. */
  17821. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17822. if (!this._externalData) {
  17823. this._externalData = new BABYLON.StringDictionary();
  17824. }
  17825. return this._externalData.getOrAddWithFactory(key, factory);
  17826. };
  17827. /**
  17828. * Remove an externaly attached data from the Engine instance
  17829. * @param key the unique key that identifies the data
  17830. * @return true if the data was successfully removed, false if it doesn't exist
  17831. */
  17832. Engine.prototype.removeExternalData = function (key) {
  17833. if (!this._externalData) {
  17834. this._externalData = new BABYLON.StringDictionary();
  17835. }
  17836. return this._externalData.remove(key);
  17837. };
  17838. /**
  17839. * Unbind all vertex attributes from the webGL context
  17840. */
  17841. Engine.prototype.unbindAllAttributes = function () {
  17842. if (this._mustWipeVertexAttributes) {
  17843. this._mustWipeVertexAttributes = false;
  17844. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17845. this._gl.disableVertexAttribArray(i);
  17846. this._vertexAttribArraysEnabled[i] = false;
  17847. this._currentBufferPointers[i].active = false;
  17848. }
  17849. return;
  17850. }
  17851. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17852. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17853. continue;
  17854. }
  17855. this._gl.disableVertexAttribArray(i);
  17856. this._vertexAttribArraysEnabled[i] = false;
  17857. this._currentBufferPointers[i].active = false;
  17858. }
  17859. };
  17860. /**
  17861. * 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
  17862. */
  17863. Engine.prototype.releaseEffects = function () {
  17864. for (var name in this._compiledEffects) {
  17865. this._deleteProgram(this._compiledEffects[name]._program);
  17866. }
  17867. this._compiledEffects = {};
  17868. };
  17869. /**
  17870. * Dispose and release all associated resources
  17871. */
  17872. Engine.prototype.dispose = function () {
  17873. this.hideLoadingUI();
  17874. this.stopRenderLoop();
  17875. this.onNewSceneAddedObservable.clear();
  17876. // Release postProcesses
  17877. while (this.postProcesses.length) {
  17878. this.postProcesses[0].dispose();
  17879. }
  17880. // Empty texture
  17881. if (this._emptyTexture) {
  17882. this._releaseTexture(this._emptyTexture);
  17883. this._emptyTexture = null;
  17884. }
  17885. if (this._emptyCubeTexture) {
  17886. this._releaseTexture(this._emptyCubeTexture);
  17887. this._emptyCubeTexture = null;
  17888. }
  17889. // Rescale PP
  17890. if (this._rescalePostProcess) {
  17891. this._rescalePostProcess.dispose();
  17892. }
  17893. // Release scenes
  17894. while (this.scenes.length) {
  17895. this.scenes[0].dispose();
  17896. }
  17897. // Release audio engine
  17898. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17899. Engine.audioEngine.dispose();
  17900. }
  17901. // Release effects
  17902. this.releaseEffects();
  17903. // Unbind
  17904. this.unbindAllAttributes();
  17905. this._boundUniforms = [];
  17906. if (this._dummyFramebuffer) {
  17907. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17908. }
  17909. //WebVR
  17910. this.disableVR();
  17911. // Events
  17912. if (BABYLON.Tools.IsWindowObjectExist()) {
  17913. window.removeEventListener("blur", this._onBlur);
  17914. window.removeEventListener("focus", this._onFocus);
  17915. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17916. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17917. if (this._renderingCanvas) {
  17918. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17919. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17920. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17921. if (!this._doNotHandleContextLost) {
  17922. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17923. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17924. }
  17925. }
  17926. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17927. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17928. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17929. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17930. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17931. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17932. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17933. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17934. if (this._onVrDisplayConnect) {
  17935. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17936. if (this._onVrDisplayDisconnect) {
  17937. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17938. }
  17939. if (this._onVrDisplayPresentChange) {
  17940. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17941. }
  17942. this._onVrDisplayConnect = null;
  17943. this._onVrDisplayDisconnect = null;
  17944. }
  17945. }
  17946. // Remove from Instances
  17947. var index = Engine.Instances.indexOf(this);
  17948. if (index >= 0) {
  17949. Engine.Instances.splice(index, 1);
  17950. }
  17951. this._workingCanvas = null;
  17952. this._workingContext = null;
  17953. this._currentBufferPointers = [];
  17954. this._renderingCanvas = null;
  17955. this._currentProgram = null;
  17956. this._bindedRenderFunction = null;
  17957. this.onResizeObservable.clear();
  17958. this.onCanvasBlurObservable.clear();
  17959. this.onCanvasFocusObservable.clear();
  17960. this.onCanvasPointerOutObservable.clear();
  17961. this.onBeginFrameObservable.clear();
  17962. this.onEndFrameObservable.clear();
  17963. BABYLON.Effect.ResetCache();
  17964. // Abort active requests
  17965. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17966. var request = _a[_i];
  17967. request.abort();
  17968. }
  17969. };
  17970. // Loading screen
  17971. /**
  17972. * Display the loading screen
  17973. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17974. */
  17975. Engine.prototype.displayLoadingUI = function () {
  17976. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17977. return;
  17978. }
  17979. var loadingScreen = this.loadingScreen;
  17980. if (loadingScreen) {
  17981. loadingScreen.displayLoadingUI();
  17982. }
  17983. };
  17984. /**
  17985. * Hide the loading screen
  17986. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17987. */
  17988. Engine.prototype.hideLoadingUI = function () {
  17989. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17990. return;
  17991. }
  17992. var loadingScreen = this.loadingScreen;
  17993. if (loadingScreen) {
  17994. loadingScreen.hideLoadingUI();
  17995. }
  17996. };
  17997. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17998. /**
  17999. * Gets the current loading screen object
  18000. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18001. */
  18002. get: function () {
  18003. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  18004. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  18005. }
  18006. return this._loadingScreen;
  18007. },
  18008. /**
  18009. * Sets the current loading screen object
  18010. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18011. */
  18012. set: function (loadingScreen) {
  18013. this._loadingScreen = loadingScreen;
  18014. },
  18015. enumerable: true,
  18016. configurable: true
  18017. });
  18018. Object.defineProperty(Engine.prototype, "loadingUIText", {
  18019. /**
  18020. * Sets the current loading screen text
  18021. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18022. */
  18023. set: function (text) {
  18024. this.loadingScreen.loadingUIText = text;
  18025. },
  18026. enumerable: true,
  18027. configurable: true
  18028. });
  18029. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18030. /**
  18031. * Sets the current loading screen background color
  18032. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18033. */
  18034. set: function (color) {
  18035. this.loadingScreen.loadingUIBackgroundColor = color;
  18036. },
  18037. enumerable: true,
  18038. configurable: true
  18039. });
  18040. /**
  18041. * Attach a new callback raised when context lost event is fired
  18042. * @param callback defines the callback to call
  18043. */
  18044. Engine.prototype.attachContextLostEvent = function (callback) {
  18045. if (this._renderingCanvas) {
  18046. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18047. }
  18048. };
  18049. /**
  18050. * Attach a new callback raised when context restored event is fired
  18051. * @param callback defines the callback to call
  18052. */
  18053. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18054. if (this._renderingCanvas) {
  18055. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18056. }
  18057. };
  18058. /**
  18059. * Gets the source code of the vertex shader associated with a specific webGL program
  18060. * @param program defines the program to use
  18061. * @returns a string containing the source code of the vertex shader associated with the program
  18062. */
  18063. Engine.prototype.getVertexShaderSource = function (program) {
  18064. var shaders = this._gl.getAttachedShaders(program);
  18065. if (!shaders) {
  18066. return null;
  18067. }
  18068. return this._gl.getShaderSource(shaders[0]);
  18069. };
  18070. /**
  18071. * Gets the source code of the fragment shader associated with a specific webGL program
  18072. * @param program defines the program to use
  18073. * @returns a string containing the source code of the fragment shader associated with the program
  18074. */
  18075. Engine.prototype.getFragmentShaderSource = function (program) {
  18076. var shaders = this._gl.getAttachedShaders(program);
  18077. if (!shaders) {
  18078. return null;
  18079. }
  18080. return this._gl.getShaderSource(shaders[1]);
  18081. };
  18082. /**
  18083. * Get the current error code of the webGL context
  18084. * @returns the error code
  18085. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18086. */
  18087. Engine.prototype.getError = function () {
  18088. return this._gl.getError();
  18089. };
  18090. // FPS
  18091. /**
  18092. * Gets the current framerate
  18093. * @returns a number representing the framerate
  18094. */
  18095. Engine.prototype.getFps = function () {
  18096. return this._fps;
  18097. };
  18098. /**
  18099. * Gets the time spent between current and previous frame
  18100. * @returns a number representing the delta time in ms
  18101. */
  18102. Engine.prototype.getDeltaTime = function () {
  18103. return this._deltaTime;
  18104. };
  18105. Engine.prototype._measureFps = function () {
  18106. this._performanceMonitor.sampleFrame();
  18107. this._fps = this._performanceMonitor.averageFPS;
  18108. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18109. };
  18110. /** @hidden */
  18111. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18112. if (faceIndex === void 0) { faceIndex = -1; }
  18113. if (level === void 0) { level = 0; }
  18114. if (buffer === void 0) { buffer = null; }
  18115. var gl = this._gl;
  18116. if (!this._dummyFramebuffer) {
  18117. var dummy = gl.createFramebuffer();
  18118. if (!dummy) {
  18119. throw new Error("Unable to create dummy framebuffer");
  18120. }
  18121. this._dummyFramebuffer = dummy;
  18122. }
  18123. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18124. if (faceIndex > -1) {
  18125. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18126. }
  18127. else {
  18128. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18129. }
  18130. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18131. switch (readType) {
  18132. case gl.UNSIGNED_BYTE:
  18133. if (!buffer) {
  18134. buffer = new Uint8Array(4 * width * height);
  18135. }
  18136. readType = gl.UNSIGNED_BYTE;
  18137. break;
  18138. default:
  18139. if (!buffer) {
  18140. buffer = new Float32Array(4 * width * height);
  18141. }
  18142. readType = gl.FLOAT;
  18143. break;
  18144. }
  18145. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18146. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18147. return buffer;
  18148. };
  18149. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18150. if (this._webGLVersion > 1) {
  18151. return this._caps.colorBufferFloat;
  18152. }
  18153. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18154. };
  18155. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18156. if (this._webGLVersion > 1) {
  18157. return this._caps.colorBufferFloat;
  18158. }
  18159. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18160. };
  18161. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18162. Engine.prototype._canRenderToFramebuffer = function (type) {
  18163. var gl = this._gl;
  18164. //clear existing errors
  18165. while (gl.getError() !== gl.NO_ERROR) { }
  18166. var successful = true;
  18167. var texture = gl.createTexture();
  18168. gl.bindTexture(gl.TEXTURE_2D, texture);
  18169. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18170. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18171. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18172. var fb = gl.createFramebuffer();
  18173. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18174. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18175. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18176. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18177. successful = successful && (gl.getError() === gl.NO_ERROR);
  18178. //try render by clearing frame buffer's color buffer
  18179. if (successful) {
  18180. gl.clear(gl.COLOR_BUFFER_BIT);
  18181. successful = successful && (gl.getError() === gl.NO_ERROR);
  18182. }
  18183. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18184. if (successful) {
  18185. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18186. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18187. var readFormat = gl.RGBA;
  18188. var readType = gl.UNSIGNED_BYTE;
  18189. var buffer = new Uint8Array(4);
  18190. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18191. successful = successful && (gl.getError() === gl.NO_ERROR);
  18192. }
  18193. //clean up
  18194. gl.deleteTexture(texture);
  18195. gl.deleteFramebuffer(fb);
  18196. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18197. //clear accumulated errors
  18198. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18199. return successful;
  18200. };
  18201. /** @hidden */
  18202. Engine.prototype._getWebGLTextureType = function (type) {
  18203. if (this._webGLVersion === 1) {
  18204. switch (type) {
  18205. case Engine.TEXTURETYPE_FLOAT:
  18206. return this._gl.FLOAT;
  18207. case Engine.TEXTURETYPE_HALF_FLOAT:
  18208. return this._gl.HALF_FLOAT_OES;
  18209. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18210. return this._gl.UNSIGNED_BYTE;
  18211. }
  18212. return this._gl.UNSIGNED_BYTE;
  18213. }
  18214. switch (type) {
  18215. case Engine.TEXTURETYPE_BYTE:
  18216. return this._gl.BYTE;
  18217. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18218. return this._gl.UNSIGNED_BYTE;
  18219. case Engine.TEXTURETYPE_SHORT:
  18220. return this._gl.SHORT;
  18221. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18222. return this._gl.UNSIGNED_SHORT;
  18223. case Engine.TEXTURETYPE_INT:
  18224. return this._gl.INT;
  18225. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18226. return this._gl.UNSIGNED_INT;
  18227. case Engine.TEXTURETYPE_FLOAT:
  18228. return this._gl.FLOAT;
  18229. case Engine.TEXTURETYPE_HALF_FLOAT:
  18230. return this._gl.HALF_FLOAT;
  18231. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18232. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18233. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18234. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18235. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18236. return this._gl.UNSIGNED_SHORT_5_6_5;
  18237. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18238. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18239. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18240. return this._gl.UNSIGNED_INT_24_8;
  18241. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18242. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18243. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18244. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18245. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18246. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18247. }
  18248. return this._gl.UNSIGNED_BYTE;
  18249. };
  18250. Engine.prototype._getInternalFormat = function (format) {
  18251. var internalFormat = this._gl.RGBA;
  18252. switch (format) {
  18253. case Engine.TEXTUREFORMAT_ALPHA:
  18254. internalFormat = this._gl.ALPHA;
  18255. break;
  18256. case Engine.TEXTUREFORMAT_LUMINANCE:
  18257. internalFormat = this._gl.LUMINANCE;
  18258. break;
  18259. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18260. internalFormat = this._gl.LUMINANCE_ALPHA;
  18261. break;
  18262. case Engine.TEXTUREFORMAT_RED:
  18263. internalFormat = this._gl.RED;
  18264. break;
  18265. case Engine.TEXTUREFORMAT_RG:
  18266. internalFormat = this._gl.RG;
  18267. break;
  18268. case Engine.TEXTUREFORMAT_RGB:
  18269. internalFormat = this._gl.RGB;
  18270. break;
  18271. case Engine.TEXTUREFORMAT_RGBA:
  18272. internalFormat = this._gl.RGBA;
  18273. break;
  18274. }
  18275. if (this._webGLVersion > 1) {
  18276. switch (format) {
  18277. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18278. internalFormat = this._gl.RED_INTEGER;
  18279. break;
  18280. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18281. internalFormat = this._gl.RG_INTEGER;
  18282. break;
  18283. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18284. internalFormat = this._gl.RGB_INTEGER;
  18285. break;
  18286. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18287. internalFormat = this._gl.RGBA_INTEGER;
  18288. break;
  18289. }
  18290. }
  18291. return internalFormat;
  18292. };
  18293. /** @hidden */
  18294. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18295. if (this._webGLVersion === 1) {
  18296. if (format !== undefined) {
  18297. switch (format) {
  18298. case Engine.TEXTUREFORMAT_ALPHA:
  18299. return this._gl.ALPHA;
  18300. case Engine.TEXTUREFORMAT_LUMINANCE:
  18301. return this._gl.LUMINANCE;
  18302. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18303. return this._gl.LUMINANCE_ALPHA;
  18304. }
  18305. }
  18306. return this._gl.RGBA;
  18307. }
  18308. switch (type) {
  18309. case Engine.TEXTURETYPE_BYTE:
  18310. switch (format) {
  18311. case Engine.TEXTUREFORMAT_RED:
  18312. return this._gl.R8_SNORM;
  18313. case Engine.TEXTUREFORMAT_RG:
  18314. return this._gl.RG8_SNORM;
  18315. case Engine.TEXTUREFORMAT_RGB:
  18316. return this._gl.RGB8_SNORM;
  18317. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18318. return this._gl.R8I;
  18319. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18320. return this._gl.RG8I;
  18321. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18322. return this._gl.RGB8I;
  18323. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18324. return this._gl.RGBA8I;
  18325. default:
  18326. return this._gl.RGBA8_SNORM;
  18327. }
  18328. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18329. switch (format) {
  18330. case Engine.TEXTUREFORMAT_RED:
  18331. return this._gl.R8;
  18332. case Engine.TEXTUREFORMAT_RG:
  18333. return this._gl.RG8;
  18334. case Engine.TEXTUREFORMAT_RGB:
  18335. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18336. case Engine.TEXTUREFORMAT_RGBA:
  18337. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18338. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18339. return this._gl.R8UI;
  18340. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18341. return this._gl.RG8UI;
  18342. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18343. return this._gl.RGB8UI;
  18344. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18345. return this._gl.RGBA8UI;
  18346. default:
  18347. return this._gl.RGBA8;
  18348. }
  18349. case Engine.TEXTURETYPE_SHORT:
  18350. switch (format) {
  18351. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18352. return this._gl.R16I;
  18353. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18354. return this._gl.RG16I;
  18355. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18356. return this._gl.RGB16I;
  18357. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18358. return this._gl.RGBA16I;
  18359. default:
  18360. return this._gl.RGBA16I;
  18361. }
  18362. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18363. switch (format) {
  18364. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18365. return this._gl.R16UI;
  18366. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18367. return this._gl.RG16UI;
  18368. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18369. return this._gl.RGB16UI;
  18370. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18371. return this._gl.RGBA16UI;
  18372. default:
  18373. return this._gl.RGBA16UI;
  18374. }
  18375. case Engine.TEXTURETYPE_INT:
  18376. switch (format) {
  18377. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18378. return this._gl.R32I;
  18379. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18380. return this._gl.RG32I;
  18381. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18382. return this._gl.RGB32I;
  18383. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18384. return this._gl.RGBA32I;
  18385. default:
  18386. return this._gl.RGBA32I;
  18387. }
  18388. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18389. switch (format) {
  18390. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18391. return this._gl.R32UI;
  18392. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18393. return this._gl.RG32UI;
  18394. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18395. return this._gl.RGB32UI;
  18396. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18397. return this._gl.RGBA32UI;
  18398. default:
  18399. return this._gl.RGBA32UI;
  18400. }
  18401. case Engine.TEXTURETYPE_FLOAT:
  18402. switch (format) {
  18403. case Engine.TEXTUREFORMAT_RED:
  18404. return this._gl.R32F; // By default. Other possibility is R16F.
  18405. case Engine.TEXTUREFORMAT_RG:
  18406. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18407. case Engine.TEXTUREFORMAT_RGB:
  18408. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18409. case Engine.TEXTUREFORMAT_RGBA:
  18410. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18411. default:
  18412. return this._gl.RGBA32F;
  18413. }
  18414. case Engine.TEXTURETYPE_HALF_FLOAT:
  18415. switch (format) {
  18416. case Engine.TEXTUREFORMAT_RED:
  18417. return this._gl.R16F;
  18418. case Engine.TEXTUREFORMAT_RG:
  18419. return this._gl.RG16F;
  18420. case Engine.TEXTUREFORMAT_RGB:
  18421. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18422. case Engine.TEXTUREFORMAT_RGBA:
  18423. return this._gl.RGBA16F;
  18424. default:
  18425. return this._gl.RGBA16F;
  18426. }
  18427. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18428. return this._gl.RGB565;
  18429. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18430. return this._gl.R11F_G11F_B10F;
  18431. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18432. return this._gl.RGB9_E5;
  18433. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18434. return this._gl.RGBA4;
  18435. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18436. return this._gl.RGB5_A1;
  18437. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18438. switch (format) {
  18439. case Engine.TEXTUREFORMAT_RGBA:
  18440. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18441. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18442. return this._gl.RGB10_A2UI;
  18443. default:
  18444. return this._gl.RGB10_A2;
  18445. }
  18446. }
  18447. return this._gl.RGBA8;
  18448. };
  18449. /** @hidden */
  18450. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18451. if (type === Engine.TEXTURETYPE_FLOAT) {
  18452. return this._gl.RGBA32F;
  18453. }
  18454. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18455. return this._gl.RGBA16F;
  18456. }
  18457. return this._gl.RGBA8;
  18458. };
  18459. /** @hidden */
  18460. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18461. var _this = this;
  18462. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18463. this._activeRequests.push(request);
  18464. request.onCompleteObservable.add(function (request) {
  18465. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18466. });
  18467. return request;
  18468. };
  18469. /** @hidden */
  18470. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18471. var _this = this;
  18472. return new Promise(function (resolve, reject) {
  18473. _this._loadFile(url, function (data) {
  18474. resolve(data);
  18475. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18476. reject(exception);
  18477. });
  18478. });
  18479. };
  18480. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18481. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18482. var onload = function (data) {
  18483. loadedFiles[index] = data;
  18484. loadedFiles._internalCount++;
  18485. if (loadedFiles._internalCount === 6) {
  18486. onfinish(loadedFiles);
  18487. }
  18488. };
  18489. var onerror = function (request, exception) {
  18490. if (onErrorCallBack && request) {
  18491. onErrorCallBack(request.status + " " + request.statusText, exception);
  18492. }
  18493. };
  18494. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18495. };
  18496. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18497. if (onError === void 0) { onError = null; }
  18498. var loadedFiles = [];
  18499. loadedFiles._internalCount = 0;
  18500. for (var index = 0; index < 6; index++) {
  18501. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18502. }
  18503. };
  18504. // Statics
  18505. /**
  18506. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18507. * @returns true if the engine can be created
  18508. * @ignorenaming
  18509. */
  18510. Engine.isSupported = function () {
  18511. try {
  18512. var tempcanvas = document.createElement("canvas");
  18513. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18514. return gl != null && !!window.WebGLRenderingContext;
  18515. }
  18516. catch (e) {
  18517. return false;
  18518. }
  18519. };
  18520. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18521. Engine.ExceptionList = [
  18522. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18523. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18524. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18525. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18526. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18527. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18528. ];
  18529. /** Gets the list of created engines */
  18530. Engine.Instances = new Array();
  18531. /**
  18532. * Hidden
  18533. */
  18534. Engine._TextureLoaders = [];
  18535. // Const statics
  18536. /** Defines that alpha blending is disabled */
  18537. Engine.ALPHA_DISABLE = 0;
  18538. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18539. Engine.ALPHA_ADD = 1;
  18540. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18541. Engine.ALPHA_COMBINE = 2;
  18542. /** Defines that alpha blending to DEST - SRC * DEST */
  18543. Engine.ALPHA_SUBTRACT = 3;
  18544. /** Defines that alpha blending to SRC * DEST */
  18545. Engine.ALPHA_MULTIPLY = 4;
  18546. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18547. Engine.ALPHA_MAXIMIZED = 5;
  18548. /** Defines that alpha blending to SRC + DEST */
  18549. Engine.ALPHA_ONEONE = 6;
  18550. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18551. Engine.ALPHA_PREMULTIPLIED = 7;
  18552. /**
  18553. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18554. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18555. */
  18556. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18557. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18558. Engine.ALPHA_INTERPOLATE = 9;
  18559. /**
  18560. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18561. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18562. */
  18563. Engine.ALPHA_SCREENMODE = 10;
  18564. /** Defines that the ressource is not delayed*/
  18565. Engine.DELAYLOADSTATE_NONE = 0;
  18566. /** Defines that the ressource was successfully delay loaded */
  18567. Engine.DELAYLOADSTATE_LOADED = 1;
  18568. /** Defines that the ressource is currently delay loading */
  18569. Engine.DELAYLOADSTATE_LOADING = 2;
  18570. /** Defines that the ressource is delayed and has not started loading */
  18571. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18572. // Depht or Stencil test Constants.
  18573. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18574. Engine.NEVER = 0x0200;
  18575. /** 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 */
  18576. Engine.ALWAYS = 0x0207;
  18577. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18578. Engine.LESS = 0x0201;
  18579. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18580. Engine.EQUAL = 0x0202;
  18581. /** 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 */
  18582. Engine.LEQUAL = 0x0203;
  18583. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18584. Engine.GREATER = 0x0204;
  18585. /** 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 */
  18586. Engine.GEQUAL = 0x0206;
  18587. /** 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 */
  18588. Engine.NOTEQUAL = 0x0205;
  18589. // Stencil Actions Constants.
  18590. /** Passed to stencilOperation to specify that stencil value must be kept */
  18591. Engine.KEEP = 0x1E00;
  18592. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18593. Engine.REPLACE = 0x1E01;
  18594. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18595. Engine.INCR = 0x1E02;
  18596. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18597. Engine.DECR = 0x1E03;
  18598. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18599. Engine.INVERT = 0x150A;
  18600. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18601. Engine.INCR_WRAP = 0x8507;
  18602. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18603. Engine.DECR_WRAP = 0x8508;
  18604. /** Texture is not repeating outside of 0..1 UVs */
  18605. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18606. /** Texture is repeating outside of 0..1 UVs */
  18607. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18608. /** Texture is repeating and mirrored */
  18609. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18610. /** ALPHA */
  18611. Engine.TEXTUREFORMAT_ALPHA = 0;
  18612. /** LUMINANCE */
  18613. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18614. /** LUMINANCE_ALPHA */
  18615. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18616. /** RGB */
  18617. Engine.TEXTUREFORMAT_RGB = 4;
  18618. /** RGBA */
  18619. Engine.TEXTUREFORMAT_RGBA = 5;
  18620. /** RED */
  18621. Engine.TEXTUREFORMAT_RED = 6;
  18622. /** RED (2nd reference) */
  18623. Engine.TEXTUREFORMAT_R = 6;
  18624. /** RG */
  18625. Engine.TEXTUREFORMAT_RG = 7;
  18626. /** RED_INTEGER */
  18627. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18628. /** RED_INTEGER (2nd reference) */
  18629. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18630. /** RG_INTEGER */
  18631. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18632. /** RGB_INTEGER */
  18633. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18634. /** RGBA_INTEGER */
  18635. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18636. /** UNSIGNED_BYTE */
  18637. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18638. /** UNSIGNED_BYTE (2nd reference) */
  18639. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18640. /** FLOAT */
  18641. Engine.TEXTURETYPE_FLOAT = 1;
  18642. /** HALF_FLOAT */
  18643. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18644. /** BYTE */
  18645. Engine.TEXTURETYPE_BYTE = 3;
  18646. /** SHORT */
  18647. Engine.TEXTURETYPE_SHORT = 4;
  18648. /** UNSIGNED_SHORT */
  18649. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18650. /** INT */
  18651. Engine.TEXTURETYPE_INT = 6;
  18652. /** UNSIGNED_INT */
  18653. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18654. /** UNSIGNED_SHORT_4_4_4_4 */
  18655. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18656. /** UNSIGNED_SHORT_5_5_5_1 */
  18657. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18658. /** UNSIGNED_SHORT_5_6_5 */
  18659. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18660. /** UNSIGNED_INT_2_10_10_10_REV */
  18661. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18662. /** UNSIGNED_INT_24_8 */
  18663. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18664. /** UNSIGNED_INT_10F_11F_11F_REV */
  18665. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18666. /** UNSIGNED_INT_5_9_9_9_REV */
  18667. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18668. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18669. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18670. /** nearest is mag = nearest and min = nearest and mip = linear */
  18671. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18672. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18673. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18674. /** Trilinear is mag = linear and min = linear and mip = linear */
  18675. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18676. /** nearest is mag = nearest and min = nearest and mip = linear */
  18677. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18678. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18679. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18680. /** Trilinear is mag = linear and min = linear and mip = linear */
  18681. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18682. /** mag = nearest and min = nearest and mip = nearest */
  18683. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18684. /** mag = nearest and min = linear and mip = nearest */
  18685. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18686. /** mag = nearest and min = linear and mip = linear */
  18687. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18688. /** mag = nearest and min = linear and mip = none */
  18689. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18690. /** mag = nearest and min = nearest and mip = none */
  18691. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18692. /** mag = linear and min = nearest and mip = nearest */
  18693. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18694. /** mag = linear and min = nearest and mip = linear */
  18695. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18696. /** mag = linear and min = linear and mip = none */
  18697. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18698. /** mag = linear and min = nearest and mip = none */
  18699. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18700. /** Explicit coordinates mode */
  18701. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18702. /** Spherical coordinates mode */
  18703. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18704. /** Planar coordinates mode */
  18705. Engine.TEXTURE_PLANAR_MODE = 2;
  18706. /** Cubic coordinates mode */
  18707. Engine.TEXTURE_CUBIC_MODE = 3;
  18708. /** Projection coordinates mode */
  18709. Engine.TEXTURE_PROJECTION_MODE = 4;
  18710. /** Skybox coordinates mode */
  18711. Engine.TEXTURE_SKYBOX_MODE = 5;
  18712. /** Inverse Cubic coordinates mode */
  18713. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18714. /** Equirectangular coordinates mode */
  18715. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18716. /** Equirectangular Fixed coordinates mode */
  18717. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18718. /** Equirectangular Fixed Mirrored coordinates mode */
  18719. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18720. // Texture rescaling mode
  18721. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18722. Engine.SCALEMODE_FLOOR = 1;
  18723. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18724. Engine.SCALEMODE_NEAREST = 2;
  18725. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18726. Engine.SCALEMODE_CEILING = 3;
  18727. // Updatable statics so stick with vars here
  18728. /**
  18729. * Gets or sets the epsilon value used by collision engine
  18730. */
  18731. Engine.CollisionsEpsilon = 0.001;
  18732. /**
  18733. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18734. */
  18735. Engine.CodeRepository = "src/";
  18736. /**
  18737. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18738. */
  18739. Engine.ShadersRepository = "src/Shaders/";
  18740. return Engine;
  18741. }());
  18742. BABYLON.Engine = Engine;
  18743. })(BABYLON || (BABYLON = {}));
  18744. //# sourceMappingURL=babylon.engine.js.map
  18745. var BABYLON;
  18746. (function (BABYLON) {
  18747. /**
  18748. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18749. */
  18750. var Node = /** @class */ (function () {
  18751. /**
  18752. * Creates a new Node
  18753. * @param name the name and id to be given to this node
  18754. * @param scene the scene this node will be added to
  18755. * @param addToRootNodes the node will be added to scene.rootNodes
  18756. */
  18757. function Node(name, scene, addToRootNodes) {
  18758. if (scene === void 0) { scene = null; }
  18759. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18760. /**
  18761. * Gets or sets a string used to store user defined state for the node
  18762. */
  18763. this.state = "";
  18764. /**
  18765. * Gets or sets an object used to store user defined information for the node
  18766. */
  18767. this.metadata = null;
  18768. /**
  18769. * Gets or sets a boolean used to define if the node must be serialized
  18770. */
  18771. this.doNotSerialize = false;
  18772. /** @hidden */
  18773. this._isDisposed = false;
  18774. /**
  18775. * Gets a list of Animations associated with the node
  18776. */
  18777. this.animations = new Array();
  18778. this._ranges = {};
  18779. this._isEnabled = true;
  18780. this._isParentEnabled = true;
  18781. this._isReady = true;
  18782. /** @hidden */
  18783. this._currentRenderId = -1;
  18784. this._parentRenderId = -1;
  18785. this._childRenderId = -1;
  18786. /** @hidden */
  18787. this._worldMatrix = BABYLON.Matrix.Identity();
  18788. /** @hidden */
  18789. this._worldMatrixDeterminant = 0;
  18790. /** @hidden */
  18791. this._sceneRootNodesIndex = -1;
  18792. this._animationPropertiesOverride = null;
  18793. /**
  18794. * An event triggered when the mesh is disposed
  18795. */
  18796. this.onDisposeObservable = new BABYLON.Observable();
  18797. // Behaviors
  18798. this._behaviors = new Array();
  18799. this.name = name;
  18800. this.id = name;
  18801. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18802. this.uniqueId = this._scene.getUniqueId();
  18803. this._initCache();
  18804. if (addToRootNodes) {
  18805. this.addToSceneRootNodes();
  18806. }
  18807. }
  18808. /**
  18809. * Add a new node constructor
  18810. * @param type defines the type name of the node to construct
  18811. * @param constructorFunc defines the constructor function
  18812. */
  18813. Node.AddNodeConstructor = function (type, constructorFunc) {
  18814. this._NodeConstructors[type] = constructorFunc;
  18815. };
  18816. /**
  18817. * Returns a node constructor based on type name
  18818. * @param type defines the type name
  18819. * @param name defines the new node name
  18820. * @param scene defines the hosting scene
  18821. * @param options defines optional options to transmit to constructors
  18822. * @returns the new constructor or null
  18823. */
  18824. Node.Construct = function (type, name, scene, options) {
  18825. var constructorFunc = this._NodeConstructors[type];
  18826. if (!constructorFunc) {
  18827. return null;
  18828. }
  18829. return constructorFunc(name, scene, options);
  18830. };
  18831. /**
  18832. * Gets a boolean indicating if the node has been disposed
  18833. * @returns true if the node was disposed
  18834. */
  18835. Node.prototype.isDisposed = function () {
  18836. return this._isDisposed;
  18837. };
  18838. Object.defineProperty(Node.prototype, "parent", {
  18839. get: function () {
  18840. return this._parentNode;
  18841. },
  18842. /**
  18843. * Gets or sets the parent of the node
  18844. */
  18845. set: function (parent) {
  18846. if (this._parentNode === parent) {
  18847. return;
  18848. }
  18849. var previousParentNode = this._parentNode;
  18850. // Remove self from list of children of parent
  18851. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18852. var index = this._parentNode._children.indexOf(this);
  18853. if (index !== -1) {
  18854. this._parentNode._children.splice(index, 1);
  18855. }
  18856. if (!parent) {
  18857. this.addToSceneRootNodes();
  18858. }
  18859. }
  18860. // Store new parent
  18861. this._parentNode = parent;
  18862. // Add as child to new parent
  18863. if (this._parentNode) {
  18864. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18865. this._parentNode._children = new Array();
  18866. }
  18867. this._parentNode._children.push(this);
  18868. if (!previousParentNode) {
  18869. this.removeFromSceneRootNodes();
  18870. }
  18871. }
  18872. // Enabled state
  18873. this._syncParentEnabledState();
  18874. },
  18875. enumerable: true,
  18876. configurable: true
  18877. });
  18878. Node.prototype.addToSceneRootNodes = function () {
  18879. if (this._sceneRootNodesIndex === -1) {
  18880. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18881. this._scene.rootNodes.push(this);
  18882. }
  18883. };
  18884. Node.prototype.removeFromSceneRootNodes = function () {
  18885. if (this._sceneRootNodesIndex !== -1) {
  18886. var rootNodes = this._scene.rootNodes;
  18887. var lastIdx = rootNodes.length - 1;
  18888. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18889. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18890. this._scene.rootNodes.pop();
  18891. this._sceneRootNodesIndex = -1;
  18892. }
  18893. };
  18894. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18895. /**
  18896. * Gets or sets the animation properties override
  18897. */
  18898. get: function () {
  18899. if (!this._animationPropertiesOverride) {
  18900. return this._scene.animationPropertiesOverride;
  18901. }
  18902. return this._animationPropertiesOverride;
  18903. },
  18904. set: function (value) {
  18905. this._animationPropertiesOverride = value;
  18906. },
  18907. enumerable: true,
  18908. configurable: true
  18909. });
  18910. /**
  18911. * Gets a string idenfifying the name of the class
  18912. * @returns "Node" string
  18913. */
  18914. Node.prototype.getClassName = function () {
  18915. return "Node";
  18916. };
  18917. Object.defineProperty(Node.prototype, "onDispose", {
  18918. /**
  18919. * Sets a callback that will be raised when the node will be disposed
  18920. */
  18921. set: function (callback) {
  18922. if (this._onDisposeObserver) {
  18923. this.onDisposeObservable.remove(this._onDisposeObserver);
  18924. }
  18925. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18926. },
  18927. enumerable: true,
  18928. configurable: true
  18929. });
  18930. /**
  18931. * Gets the scene of the node
  18932. * @returns a scene
  18933. */
  18934. Node.prototype.getScene = function () {
  18935. return this._scene;
  18936. };
  18937. /**
  18938. * Gets the engine of the node
  18939. * @returns a Engine
  18940. */
  18941. Node.prototype.getEngine = function () {
  18942. return this._scene.getEngine();
  18943. };
  18944. /**
  18945. * Attach a behavior to the node
  18946. * @see http://doc.babylonjs.com/features/behaviour
  18947. * @param behavior defines the behavior to attach
  18948. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18949. * @returns the current Node
  18950. */
  18951. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18952. var _this = this;
  18953. if (attachImmediately === void 0) { attachImmediately = false; }
  18954. var index = this._behaviors.indexOf(behavior);
  18955. if (index !== -1) {
  18956. return this;
  18957. }
  18958. behavior.init();
  18959. if (this._scene.isLoading && !attachImmediately) {
  18960. // We defer the attach when the scene will be loaded
  18961. this._scene.onDataLoadedObservable.addOnce(function () {
  18962. behavior.attach(_this);
  18963. });
  18964. }
  18965. else {
  18966. behavior.attach(this);
  18967. }
  18968. this._behaviors.push(behavior);
  18969. return this;
  18970. };
  18971. /**
  18972. * Remove an attached behavior
  18973. * @see http://doc.babylonjs.com/features/behaviour
  18974. * @param behavior defines the behavior to attach
  18975. * @returns the current Node
  18976. */
  18977. Node.prototype.removeBehavior = function (behavior) {
  18978. var index = this._behaviors.indexOf(behavior);
  18979. if (index === -1) {
  18980. return this;
  18981. }
  18982. this._behaviors[index].detach();
  18983. this._behaviors.splice(index, 1);
  18984. return this;
  18985. };
  18986. Object.defineProperty(Node.prototype, "behaviors", {
  18987. /**
  18988. * Gets the list of attached behaviors
  18989. * @see http://doc.babylonjs.com/features/behaviour
  18990. */
  18991. get: function () {
  18992. return this._behaviors;
  18993. },
  18994. enumerable: true,
  18995. configurable: true
  18996. });
  18997. /**
  18998. * Gets an attached behavior by name
  18999. * @param name defines the name of the behavior to look for
  19000. * @see http://doc.babylonjs.com/features/behaviour
  19001. * @returns null if behavior was not found else the requested behavior
  19002. */
  19003. Node.prototype.getBehaviorByName = function (name) {
  19004. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  19005. var behavior = _a[_i];
  19006. if (behavior.name === name) {
  19007. return behavior;
  19008. }
  19009. }
  19010. return null;
  19011. };
  19012. /**
  19013. * Returns the latest update of the World matrix
  19014. * @returns a Matrix
  19015. */
  19016. Node.prototype.getWorldMatrix = function () {
  19017. if (this._currentRenderId !== this._scene.getRenderId()) {
  19018. this.computeWorldMatrix();
  19019. }
  19020. return this._worldMatrix;
  19021. };
  19022. /** @hidden */
  19023. Node.prototype._getWorldMatrixDeterminant = function () {
  19024. return this._worldMatrixDeterminant;
  19025. };
  19026. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  19027. /**
  19028. * Returns directly the latest state of the mesh World matrix.
  19029. * A Matrix is returned.
  19030. */
  19031. get: function () {
  19032. return this._worldMatrix;
  19033. },
  19034. enumerable: true,
  19035. configurable: true
  19036. });
  19037. // override it in derived class if you add new variables to the cache
  19038. // and call the parent class method
  19039. /** @hidden */
  19040. Node.prototype._initCache = function () {
  19041. this._cache = {};
  19042. this._cache.parent = undefined;
  19043. };
  19044. /** @hidden */
  19045. Node.prototype.updateCache = function (force) {
  19046. if (!force && this.isSynchronized()) {
  19047. return;
  19048. }
  19049. this._cache.parent = this.parent;
  19050. this._updateCache();
  19051. };
  19052. // override it in derived class if you add new variables to the cache
  19053. // and call the parent class method if !ignoreParentClass
  19054. /** @hidden */
  19055. Node.prototype._updateCache = function (ignoreParentClass) {
  19056. };
  19057. // override it in derived class if you add new variables to the cache
  19058. /** @hidden */
  19059. Node.prototype._isSynchronized = function () {
  19060. return true;
  19061. };
  19062. /** @hidden */
  19063. Node.prototype._markSyncedWithParent = function () {
  19064. if (this._parentNode) {
  19065. this._parentRenderId = this._parentNode._childRenderId;
  19066. }
  19067. };
  19068. /** @hidden */
  19069. Node.prototype.isSynchronizedWithParent = function () {
  19070. if (!this._parentNode) {
  19071. return true;
  19072. }
  19073. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19074. return false;
  19075. }
  19076. return this._parentNode.isSynchronized();
  19077. };
  19078. /** @hidden */
  19079. Node.prototype.isSynchronized = function () {
  19080. if (this._cache.parent != this._parentNode) {
  19081. this._cache.parent = this._parentNode;
  19082. return false;
  19083. }
  19084. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19085. return false;
  19086. }
  19087. return this._isSynchronized();
  19088. };
  19089. /**
  19090. * Is this node ready to be used/rendered
  19091. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19092. * @return true if the node is ready
  19093. */
  19094. Node.prototype.isReady = function (completeCheck) {
  19095. if (completeCheck === void 0) { completeCheck = false; }
  19096. return this._isReady;
  19097. };
  19098. /**
  19099. * Is this node enabled?
  19100. * 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
  19101. * @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
  19102. * @return whether this node (and its parent) is enabled
  19103. */
  19104. Node.prototype.isEnabled = function (checkAncestors) {
  19105. if (checkAncestors === void 0) { checkAncestors = true; }
  19106. if (checkAncestors === false) {
  19107. return this._isEnabled;
  19108. }
  19109. if (!this._isEnabled) {
  19110. return false;
  19111. }
  19112. return this._isParentEnabled;
  19113. };
  19114. /** @hidden */
  19115. Node.prototype._syncParentEnabledState = function () {
  19116. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19117. if (this._children) {
  19118. this._children.forEach(function (c) {
  19119. c._syncParentEnabledState(); // Force children to update accordingly
  19120. });
  19121. }
  19122. };
  19123. /**
  19124. * Set the enabled state of this node
  19125. * @param value defines the new enabled state
  19126. */
  19127. Node.prototype.setEnabled = function (value) {
  19128. this._isEnabled = value;
  19129. this._syncParentEnabledState();
  19130. };
  19131. /**
  19132. * Is this node a descendant of the given node?
  19133. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19134. * @param ancestor defines the parent node to inspect
  19135. * @returns a boolean indicating if this node is a descendant of the given node
  19136. */
  19137. Node.prototype.isDescendantOf = function (ancestor) {
  19138. if (this.parent) {
  19139. if (this.parent === ancestor) {
  19140. return true;
  19141. }
  19142. return this.parent.isDescendantOf(ancestor);
  19143. }
  19144. return false;
  19145. };
  19146. /** @hidden */
  19147. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19148. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19149. if (!this._children) {
  19150. return;
  19151. }
  19152. for (var index = 0; index < this._children.length; index++) {
  19153. var item = this._children[index];
  19154. if (!predicate || predicate(item)) {
  19155. results.push(item);
  19156. }
  19157. if (!directDescendantsOnly) {
  19158. item._getDescendants(results, false, predicate);
  19159. }
  19160. }
  19161. };
  19162. /**
  19163. * Will return all nodes that have this node as ascendant
  19164. * @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
  19165. * @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
  19166. * @return all children nodes of all types
  19167. */
  19168. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19169. var results = new Array();
  19170. this._getDescendants(results, directDescendantsOnly, predicate);
  19171. return results;
  19172. };
  19173. /**
  19174. * Get all child-meshes of this node
  19175. * @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
  19176. * @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
  19177. * @returns an array of AbstractMesh
  19178. */
  19179. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19180. var results = [];
  19181. this._getDescendants(results, directDescendantsOnly, function (node) {
  19182. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19183. });
  19184. return results;
  19185. };
  19186. /**
  19187. * Get all child-transformNodes of this node
  19188. * @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
  19189. * @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
  19190. * @returns an array of TransformNode
  19191. */
  19192. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19193. var results = [];
  19194. this._getDescendants(results, directDescendantsOnly, function (node) {
  19195. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19196. });
  19197. return results;
  19198. };
  19199. /**
  19200. * Get all direct children of this node
  19201. * @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
  19202. * @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)
  19203. * @returns an array of Node
  19204. */
  19205. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19206. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19207. return this.getDescendants(directDescendantsOnly, predicate);
  19208. };
  19209. /** @hidden */
  19210. Node.prototype._setReady = function (state) {
  19211. if (state === this._isReady) {
  19212. return;
  19213. }
  19214. if (!state) {
  19215. this._isReady = false;
  19216. return;
  19217. }
  19218. if (this.onReady) {
  19219. this.onReady(this);
  19220. }
  19221. this._isReady = true;
  19222. };
  19223. /**
  19224. * Get an animation by name
  19225. * @param name defines the name of the animation to look for
  19226. * @returns null if not found else the requested animation
  19227. */
  19228. Node.prototype.getAnimationByName = function (name) {
  19229. for (var i = 0; i < this.animations.length; i++) {
  19230. var animation = this.animations[i];
  19231. if (animation.name === name) {
  19232. return animation;
  19233. }
  19234. }
  19235. return null;
  19236. };
  19237. /**
  19238. * Creates an animation range for this node
  19239. * @param name defines the name of the range
  19240. * @param from defines the starting key
  19241. * @param to defines the end key
  19242. */
  19243. Node.prototype.createAnimationRange = function (name, from, to) {
  19244. // check name not already in use
  19245. if (!this._ranges[name]) {
  19246. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19247. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19248. if (this.animations[i]) {
  19249. this.animations[i].createRange(name, from, to);
  19250. }
  19251. }
  19252. }
  19253. };
  19254. /**
  19255. * Delete a specific animation range
  19256. * @param name defines the name of the range to delete
  19257. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19258. */
  19259. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19260. if (deleteFrames === void 0) { deleteFrames = true; }
  19261. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19262. if (this.animations[i]) {
  19263. this.animations[i].deleteRange(name, deleteFrames);
  19264. }
  19265. }
  19266. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19267. };
  19268. /**
  19269. * Get an animation range by name
  19270. * @param name defines the name of the animation range to look for
  19271. * @returns null if not found else the requested animation range
  19272. */
  19273. Node.prototype.getAnimationRange = function (name) {
  19274. return this._ranges[name];
  19275. };
  19276. /**
  19277. * Will start the animation sequence
  19278. * @param name defines the range frames for animation sequence
  19279. * @param loop defines if the animation should loop (false by default)
  19280. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19281. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19282. * @returns the object created for this animation. If range does not exist, it will return null
  19283. */
  19284. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19285. var range = this.getAnimationRange(name);
  19286. if (!range) {
  19287. return null;
  19288. }
  19289. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19290. };
  19291. /**
  19292. * Serialize animation ranges into a JSON compatible object
  19293. * @returns serialization object
  19294. */
  19295. Node.prototype.serializeAnimationRanges = function () {
  19296. var serializationRanges = [];
  19297. for (var name in this._ranges) {
  19298. var localRange = this._ranges[name];
  19299. if (!localRange) {
  19300. continue;
  19301. }
  19302. var range = {};
  19303. range.name = name;
  19304. range.from = localRange.from;
  19305. range.to = localRange.to;
  19306. serializationRanges.push(range);
  19307. }
  19308. return serializationRanges;
  19309. };
  19310. /**
  19311. * Computes the world matrix of the node
  19312. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19313. * @returns the world matrix
  19314. */
  19315. Node.prototype.computeWorldMatrix = function (force) {
  19316. if (!this._worldMatrix) {
  19317. this._worldMatrix = BABYLON.Matrix.Identity();
  19318. }
  19319. return this._worldMatrix;
  19320. };
  19321. /**
  19322. * Releases resources associated with this node.
  19323. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19324. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19325. */
  19326. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19327. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19328. if (!doNotRecurse) {
  19329. var nodes = this.getDescendants(true);
  19330. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19331. var node = nodes_1[_i];
  19332. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19333. }
  19334. }
  19335. else {
  19336. var transformNodes = this.getChildTransformNodes(true);
  19337. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19338. var transformNode = transformNodes_1[_a];
  19339. transformNode.parent = null;
  19340. transformNode.computeWorldMatrix(true);
  19341. }
  19342. }
  19343. if (!this.parent) {
  19344. this.removeFromSceneRootNodes();
  19345. }
  19346. else {
  19347. this.parent = null;
  19348. }
  19349. // Callback
  19350. this.onDisposeObservable.notifyObservers(this);
  19351. this.onDisposeObservable.clear();
  19352. // Behaviors
  19353. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19354. var behavior = _c[_b];
  19355. behavior.detach();
  19356. }
  19357. this._behaviors = [];
  19358. this._isDisposed = true;
  19359. };
  19360. /**
  19361. * Parse animation range data from a serialization object and store them into a given node
  19362. * @param node defines where to store the animation ranges
  19363. * @param parsedNode defines the serialization object to read data from
  19364. * @param scene defines the hosting scene
  19365. */
  19366. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19367. if (parsedNode.ranges) {
  19368. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19369. var data = parsedNode.ranges[index];
  19370. node.createAnimationRange(data.name, data.from, data.to);
  19371. }
  19372. }
  19373. };
  19374. Node._NodeConstructors = {};
  19375. __decorate([
  19376. BABYLON.serialize()
  19377. ], Node.prototype, "name", void 0);
  19378. __decorate([
  19379. BABYLON.serialize()
  19380. ], Node.prototype, "id", void 0);
  19381. __decorate([
  19382. BABYLON.serialize()
  19383. ], Node.prototype, "uniqueId", void 0);
  19384. __decorate([
  19385. BABYLON.serialize()
  19386. ], Node.prototype, "state", void 0);
  19387. __decorate([
  19388. BABYLON.serialize()
  19389. ], Node.prototype, "metadata", void 0);
  19390. return Node;
  19391. }());
  19392. BABYLON.Node = Node;
  19393. })(BABYLON || (BABYLON = {}));
  19394. //# sourceMappingURL=babylon.node.js.map
  19395. var BABYLON;
  19396. (function (BABYLON) {
  19397. /**
  19398. * Class used to store bounding sphere information
  19399. */
  19400. var BoundingSphere = /** @class */ (function () {
  19401. /**
  19402. * Creates a new bounding sphere
  19403. * @param min defines the minimum vector (in local space)
  19404. * @param max defines the maximum vector (in local space)
  19405. * @param worldMatrix defines the new world matrix
  19406. */
  19407. function BoundingSphere(min, max, worldMatrix) {
  19408. /**
  19409. * Gets the center of the bounding sphere in local space
  19410. */
  19411. this.center = BABYLON.Vector3.Zero();
  19412. /**
  19413. * Gets the center of the bounding sphere in world space
  19414. */
  19415. this.centerWorld = BABYLON.Vector3.Zero();
  19416. /**
  19417. * Gets the minimum vector in local space
  19418. */
  19419. this.minimum = BABYLON.Vector3.Zero();
  19420. /**
  19421. * Gets the maximum vector in local space
  19422. */
  19423. this.maximum = BABYLON.Vector3.Zero();
  19424. this.reConstruct(min, max, worldMatrix);
  19425. }
  19426. /**
  19427. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19428. * @param min defines the new minimum vector (in local space)
  19429. * @param max defines the new maximum vector (in local space)
  19430. * @param worldMatrix defines the new world matrix
  19431. */
  19432. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19433. this.minimum.copyFrom(min);
  19434. this.maximum.copyFrom(max);
  19435. var distance = BABYLON.Vector3.Distance(min, max);
  19436. max.addToRef(min, this.center).scaleInPlace(0.5);
  19437. this.radius = distance * 0.5;
  19438. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19439. };
  19440. /**
  19441. * Scale the current bounding sphere by applying a scale factor
  19442. * @param factor defines the scale factor to apply
  19443. * @returns the current bounding box
  19444. */
  19445. BoundingSphere.prototype.scale = function (factor) {
  19446. var newRadius = this.radius * factor;
  19447. var tmpVectors = BoundingSphere.TmpVector3;
  19448. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19449. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19450. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19451. this.reConstruct(min, max, this._worldMatrix);
  19452. return this;
  19453. };
  19454. /**
  19455. * Gets the world matrix of the bounding box
  19456. * @returns a matrix
  19457. */
  19458. BoundingSphere.prototype.getWorldMatrix = function () {
  19459. return this._worldMatrix;
  19460. };
  19461. // Methods
  19462. /** @hidden */
  19463. BoundingSphere.prototype._update = function (worldMatrix) {
  19464. if (!worldMatrix.isIdentity()) {
  19465. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19466. var tempVector = BoundingSphere.TmpVector3[0];
  19467. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19468. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19469. }
  19470. else {
  19471. this.centerWorld.copyFrom(this.center);
  19472. this.radiusWorld = this.radius;
  19473. }
  19474. };
  19475. /**
  19476. * Tests if the bounding sphere is intersecting the frustum planes
  19477. * @param frustumPlanes defines the frustum planes to test
  19478. * @returns true if there is an intersection
  19479. */
  19480. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19481. for (var i = 0; i < 6; i++) {
  19482. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19483. return false;
  19484. }
  19485. }
  19486. return true;
  19487. };
  19488. /**
  19489. * Tests if a point is inside the bounding sphere
  19490. * @param point defines the point to test
  19491. * @returns true if the point is inside the bounding sphere
  19492. */
  19493. BoundingSphere.prototype.intersectsPoint = function (point) {
  19494. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19495. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19496. return false;
  19497. }
  19498. return true;
  19499. };
  19500. // Statics
  19501. /**
  19502. * Checks if two sphere intersct
  19503. * @param sphere0 sphere 0
  19504. * @param sphere1 sphere 1
  19505. * @returns true if the speres intersect
  19506. */
  19507. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19508. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19509. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19510. if (radiusSum * radiusSum < squareDistance) {
  19511. return false;
  19512. }
  19513. return true;
  19514. };
  19515. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19516. return BoundingSphere;
  19517. }());
  19518. BABYLON.BoundingSphere = BoundingSphere;
  19519. })(BABYLON || (BABYLON = {}));
  19520. //# sourceMappingURL=babylon.boundingSphere.js.map
  19521. var BABYLON;
  19522. (function (BABYLON) {
  19523. /**
  19524. * Class used to store bounding box information
  19525. */
  19526. var BoundingBox = /** @class */ (function () {
  19527. /**
  19528. * Creates a new bounding box
  19529. * @param min defines the minimum vector (in local space)
  19530. * @param max defines the maximum vector (in local space)
  19531. * @param worldMatrix defines the new world matrix
  19532. */
  19533. function BoundingBox(min, max, worldMatrix) {
  19534. /**
  19535. * Gets the 8 vectors representing the bounding box in local space
  19536. */
  19537. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19538. /**
  19539. * Gets the center of the bounding box in local space
  19540. */
  19541. this.center = BABYLON.Vector3.Zero();
  19542. /**
  19543. * Gets the center of the bounding box in world space
  19544. */
  19545. this.centerWorld = BABYLON.Vector3.Zero();
  19546. /**
  19547. * Gets the extend size in local space
  19548. */
  19549. this.extendSize = BABYLON.Vector3.Zero();
  19550. /**
  19551. * Gets the extend size in world space
  19552. */
  19553. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19554. /**
  19555. * Gets the OBB (object bounding box) directions
  19556. */
  19557. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19558. /**
  19559. * Gets the 8 vectors representing the bounding box in world space
  19560. */
  19561. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19562. /**
  19563. * Gets the minimum vector in world space
  19564. */
  19565. this.minimumWorld = BABYLON.Vector3.Zero();
  19566. /**
  19567. * Gets the maximum vector in world space
  19568. */
  19569. this.maximumWorld = BABYLON.Vector3.Zero();
  19570. /**
  19571. * Gets the minimum vector in local space
  19572. */
  19573. this.minimum = BABYLON.Vector3.Zero();
  19574. /**
  19575. * Gets the maximum vector in local space
  19576. */
  19577. this.maximum = BABYLON.Vector3.Zero();
  19578. this.reConstruct(min, max, worldMatrix);
  19579. }
  19580. // Methods
  19581. /**
  19582. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19583. * @param min defines the new minimum vector (in local space)
  19584. * @param max defines the new maximum vector (in local space)
  19585. * @param worldMatrix defines the new world matrix
  19586. */
  19587. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19588. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19589. var vectors = this.vectors;
  19590. this.minimum.copyFromFloats(minX, minY, minZ);
  19591. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19592. vectors[0].copyFromFloats(minX, minY, minZ);
  19593. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19594. vectors[2].copyFromFloats(maxX, minY, minZ);
  19595. vectors[3].copyFromFloats(minX, maxY, minZ);
  19596. vectors[4].copyFromFloats(minX, minY, maxZ);
  19597. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19598. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19599. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19600. // OBB
  19601. max.addToRef(min, this.center).scaleInPlace(0.5);
  19602. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19603. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19604. };
  19605. /**
  19606. * Scale the current bounding box by applying a scale factor
  19607. * @param factor defines the scale factor to apply
  19608. * @returns the current bounding box
  19609. */
  19610. BoundingBox.prototype.scale = function (factor) {
  19611. var tmpVectors = BoundingBox.TmpVector3;
  19612. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19613. var len = diff.length();
  19614. diff.normalizeFromLength(len);
  19615. var distance = len * factor;
  19616. var newRadius = diff.scaleInPlace(distance * 0.5);
  19617. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19618. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19619. this.reConstruct(min, max, this._worldMatrix);
  19620. return this;
  19621. };
  19622. /**
  19623. * Gets the world matrix of the bounding box
  19624. * @returns a matrix
  19625. */
  19626. BoundingBox.prototype.getWorldMatrix = function () {
  19627. return this._worldMatrix;
  19628. };
  19629. /** @hidden */
  19630. BoundingBox.prototype._update = function (world) {
  19631. var minWorld = this.minimumWorld;
  19632. var maxWorld = this.maximumWorld;
  19633. var directions = this.directions;
  19634. var vectorsWorld = this.vectorsWorld;
  19635. var vectors = this.vectors;
  19636. if (!world.isIdentity()) {
  19637. minWorld.setAll(Number.MAX_VALUE);
  19638. maxWorld.setAll(-Number.MAX_VALUE);
  19639. for (var index = 0; index < 8; ++index) {
  19640. var v = vectorsWorld[index];
  19641. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19642. minWorld.minimizeInPlace(v);
  19643. maxWorld.maximizeInPlace(v);
  19644. }
  19645. // Extend
  19646. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19647. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19648. }
  19649. else {
  19650. minWorld.copyFrom(this.minimum);
  19651. maxWorld.copyFrom(this.maximum);
  19652. for (var index = 0; index < 8; ++index) {
  19653. vectorsWorld[index].copyFrom(vectors[index]);
  19654. }
  19655. // Extend
  19656. this.extendSizeWorld.copyFrom(this.extendSize);
  19657. this.centerWorld.copyFrom(this.center);
  19658. }
  19659. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19660. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19661. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19662. this._worldMatrix = world;
  19663. };
  19664. /**
  19665. * Tests if the bounding box is intersecting the frustum planes
  19666. * @param frustumPlanes defines the frustum planes to test
  19667. * @returns true if there is an intersection
  19668. */
  19669. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19670. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19671. };
  19672. /**
  19673. * Tests if the bounding box is entirely inside the frustum planes
  19674. * @param frustumPlanes defines the frustum planes to test
  19675. * @returns true if there is an inclusion
  19676. */
  19677. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19678. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19679. };
  19680. /**
  19681. * Tests if a point is inside the bounding box
  19682. * @param point defines the point to test
  19683. * @returns true if the point is inside the bounding box
  19684. */
  19685. BoundingBox.prototype.intersectsPoint = function (point) {
  19686. var min = this.minimumWorld;
  19687. var max = this.maximumWorld;
  19688. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19689. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19690. var delta = -BABYLON.Epsilon;
  19691. if (maxX - pointX < delta || delta > pointX - minX) {
  19692. return false;
  19693. }
  19694. if (maxY - pointY < delta || delta > pointY - minY) {
  19695. return false;
  19696. }
  19697. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19698. return false;
  19699. }
  19700. return true;
  19701. };
  19702. /**
  19703. * Tests if the bounding box intersects with a bounding sphere
  19704. * @param sphere defines the sphere to test
  19705. * @returns true if there is an intersection
  19706. */
  19707. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19708. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19709. };
  19710. /**
  19711. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19712. * @param min defines the min vector to use
  19713. * @param max defines the max vector to use
  19714. * @returns true if there is an intersection
  19715. */
  19716. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19717. var myMin = this.minimumWorld;
  19718. var myMax = this.maximumWorld;
  19719. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19720. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19721. if (myMaxX < minX || myMinX > maxX) {
  19722. return false;
  19723. }
  19724. if (myMaxY < minY || myMinY > maxY) {
  19725. return false;
  19726. }
  19727. if (myMaxZ < minZ || myMinZ > maxZ) {
  19728. return false;
  19729. }
  19730. return true;
  19731. };
  19732. // Statics
  19733. /**
  19734. * Tests if two bounding boxes are intersections
  19735. * @param box0 defines the first box to test
  19736. * @param box1 defines the second box to test
  19737. * @returns true if there is an intersection
  19738. */
  19739. BoundingBox.Intersects = function (box0, box1) {
  19740. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19741. };
  19742. /**
  19743. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19744. * @param minPoint defines the minimum vector of the bounding box
  19745. * @param maxPoint defines the maximum vector of the bounding box
  19746. * @param sphereCenter defines the sphere center
  19747. * @param sphereRadius defines the sphere radius
  19748. * @returns true if there is an intersection
  19749. */
  19750. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19751. var vector = BoundingBox.TmpVector3[0];
  19752. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19753. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19754. return (num <= (sphereRadius * sphereRadius));
  19755. };
  19756. /**
  19757. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19758. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19759. * @param frustumPlanes defines the frustum planes to test
  19760. * @return true if there is an inclusion
  19761. */
  19762. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19763. for (var p = 0; p < 6; ++p) {
  19764. var frustumPlane = frustumPlanes[p];
  19765. for (var i = 0; i < 8; ++i) {
  19766. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19767. return false;
  19768. }
  19769. }
  19770. }
  19771. return true;
  19772. };
  19773. /**
  19774. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19775. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19776. * @param frustumPlanes defines the frustum planes to test
  19777. * @return true if there is an intersection
  19778. */
  19779. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19780. for (var p = 0; p < 6; ++p) {
  19781. var canReturnFalse = true;
  19782. var frustumPlane = frustumPlanes[p];
  19783. for (var i = 0; i < 8; ++i) {
  19784. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19785. canReturnFalse = false;
  19786. break;
  19787. }
  19788. }
  19789. if (canReturnFalse) {
  19790. return false;
  19791. }
  19792. }
  19793. return true;
  19794. };
  19795. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19796. return BoundingBox;
  19797. }());
  19798. BABYLON.BoundingBox = BoundingBox;
  19799. })(BABYLON || (BABYLON = {}));
  19800. //# sourceMappingURL=babylon.boundingBox.js.map
  19801. var BABYLON;
  19802. (function (BABYLON) {
  19803. var _result0 = { min: 0, max: 0 };
  19804. var _result1 = { min: 0, max: 0 };
  19805. var computeBoxExtents = function (axis, box, result) {
  19806. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19807. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19808. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19809. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19810. var r = r0 + r1 + r2;
  19811. result.min = p - r;
  19812. result.max = p + r;
  19813. };
  19814. var axisOverlap = function (axis, box0, box1) {
  19815. computeBoxExtents(axis, box0, _result0);
  19816. computeBoxExtents(axis, box1, _result1);
  19817. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19818. };
  19819. /**
  19820. * Info for a bounding data of a mesh
  19821. */
  19822. var BoundingInfo = /** @class */ (function () {
  19823. /**
  19824. * Constructs bounding info
  19825. * @param minimum min vector of the bounding box/sphere
  19826. * @param maximum max vector of the bounding box/sphere
  19827. * @param worldMatrix defines the new world matrix
  19828. */
  19829. function BoundingInfo(minimum, maximum, worldMatrix) {
  19830. this._isLocked = false;
  19831. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19832. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19833. }
  19834. /**
  19835. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19836. * @param min defines the new minimum vector (in local space)
  19837. * @param max defines the new maximum vector (in local space)
  19838. * @param worldMatrix defines the new world matrix
  19839. */
  19840. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19841. this.boundingBox.reConstruct(min, max, worldMatrix);
  19842. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19843. };
  19844. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19845. /**
  19846. * min vector of the bounding box/sphere
  19847. */
  19848. get: function () {
  19849. return this.boundingBox.minimum;
  19850. },
  19851. enumerable: true,
  19852. configurable: true
  19853. });
  19854. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19855. /**
  19856. * max vector of the bounding box/sphere
  19857. */
  19858. get: function () {
  19859. return this.boundingBox.maximum;
  19860. },
  19861. enumerable: true,
  19862. configurable: true
  19863. });
  19864. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19865. /**
  19866. * If the info is locked and won't be updated to avoid perf overhead
  19867. */
  19868. get: function () {
  19869. return this._isLocked;
  19870. },
  19871. set: function (value) {
  19872. this._isLocked = value;
  19873. },
  19874. enumerable: true,
  19875. configurable: true
  19876. });
  19877. // Methods
  19878. /**
  19879. * Updates the bounding sphere and box
  19880. * @param world world matrix to be used to update
  19881. */
  19882. BoundingInfo.prototype.update = function (world) {
  19883. if (this._isLocked) {
  19884. return;
  19885. }
  19886. this.boundingBox._update(world);
  19887. this.boundingSphere._update(world);
  19888. };
  19889. /**
  19890. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19891. * @param center New center of the bounding info
  19892. * @param extend New extend of the bounding info
  19893. * @returns the current bounding info
  19894. */
  19895. BoundingInfo.prototype.centerOn = function (center, extend) {
  19896. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19897. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19898. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19899. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19900. return this;
  19901. };
  19902. /**
  19903. * Scale the current bounding info by applying a scale factor
  19904. * @param factor defines the scale factor to apply
  19905. * @returns the current bounding info
  19906. */
  19907. BoundingInfo.prototype.scale = function (factor) {
  19908. this.boundingBox.scale(factor);
  19909. this.boundingSphere.scale(factor);
  19910. return this;
  19911. };
  19912. /**
  19913. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19914. * @param frustumPlanes defines the frustum to test
  19915. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19916. * @returns true if the bounding info is in the frustum planes
  19917. */
  19918. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19919. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19920. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19921. return false;
  19922. }
  19923. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19924. return true;
  19925. }
  19926. return this.boundingBox.isInFrustum(frustumPlanes);
  19927. };
  19928. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19929. /**
  19930. * Gets the world distance between the min and max points of the bounding box
  19931. */
  19932. get: function () {
  19933. var boundingBox = this.boundingBox;
  19934. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19935. return diag.length();
  19936. },
  19937. enumerable: true,
  19938. configurable: true
  19939. });
  19940. /**
  19941. * Checks if a cullable object (mesh...) is in the camera frustum
  19942. * Unlike isInFrustum this cheks the full bounding box
  19943. * @param frustumPlanes Camera near/planes
  19944. * @returns true if the object is in frustum otherwise false
  19945. */
  19946. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19947. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19948. };
  19949. /** @hidden */
  19950. BoundingInfo.prototype._checkCollision = function (collider) {
  19951. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19952. };
  19953. /**
  19954. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19955. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19956. * @param point the point to check intersection with
  19957. * @returns if the point intersects
  19958. */
  19959. BoundingInfo.prototype.intersectsPoint = function (point) {
  19960. if (!this.boundingSphere.centerWorld) {
  19961. return false;
  19962. }
  19963. if (!this.boundingSphere.intersectsPoint(point)) {
  19964. return false;
  19965. }
  19966. if (!this.boundingBox.intersectsPoint(point)) {
  19967. return false;
  19968. }
  19969. return true;
  19970. };
  19971. /**
  19972. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19973. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19974. * @param boundingInfo the bounding info to check intersection with
  19975. * @param precise if the intersection should be done using OBB
  19976. * @returns if the bounding info intersects
  19977. */
  19978. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19979. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19980. return false;
  19981. }
  19982. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19983. return false;
  19984. }
  19985. if (!precise) {
  19986. return true;
  19987. }
  19988. var box0 = this.boundingBox;
  19989. var box1 = boundingInfo.boundingBox;
  19990. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19991. return false;
  19992. }
  19993. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19994. return false;
  19995. }
  19996. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19997. return false;
  19998. }
  19999. if (!axisOverlap(box1.directions[0], box0, box1)) {
  20000. return false;
  20001. }
  20002. if (!axisOverlap(box1.directions[1], box0, box1)) {
  20003. return false;
  20004. }
  20005. if (!axisOverlap(box1.directions[2], box0, box1)) {
  20006. return false;
  20007. }
  20008. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  20009. return false;
  20010. }
  20011. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  20012. return false;
  20013. }
  20014. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  20015. return false;
  20016. }
  20017. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  20018. return false;
  20019. }
  20020. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  20021. return false;
  20022. }
  20023. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  20024. return false;
  20025. }
  20026. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  20027. return false;
  20028. }
  20029. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20030. return false;
  20031. }
  20032. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20033. return false;
  20034. }
  20035. return true;
  20036. };
  20037. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20038. return BoundingInfo;
  20039. }());
  20040. BABYLON.BoundingInfo = BoundingInfo;
  20041. })(BABYLON || (BABYLON = {}));
  20042. //# sourceMappingURL=babylon.boundingInfo.js.map
  20043. var BABYLON;
  20044. (function (BABYLON) {
  20045. /**
  20046. * 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.
  20047. * @see https://doc.babylonjs.com/how_to/transformnode
  20048. */
  20049. var TransformNode = /** @class */ (function (_super) {
  20050. __extends(TransformNode, _super);
  20051. function TransformNode(name, scene, isPure) {
  20052. if (scene === void 0) { scene = null; }
  20053. if (isPure === void 0) { isPure = true; }
  20054. var _this = _super.call(this, name, scene) || this;
  20055. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20056. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20057. _this._up = new BABYLON.Vector3(0, 1, 0);
  20058. _this._right = new BABYLON.Vector3(1, 0, 0);
  20059. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20060. // Properties
  20061. _this._position = BABYLON.Vector3.Zero();
  20062. _this._rotation = BABYLON.Vector3.Zero();
  20063. _this._scaling = BABYLON.Vector3.One();
  20064. _this._isDirty = false;
  20065. /**
  20066. * Set the billboard mode. Default is 0.
  20067. *
  20068. * | Value | Type | Description |
  20069. * | --- | --- | --- |
  20070. * | 0 | BILLBOARDMODE_NONE | |
  20071. * | 1 | BILLBOARDMODE_X | |
  20072. * | 2 | BILLBOARDMODE_Y | |
  20073. * | 4 | BILLBOARDMODE_Z | |
  20074. * | 7 | BILLBOARDMODE_ALL | |
  20075. *
  20076. */
  20077. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20078. /**
  20079. * 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
  20080. */
  20081. _this.scalingDeterminant = 1;
  20082. /**
  20083. * Sets the distance of the object to max, often used by skybox
  20084. */
  20085. _this.infiniteDistance = false;
  20086. /**
  20087. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20088. * By default the system will update normals to compensate
  20089. */
  20090. _this.ignoreNonUniformScaling = false;
  20091. _this._localWorld = BABYLON.Matrix.Zero();
  20092. _this._absolutePosition = BABYLON.Vector3.Zero();
  20093. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20094. _this._postMultiplyPivotMatrix = false;
  20095. _this._isWorldMatrixFrozen = false;
  20096. /** @hidden */
  20097. _this._indexInSceneTransformNodesArray = -1;
  20098. /**
  20099. * An event triggered after the world matrix is updated
  20100. */
  20101. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20102. _this._nonUniformScaling = false;
  20103. if (isPure) {
  20104. _this.getScene().addTransformNode(_this);
  20105. }
  20106. return _this;
  20107. }
  20108. /**
  20109. * Gets a string identifying the name of the class
  20110. * @returns "TransformNode" string
  20111. */
  20112. TransformNode.prototype.getClassName = function () {
  20113. return "TransformNode";
  20114. };
  20115. Object.defineProperty(TransformNode.prototype, "position", {
  20116. /**
  20117. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20118. */
  20119. get: function () {
  20120. return this._position;
  20121. },
  20122. set: function (newPosition) {
  20123. this._position = newPosition;
  20124. this._isDirty = true;
  20125. },
  20126. enumerable: true,
  20127. configurable: true
  20128. });
  20129. Object.defineProperty(TransformNode.prototype, "rotation", {
  20130. /**
  20131. * 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)).
  20132. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20133. */
  20134. get: function () {
  20135. return this._rotation;
  20136. },
  20137. set: function (newRotation) {
  20138. this._rotation = newRotation;
  20139. this._isDirty = true;
  20140. },
  20141. enumerable: true,
  20142. configurable: true
  20143. });
  20144. Object.defineProperty(TransformNode.prototype, "scaling", {
  20145. /**
  20146. * 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)).
  20147. */
  20148. get: function () {
  20149. return this._scaling;
  20150. },
  20151. set: function (newScaling) {
  20152. this._scaling = newScaling;
  20153. this._isDirty = true;
  20154. },
  20155. enumerable: true,
  20156. configurable: true
  20157. });
  20158. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20159. /**
  20160. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20161. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20162. */
  20163. get: function () {
  20164. return this._rotationQuaternion;
  20165. },
  20166. set: function (quaternion) {
  20167. this._rotationQuaternion = quaternion;
  20168. //reset the rotation vector.
  20169. if (quaternion) {
  20170. this.rotation.setAll(0.0);
  20171. }
  20172. },
  20173. enumerable: true,
  20174. configurable: true
  20175. });
  20176. Object.defineProperty(TransformNode.prototype, "forward", {
  20177. /**
  20178. * The forward direction of that transform in world space.
  20179. */
  20180. get: function () {
  20181. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20182. },
  20183. enumerable: true,
  20184. configurable: true
  20185. });
  20186. Object.defineProperty(TransformNode.prototype, "up", {
  20187. /**
  20188. * The up direction of that transform in world space.
  20189. */
  20190. get: function () {
  20191. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20192. },
  20193. enumerable: true,
  20194. configurable: true
  20195. });
  20196. Object.defineProperty(TransformNode.prototype, "right", {
  20197. /**
  20198. * The right direction of that transform in world space.
  20199. */
  20200. get: function () {
  20201. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20202. },
  20203. enumerable: true,
  20204. configurable: true
  20205. });
  20206. /**
  20207. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20208. * @param matrix the matrix to copy the pose from
  20209. * @returns this TransformNode.
  20210. */
  20211. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20212. this._poseMatrix.copyFrom(matrix);
  20213. return this;
  20214. };
  20215. /**
  20216. * Returns the mesh Pose matrix.
  20217. * @returns the pose matrix
  20218. */
  20219. TransformNode.prototype.getPoseMatrix = function () {
  20220. return this._poseMatrix;
  20221. };
  20222. /** @hidden */
  20223. TransformNode.prototype._isSynchronized = function () {
  20224. if (this._isDirty) {
  20225. return false;
  20226. }
  20227. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20228. return false;
  20229. }
  20230. if (this._cache.pivotMatrixUpdated) {
  20231. return false;
  20232. }
  20233. if (this.infiniteDistance) {
  20234. return false;
  20235. }
  20236. if (!this._cache.position.equals(this._position)) {
  20237. return false;
  20238. }
  20239. if (this._rotationQuaternion) {
  20240. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20241. return false;
  20242. }
  20243. }
  20244. if (!this._cache.rotation.equals(this._rotation)) {
  20245. return false;
  20246. }
  20247. if (!this._cache.scaling.equals(this._scaling)) {
  20248. return false;
  20249. }
  20250. return true;
  20251. };
  20252. /** @hidden */
  20253. TransformNode.prototype._initCache = function () {
  20254. _super.prototype._initCache.call(this);
  20255. this._cache.localMatrixUpdated = false;
  20256. this._cache.position = BABYLON.Vector3.Zero();
  20257. this._cache.scaling = BABYLON.Vector3.Zero();
  20258. this._cache.rotation = BABYLON.Vector3.Zero();
  20259. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20260. this._cache.billboardMode = -1;
  20261. };
  20262. /**
  20263. * Flag the transform node as dirty (Forcing it to update everything)
  20264. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20265. * @returns this transform node
  20266. */
  20267. TransformNode.prototype.markAsDirty = function (property) {
  20268. if (property === "rotation") {
  20269. this.rotationQuaternion = null;
  20270. }
  20271. this._currentRenderId = Number.MAX_VALUE;
  20272. this._isDirty = true;
  20273. return this;
  20274. };
  20275. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20276. /**
  20277. * Returns the current mesh absolute position.
  20278. * Returns a Vector3.
  20279. */
  20280. get: function () {
  20281. return this._absolutePosition;
  20282. },
  20283. enumerable: true,
  20284. configurable: true
  20285. });
  20286. /**
  20287. * Sets a new matrix to apply before all other transformation
  20288. * @param matrix defines the transform matrix
  20289. * @returns the current TransformNode
  20290. */
  20291. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20292. return this.setPivotMatrix(matrix, false);
  20293. };
  20294. /**
  20295. * Sets a new pivot matrix to the current node
  20296. * @param matrix defines the new pivot matrix to use
  20297. * @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
  20298. * @returns the current TransformNode
  20299. */
  20300. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20301. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20302. this._pivotMatrix.copyFrom(matrix);
  20303. this._cache.pivotMatrixUpdated = true;
  20304. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20305. if (this._postMultiplyPivotMatrix) {
  20306. if (!this._pivotMatrixInverse) {
  20307. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20308. }
  20309. else {
  20310. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20311. }
  20312. }
  20313. return this;
  20314. };
  20315. /**
  20316. * Returns the mesh pivot matrix.
  20317. * Default : Identity.
  20318. * @returns the matrix
  20319. */
  20320. TransformNode.prototype.getPivotMatrix = function () {
  20321. return this._pivotMatrix;
  20322. };
  20323. /**
  20324. * Prevents the World matrix to be computed any longer.
  20325. * @returns the TransformNode.
  20326. */
  20327. TransformNode.prototype.freezeWorldMatrix = function () {
  20328. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20329. this.computeWorldMatrix(true);
  20330. this._isWorldMatrixFrozen = true;
  20331. return this;
  20332. };
  20333. /**
  20334. * Allows back the World matrix computation.
  20335. * @returns the TransformNode.
  20336. */
  20337. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20338. this._isWorldMatrixFrozen = false;
  20339. this.computeWorldMatrix(true);
  20340. return this;
  20341. };
  20342. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20343. /**
  20344. * True if the World matrix has been frozen.
  20345. */
  20346. get: function () {
  20347. return this._isWorldMatrixFrozen;
  20348. },
  20349. enumerable: true,
  20350. configurable: true
  20351. });
  20352. /**
  20353. * Retuns the mesh absolute position in the World.
  20354. * @returns a Vector3.
  20355. */
  20356. TransformNode.prototype.getAbsolutePosition = function () {
  20357. this.computeWorldMatrix();
  20358. return this._absolutePosition;
  20359. };
  20360. /**
  20361. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20362. * @param absolutePosition the absolute position to set
  20363. * @returns the TransformNode.
  20364. */
  20365. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20366. if (!absolutePosition) {
  20367. return this;
  20368. }
  20369. var absolutePositionX;
  20370. var absolutePositionY;
  20371. var absolutePositionZ;
  20372. if (absolutePosition.x === undefined) {
  20373. if (arguments.length < 3) {
  20374. return this;
  20375. }
  20376. absolutePositionX = arguments[0];
  20377. absolutePositionY = arguments[1];
  20378. absolutePositionZ = arguments[2];
  20379. }
  20380. else {
  20381. absolutePositionX = absolutePosition.x;
  20382. absolutePositionY = absolutePosition.y;
  20383. absolutePositionZ = absolutePosition.z;
  20384. }
  20385. if (this.parent) {
  20386. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20387. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20388. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20389. }
  20390. else {
  20391. this.position.x = absolutePositionX;
  20392. this.position.y = absolutePositionY;
  20393. this.position.z = absolutePositionZ;
  20394. }
  20395. return this;
  20396. };
  20397. /**
  20398. * Sets the mesh position in its local space.
  20399. * @param vector3 the position to set in localspace
  20400. * @returns the TransformNode.
  20401. */
  20402. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20403. this.computeWorldMatrix();
  20404. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20405. return this;
  20406. };
  20407. /**
  20408. * Returns the mesh position in the local space from the current World matrix values.
  20409. * @returns a new Vector3.
  20410. */
  20411. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20412. this.computeWorldMatrix();
  20413. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20414. this._localWorld.invertToRef(invLocalWorldMatrix);
  20415. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20416. };
  20417. /**
  20418. * Translates the mesh along the passed Vector3 in its local space.
  20419. * @param vector3 the distance to translate in localspace
  20420. * @returns the TransformNode.
  20421. */
  20422. TransformNode.prototype.locallyTranslate = function (vector3) {
  20423. this.computeWorldMatrix(true);
  20424. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20425. return this;
  20426. };
  20427. /**
  20428. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20429. * @param targetPoint the position (must be in same space as current mesh) to look at
  20430. * @param yawCor optional yaw (y-axis) correction in radians
  20431. * @param pitchCor optional pitch (x-axis) correction in radians
  20432. * @param rollCor optional roll (z-axis) correction in radians
  20433. * @param space the choosen space of the target
  20434. * @returns the TransformNode.
  20435. */
  20436. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20437. if (yawCor === void 0) { yawCor = 0; }
  20438. if (pitchCor === void 0) { pitchCor = 0; }
  20439. if (rollCor === void 0) { rollCor = 0; }
  20440. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20441. var dv = TransformNode._lookAtVectorCache;
  20442. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20443. targetPoint.subtractToRef(pos, dv);
  20444. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20445. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20446. var pitch = Math.atan2(dv.y, len);
  20447. if (this.rotationQuaternion) {
  20448. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20449. }
  20450. else {
  20451. this.rotation.x = pitch + pitchCor;
  20452. this.rotation.y = yaw + yawCor;
  20453. this.rotation.z = rollCor;
  20454. }
  20455. // Correct for parent's rotation offset
  20456. if (space === BABYLON.Space.WORLD && this.parent) {
  20457. if (this.rotationQuaternion) {
  20458. // Get local rotation matrix of the looking object
  20459. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20460. this.rotationQuaternion.toRotationMatrix(rotationMatrix);
  20461. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20462. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20463. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20464. parentRotationMatrix.invert();
  20465. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20466. this.rotationQuaternion.fromRotationMatrix(rotationMatrix);
  20467. }
  20468. else {
  20469. // Get local rotation matrix of the looking object
  20470. var quaternionRotation = BABYLON.Tmp.Quaternion[0];
  20471. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);
  20472. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20473. quaternionRotation.toRotationMatrix(rotationMatrix);
  20474. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20475. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20476. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20477. parentRotationMatrix.invert();
  20478. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20479. quaternionRotation.fromRotationMatrix(rotationMatrix);
  20480. quaternionRotation.toEulerAnglesToRef(this.rotation);
  20481. }
  20482. }
  20483. return this;
  20484. };
  20485. /**
  20486. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20487. * This Vector3 is expressed in the World space.
  20488. * @param localAxis axis to rotate
  20489. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20490. */
  20491. TransformNode.prototype.getDirection = function (localAxis) {
  20492. var result = BABYLON.Vector3.Zero();
  20493. this.getDirectionToRef(localAxis, result);
  20494. return result;
  20495. };
  20496. /**
  20497. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20498. * localAxis is expressed in the mesh local space.
  20499. * result is computed in the Wordl space from the mesh World matrix.
  20500. * @param localAxis axis to rotate
  20501. * @param result the resulting transformnode
  20502. * @returns this TransformNode.
  20503. */
  20504. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20505. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20506. return this;
  20507. };
  20508. /**
  20509. * Sets a new pivot point to the current node
  20510. * @param point defines the new pivot point to use
  20511. * @param space defines if the point is in world or local space (local by default)
  20512. * @returns the current TransformNode
  20513. */
  20514. TransformNode.prototype.setPivotPoint = function (point, space) {
  20515. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20516. if (this.getScene().getRenderId() == 0) {
  20517. this.computeWorldMatrix(true);
  20518. }
  20519. var wm = this.getWorldMatrix();
  20520. if (space == BABYLON.Space.WORLD) {
  20521. var tmat = BABYLON.Tmp.Matrix[0];
  20522. wm.invertToRef(tmat);
  20523. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20524. }
  20525. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20526. };
  20527. /**
  20528. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20529. * @returns the pivot point
  20530. */
  20531. TransformNode.prototype.getPivotPoint = function () {
  20532. var point = BABYLON.Vector3.Zero();
  20533. this.getPivotPointToRef(point);
  20534. return point;
  20535. };
  20536. /**
  20537. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20538. * @param result the vector3 to store the result
  20539. * @returns this TransformNode.
  20540. */
  20541. TransformNode.prototype.getPivotPointToRef = function (result) {
  20542. result.x = -this._pivotMatrix.m[12];
  20543. result.y = -this._pivotMatrix.m[13];
  20544. result.z = -this._pivotMatrix.m[14];
  20545. return this;
  20546. };
  20547. /**
  20548. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20549. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20550. */
  20551. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20552. var point = BABYLON.Vector3.Zero();
  20553. this.getAbsolutePivotPointToRef(point);
  20554. return point;
  20555. };
  20556. /**
  20557. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20558. * @param result vector3 to store the result
  20559. * @returns this TransformNode.
  20560. */
  20561. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20562. result.x = this._pivotMatrix.m[12];
  20563. result.y = this._pivotMatrix.m[13];
  20564. result.z = this._pivotMatrix.m[14];
  20565. this.getPivotPointToRef(result);
  20566. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20567. return this;
  20568. };
  20569. /**
  20570. * Defines the passed node as the parent of the current node.
  20571. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20572. * @param node the node ot set as the parent
  20573. * @returns this TransformNode.
  20574. */
  20575. TransformNode.prototype.setParent = function (node) {
  20576. if (!node && !this.parent) {
  20577. return this;
  20578. }
  20579. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20580. var position = BABYLON.Tmp.Vector3[0];
  20581. var scale = BABYLON.Tmp.Vector3[1];
  20582. if (!node) {
  20583. if (this.parent && this.parent.computeWorldMatrix) {
  20584. this.parent.computeWorldMatrix(true);
  20585. }
  20586. this.computeWorldMatrix(true);
  20587. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20588. }
  20589. else {
  20590. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20591. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20592. this.computeWorldMatrix(true);
  20593. node.computeWorldMatrix(true);
  20594. node.getWorldMatrix().invertToRef(invParentMatrix);
  20595. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20596. diffMatrix.decompose(scale, quatRotation, position);
  20597. }
  20598. if (this.rotationQuaternion) {
  20599. this.rotationQuaternion.copyFrom(quatRotation);
  20600. }
  20601. else {
  20602. quatRotation.toEulerAnglesToRef(this.rotation);
  20603. }
  20604. this.scaling.copyFrom(scale);
  20605. this.position.copyFrom(position);
  20606. this.parent = node;
  20607. return this;
  20608. };
  20609. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20610. /**
  20611. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20612. */
  20613. get: function () {
  20614. return this._nonUniformScaling;
  20615. },
  20616. enumerable: true,
  20617. configurable: true
  20618. });
  20619. /** @hidden */
  20620. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20621. if (this._nonUniformScaling === value) {
  20622. return false;
  20623. }
  20624. this._nonUniformScaling = value;
  20625. return true;
  20626. };
  20627. /**
  20628. * Attach the current TransformNode to another TransformNode associated with a bone
  20629. * @param bone Bone affecting the TransformNode
  20630. * @param affectedTransformNode TransformNode associated with the bone
  20631. * @returns this object
  20632. */
  20633. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20634. this._transformToBoneReferal = affectedTransformNode;
  20635. this.parent = bone;
  20636. if (bone.getWorldMatrix().determinant() < 0) {
  20637. this.scalingDeterminant *= -1;
  20638. }
  20639. return this;
  20640. };
  20641. /**
  20642. * Detach the transform node if its associated with a bone
  20643. * @returns this object
  20644. */
  20645. TransformNode.prototype.detachFromBone = function () {
  20646. if (!this.parent) {
  20647. return this;
  20648. }
  20649. if (this.parent.getWorldMatrix().determinant() < 0) {
  20650. this.scalingDeterminant *= -1;
  20651. }
  20652. this._transformToBoneReferal = null;
  20653. this.parent = null;
  20654. return this;
  20655. };
  20656. /**
  20657. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20658. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20659. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20660. * The passed axis is also normalized.
  20661. * @param axis the axis to rotate around
  20662. * @param amount the amount to rotate in radians
  20663. * @param space Space to rotate in (Default: local)
  20664. * @returns the TransformNode.
  20665. */
  20666. TransformNode.prototype.rotate = function (axis, amount, space) {
  20667. axis.normalize();
  20668. if (!this.rotationQuaternion) {
  20669. this.rotationQuaternion = this.rotation.toQuaternion();
  20670. this.rotation.setAll(0);
  20671. }
  20672. var rotationQuaternion;
  20673. if (!space || space === BABYLON.Space.LOCAL) {
  20674. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20675. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20676. }
  20677. else {
  20678. if (this.parent) {
  20679. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20680. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20681. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20682. }
  20683. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20684. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20685. }
  20686. return this;
  20687. };
  20688. /**
  20689. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20690. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20691. * The passed axis is also normalized. .
  20692. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20693. * @param point the point to rotate around
  20694. * @param axis the axis to rotate around
  20695. * @param amount the amount to rotate in radians
  20696. * @returns the TransformNode
  20697. */
  20698. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20699. axis.normalize();
  20700. if (!this.rotationQuaternion) {
  20701. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20702. this.rotation.setAll(0);
  20703. }
  20704. var tmpVector = BABYLON.Tmp.Vector3[0];
  20705. var finalScale = BABYLON.Tmp.Vector3[1];
  20706. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20707. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20708. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20709. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20710. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20711. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20712. point.subtractToRef(this.position, tmpVector);
  20713. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20714. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20715. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20716. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20717. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20718. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20719. this.position.addInPlace(finalTranslation);
  20720. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20721. return this;
  20722. };
  20723. /**
  20724. * Translates the mesh along the axis vector for the passed distance in the given space.
  20725. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20726. * @param axis the axis to translate in
  20727. * @param distance the distance to translate
  20728. * @param space Space to rotate in (Default: local)
  20729. * @returns the TransformNode.
  20730. */
  20731. TransformNode.prototype.translate = function (axis, distance, space) {
  20732. var displacementVector = axis.scale(distance);
  20733. if (!space || space === BABYLON.Space.LOCAL) {
  20734. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20735. this.setPositionWithLocalVector(tempV3);
  20736. }
  20737. else {
  20738. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20739. }
  20740. return this;
  20741. };
  20742. /**
  20743. * Adds a rotation step to the mesh current rotation.
  20744. * x, y, z are Euler angles expressed in radians.
  20745. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20746. * This means this rotation is made in the mesh local space only.
  20747. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20748. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20749. * ```javascript
  20750. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20751. * ```
  20752. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20753. * 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.
  20754. * @param x Rotation to add
  20755. * @param y Rotation to add
  20756. * @param z Rotation to add
  20757. * @returns the TransformNode.
  20758. */
  20759. TransformNode.prototype.addRotation = function (x, y, z) {
  20760. var rotationQuaternion;
  20761. if (this.rotationQuaternion) {
  20762. rotationQuaternion = this.rotationQuaternion;
  20763. }
  20764. else {
  20765. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20766. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20767. }
  20768. var accumulation = BABYLON.Tmp.Quaternion[0];
  20769. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20770. rotationQuaternion.multiplyInPlace(accumulation);
  20771. if (!this.rotationQuaternion) {
  20772. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20773. }
  20774. return this;
  20775. };
  20776. /**
  20777. * Computes the world matrix of the node
  20778. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20779. * @returns the world matrix
  20780. */
  20781. TransformNode.prototype.computeWorldMatrix = function (force) {
  20782. if (this._isWorldMatrixFrozen) {
  20783. return this._worldMatrix;
  20784. }
  20785. if (!force && this.isSynchronized()) {
  20786. this._currentRenderId = this.getScene().getRenderId();
  20787. return this._worldMatrix;
  20788. }
  20789. this._updateCache();
  20790. this._cache.position.copyFrom(this.position);
  20791. this._cache.scaling.copyFrom(this.scaling);
  20792. this._cache.pivotMatrixUpdated = false;
  20793. this._cache.billboardMode = this.billboardMode;
  20794. this._currentRenderId = this.getScene().getRenderId();
  20795. this._childRenderId = this.getScene().getRenderId();
  20796. this._isDirty = false;
  20797. // Scaling
  20798. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20799. // Rotation
  20800. //rotate, if quaternion is set and rotation was used
  20801. if (this.rotationQuaternion) {
  20802. var len = this.rotation.length();
  20803. if (len) {
  20804. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20805. this.rotation.copyFromFloats(0, 0, 0);
  20806. }
  20807. }
  20808. if (this.rotationQuaternion) {
  20809. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20810. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20811. }
  20812. else {
  20813. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20814. this._cache.rotation.copyFrom(this.rotation);
  20815. }
  20816. // Translation
  20817. var camera = this.getScene().activeCamera;
  20818. if (this.infiniteDistance && !this.parent && camera) {
  20819. var cameraWorldMatrix = camera.getWorldMatrix();
  20820. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20821. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20822. }
  20823. else {
  20824. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20825. }
  20826. // Composing transformations
  20827. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20828. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20829. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20830. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20831. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20832. // Need to decompose each rotation here
  20833. var currentPosition = BABYLON.Tmp.Vector3[3];
  20834. if (this.parent && this.parent.getWorldMatrix) {
  20835. if (this._transformToBoneReferal) {
  20836. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20837. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20838. }
  20839. else {
  20840. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20841. }
  20842. }
  20843. else {
  20844. currentPosition.copyFrom(this.position);
  20845. }
  20846. currentPosition.subtractInPlace(camera.globalPosition);
  20847. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20848. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20849. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20850. }
  20851. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20852. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20853. }
  20854. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20855. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20856. }
  20857. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20858. }
  20859. else {
  20860. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20861. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20862. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20863. }
  20864. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20865. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20866. }
  20867. // Post multiply inverse of pivotMatrix
  20868. if (this._postMultiplyPivotMatrix) {
  20869. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20870. }
  20871. // Local world
  20872. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20873. // Parent
  20874. if (this.parent && this.parent.getWorldMatrix) {
  20875. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20876. if (this._transformToBoneReferal) {
  20877. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20878. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20879. }
  20880. else {
  20881. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20882. }
  20883. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20884. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20885. this._worldMatrix.copyFrom(this._localWorld);
  20886. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20887. }
  20888. else {
  20889. if (this._transformToBoneReferal) {
  20890. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20891. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20892. }
  20893. else {
  20894. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20895. }
  20896. }
  20897. this._markSyncedWithParent();
  20898. }
  20899. else {
  20900. this._worldMatrix.copyFrom(this._localWorld);
  20901. }
  20902. // Normal matrix
  20903. if (!this.ignoreNonUniformScaling) {
  20904. if (this.scaling.isNonUniform) {
  20905. this._updateNonUniformScalingState(true);
  20906. }
  20907. else if (this.parent && this.parent._nonUniformScaling) {
  20908. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20909. }
  20910. else {
  20911. this._updateNonUniformScalingState(false);
  20912. }
  20913. }
  20914. else {
  20915. this._updateNonUniformScalingState(false);
  20916. }
  20917. this._afterComputeWorldMatrix();
  20918. // Absolute position
  20919. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20920. // Callbacks
  20921. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20922. if (!this._poseMatrix) {
  20923. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20924. }
  20925. // Cache the determinant
  20926. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20927. return this._worldMatrix;
  20928. };
  20929. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20930. };
  20931. /**
  20932. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20933. * @param func callback function to add
  20934. *
  20935. * @returns the TransformNode.
  20936. */
  20937. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20938. this.onAfterWorldMatrixUpdateObservable.add(func);
  20939. return this;
  20940. };
  20941. /**
  20942. * Removes a registered callback function.
  20943. * @param func callback function to remove
  20944. * @returns the TransformNode.
  20945. */
  20946. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20947. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20948. return this;
  20949. };
  20950. /**
  20951. * Gets the position of the current mesh in camera space
  20952. * @param camera defines the camera to use
  20953. * @returns a position
  20954. */
  20955. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20956. if (camera === void 0) { camera = null; }
  20957. if (!camera) {
  20958. camera = this.getScene().activeCamera;
  20959. }
  20960. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20961. };
  20962. /**
  20963. * Returns the distance from the mesh to the active camera
  20964. * @param camera defines the camera to use
  20965. * @returns the distance
  20966. */
  20967. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20968. if (camera === void 0) { camera = null; }
  20969. if (!camera) {
  20970. camera = this.getScene().activeCamera;
  20971. }
  20972. return this.absolutePosition.subtract(camera.position).length();
  20973. };
  20974. /**
  20975. * Clone the current transform node
  20976. * @param name Name of the new clone
  20977. * @param newParent New parent for the clone
  20978. * @param doNotCloneChildren Do not clone children hierarchy
  20979. * @returns the new transform node
  20980. */
  20981. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20982. var _this = this;
  20983. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20984. result.name = name;
  20985. result.id = name;
  20986. if (newParent) {
  20987. result.parent = newParent;
  20988. }
  20989. if (!doNotCloneChildren) {
  20990. // Children
  20991. var directDescendants = this.getDescendants(true);
  20992. for (var index = 0; index < directDescendants.length; index++) {
  20993. var child = directDescendants[index];
  20994. if (child.clone) {
  20995. child.clone(name + "." + child.name, result);
  20996. }
  20997. }
  20998. }
  20999. return result;
  21000. };
  21001. /**
  21002. * Serializes the objects information.
  21003. * @param currentSerializationObject defines the object to serialize in
  21004. * @returns the serialized object
  21005. */
  21006. TransformNode.prototype.serialize = function (currentSerializationObject) {
  21007. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  21008. serializationObject.type = this.getClassName();
  21009. // Parent
  21010. if (this.parent) {
  21011. serializationObject.parentId = this.parent.id;
  21012. }
  21013. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  21014. serializationObject.tags = BABYLON.Tags.GetTags(this);
  21015. }
  21016. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  21017. serializationObject.isEnabled = this.isEnabled();
  21018. // Parent
  21019. if (this.parent) {
  21020. serializationObject.parentId = this.parent.id;
  21021. }
  21022. return serializationObject;
  21023. };
  21024. // Statics
  21025. /**
  21026. * Returns a new TransformNode object parsed from the source provided.
  21027. * @param parsedTransformNode is the source.
  21028. * @param scene the scne the object belongs to
  21029. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  21030. * @returns a new TransformNode object parsed from the source provided.
  21031. */
  21032. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  21033. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  21034. if (BABYLON.Tags) {
  21035. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  21036. }
  21037. if (parsedTransformNode.localMatrix) {
  21038. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  21039. }
  21040. else if (parsedTransformNode.pivotMatrix) {
  21041. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  21042. }
  21043. transformNode.setEnabled(parsedTransformNode.isEnabled);
  21044. // Parent
  21045. if (parsedTransformNode.parentId) {
  21046. transformNode._waitingParentId = parsedTransformNode.parentId;
  21047. }
  21048. return transformNode;
  21049. };
  21050. /**
  21051. * Releases resources associated with this transform node.
  21052. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21053. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21054. */
  21055. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21056. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21057. // Animations
  21058. this.getScene().stopAnimation(this);
  21059. // Remove from scene
  21060. this.getScene().removeTransformNode(this);
  21061. this.onAfterWorldMatrixUpdateObservable.clear();
  21062. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21063. };
  21064. // Statics
  21065. /**
  21066. * Object will not rotate to face the camera
  21067. */
  21068. TransformNode.BILLBOARDMODE_NONE = 0;
  21069. /**
  21070. * Object will rotate to face the camera but only on the x axis
  21071. */
  21072. TransformNode.BILLBOARDMODE_X = 1;
  21073. /**
  21074. * Object will rotate to face the camera but only on the y axis
  21075. */
  21076. TransformNode.BILLBOARDMODE_Y = 2;
  21077. /**
  21078. * Object will rotate to face the camera but only on the z axis
  21079. */
  21080. TransformNode.BILLBOARDMODE_Z = 4;
  21081. /**
  21082. * Object will rotate to face the camera
  21083. */
  21084. TransformNode.BILLBOARDMODE_ALL = 7;
  21085. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21086. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21087. __decorate([
  21088. BABYLON.serializeAsVector3("position")
  21089. ], TransformNode.prototype, "_position", void 0);
  21090. __decorate([
  21091. BABYLON.serializeAsVector3("rotation")
  21092. ], TransformNode.prototype, "_rotation", void 0);
  21093. __decorate([
  21094. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21095. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21096. __decorate([
  21097. BABYLON.serializeAsVector3("scaling")
  21098. ], TransformNode.prototype, "_scaling", void 0);
  21099. __decorate([
  21100. BABYLON.serialize()
  21101. ], TransformNode.prototype, "billboardMode", void 0);
  21102. __decorate([
  21103. BABYLON.serialize()
  21104. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21105. __decorate([
  21106. BABYLON.serialize()
  21107. ], TransformNode.prototype, "infiniteDistance", void 0);
  21108. __decorate([
  21109. BABYLON.serialize()
  21110. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21111. return TransformNode;
  21112. }(BABYLON.Node));
  21113. BABYLON.TransformNode = TransformNode;
  21114. })(BABYLON || (BABYLON = {}));
  21115. //# sourceMappingURL=babylon.transformNode.js.map
  21116. var BABYLON;
  21117. (function (BABYLON) {
  21118. /** @hidden */
  21119. var _FacetDataStorage = /** @class */ (function () {
  21120. function _FacetDataStorage() {
  21121. this.facetNb = 0; // facet number
  21122. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21123. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21124. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21125. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21126. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21127. this.subDiv = {
  21128. max: 1,
  21129. X: 1,
  21130. Y: 1,
  21131. Z: 1
  21132. };
  21133. this.facetDepthSort = false; // is the facet depth sort to be computed
  21134. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21135. }
  21136. return _FacetDataStorage;
  21137. }());
  21138. /**
  21139. * Class used to store all common mesh properties
  21140. */
  21141. var AbstractMesh = /** @class */ (function (_super) {
  21142. __extends(AbstractMesh, _super);
  21143. // Constructor
  21144. /**
  21145. * Creates a new AbstractMesh
  21146. * @param name defines the name of the mesh
  21147. * @param scene defines the hosting scene
  21148. */
  21149. function AbstractMesh(name, scene) {
  21150. if (scene === void 0) { scene = null; }
  21151. var _this = _super.call(this, name, scene, false) || this;
  21152. _this._facetData = new _FacetDataStorage();
  21153. /** Gets ot sets the culling strategy to use to find visible meshes */
  21154. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21155. // Events
  21156. /**
  21157. * An event triggered when this mesh collides with another one
  21158. */
  21159. _this.onCollideObservable = new BABYLON.Observable();
  21160. /**
  21161. * An event triggered when the collision's position changes
  21162. */
  21163. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21164. /**
  21165. * An event triggered when material is changed
  21166. */
  21167. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21168. // Properties
  21169. /**
  21170. * Gets or sets the orientation for POV movement & rotation
  21171. */
  21172. _this.definedFacingForward = true;
  21173. _this._visibility = 1.0;
  21174. /** Gets or sets the alpha index used to sort transparent meshes
  21175. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21176. */
  21177. _this.alphaIndex = Number.MAX_VALUE;
  21178. /**
  21179. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21180. */
  21181. _this.isVisible = true;
  21182. /**
  21183. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21184. */
  21185. _this.isPickable = true;
  21186. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21187. _this.showSubMeshesBoundingBox = false;
  21188. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21189. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21190. */
  21191. _this.isBlocker = false;
  21192. /**
  21193. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21194. */
  21195. _this.enablePointerMoveEvents = false;
  21196. /**
  21197. * Specifies the rendering group id for this mesh (0 by default)
  21198. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21199. */
  21200. _this.renderingGroupId = 0;
  21201. _this._receiveShadows = false;
  21202. /** Defines color to use when rendering outline */
  21203. _this.outlineColor = BABYLON.Color3.Red();
  21204. /** Define width to use when rendering outline */
  21205. _this.outlineWidth = 0.02;
  21206. /** Defines color to use when rendering overlay */
  21207. _this.overlayColor = BABYLON.Color3.Red();
  21208. /** Defines alpha to use when rendering overlay */
  21209. _this.overlayAlpha = 0.5;
  21210. _this._hasVertexAlpha = false;
  21211. _this._useVertexColors = true;
  21212. _this._computeBonesUsingShaders = true;
  21213. _this._numBoneInfluencers = 4;
  21214. _this._applyFog = true;
  21215. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21216. _this.useOctreeForRenderingSelection = true;
  21217. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21218. _this.useOctreeForPicking = true;
  21219. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21220. _this.useOctreeForCollisions = true;
  21221. _this._layerMask = 0x0FFFFFFF;
  21222. /**
  21223. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21224. */
  21225. _this.alwaysSelectAsActiveMesh = false;
  21226. /**
  21227. * Gets or sets the current action manager
  21228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21229. */
  21230. _this.actionManager = null;
  21231. // Collisions
  21232. _this._checkCollisions = false;
  21233. _this._collisionMask = -1;
  21234. _this._collisionGroup = -1;
  21235. /**
  21236. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21237. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21238. */
  21239. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21240. /**
  21241. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21242. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21243. */
  21244. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21245. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21246. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21247. // Edges
  21248. /**
  21249. * Defines edge width used when edgesRenderer is enabled
  21250. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21251. */
  21252. _this.edgesWidth = 1;
  21253. /**
  21254. * Defines edge color used when edgesRenderer is enabled
  21255. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21256. */
  21257. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21258. /** @hidden */
  21259. _this._renderId = 0;
  21260. /** @hidden */
  21261. _this._intersectionsInProgress = new Array();
  21262. /** @hidden */
  21263. _this._unIndexed = false;
  21264. /** @hidden */
  21265. _this._lightSources = new Array();
  21266. /**
  21267. * An event triggered when the mesh is rebuilt.
  21268. */
  21269. _this.onRebuildObservable = new BABYLON.Observable();
  21270. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21271. if (collidedMesh === void 0) { collidedMesh = null; }
  21272. //TODO move this to the collision coordinator!
  21273. if (_this.getScene().workerCollisions) {
  21274. newPosition.multiplyInPlace(_this._collider._radius);
  21275. }
  21276. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21277. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21278. _this.position.addInPlace(_this._diffPositionForCollisions);
  21279. }
  21280. if (collidedMesh) {
  21281. _this.onCollideObservable.notifyObservers(collidedMesh);
  21282. }
  21283. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21284. };
  21285. _this.getScene().addMesh(_this);
  21286. _this._resyncLightSources();
  21287. return _this;
  21288. }
  21289. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21290. /**
  21291. * No billboard
  21292. */
  21293. get: function () {
  21294. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21295. },
  21296. enumerable: true,
  21297. configurable: true
  21298. });
  21299. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21300. /** Billboard on X axis */
  21301. get: function () {
  21302. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21303. },
  21304. enumerable: true,
  21305. configurable: true
  21306. });
  21307. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21308. /** Billboard on Y axis */
  21309. get: function () {
  21310. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21311. },
  21312. enumerable: true,
  21313. configurable: true
  21314. });
  21315. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21316. /** Billboard on Z axis */
  21317. get: function () {
  21318. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21319. },
  21320. enumerable: true,
  21321. configurable: true
  21322. });
  21323. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21324. /** Billboard on all axes */
  21325. get: function () {
  21326. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21327. },
  21328. enumerable: true,
  21329. configurable: true
  21330. });
  21331. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21332. /**
  21333. * Gets the number of facets in the mesh
  21334. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21335. */
  21336. get: function () {
  21337. return this._facetData.facetNb;
  21338. },
  21339. enumerable: true,
  21340. configurable: true
  21341. });
  21342. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21343. /**
  21344. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21345. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21346. */
  21347. get: function () {
  21348. return this._facetData.partitioningSubdivisions;
  21349. },
  21350. set: function (nb) {
  21351. this._facetData.partitioningSubdivisions = nb;
  21352. },
  21353. enumerable: true,
  21354. configurable: true
  21355. });
  21356. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21357. /**
  21358. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21359. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21360. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21361. */
  21362. get: function () {
  21363. return this._facetData.partitioningBBoxRatio;
  21364. },
  21365. set: function (ratio) {
  21366. this._facetData.partitioningBBoxRatio = ratio;
  21367. },
  21368. enumerable: true,
  21369. configurable: true
  21370. });
  21371. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21372. /**
  21373. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21374. * Works only for updatable meshes.
  21375. * Doesn't work with multi-materials
  21376. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21377. */
  21378. get: function () {
  21379. return this._facetData.facetDepthSort;
  21380. },
  21381. set: function (sort) {
  21382. this._facetData.facetDepthSort = sort;
  21383. },
  21384. enumerable: true,
  21385. configurable: true
  21386. });
  21387. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21388. /**
  21389. * The location (Vector3) where the facet depth sort must be computed from.
  21390. * By default, the active camera position.
  21391. * Used only when facet depth sort is enabled
  21392. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21393. */
  21394. get: function () {
  21395. return this._facetData.facetDepthSortFrom;
  21396. },
  21397. set: function (location) {
  21398. this._facetData.facetDepthSortFrom = location;
  21399. },
  21400. enumerable: true,
  21401. configurable: true
  21402. });
  21403. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21404. /**
  21405. * gets a boolean indicating if facetData is enabled
  21406. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21407. */
  21408. get: function () {
  21409. return this._facetData.facetDataEnabled;
  21410. },
  21411. enumerable: true,
  21412. configurable: true
  21413. });
  21414. /** @hidden */
  21415. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21416. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21417. return false;
  21418. }
  21419. this._markSubMeshesAsMiscDirty();
  21420. return true;
  21421. };
  21422. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21423. /** Set a function to call when this mesh collides with another one */
  21424. set: function (callback) {
  21425. if (this._onCollideObserver) {
  21426. this.onCollideObservable.remove(this._onCollideObserver);
  21427. }
  21428. this._onCollideObserver = this.onCollideObservable.add(callback);
  21429. },
  21430. enumerable: true,
  21431. configurable: true
  21432. });
  21433. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21434. /** Set a function to call when the collision's position changes */
  21435. set: function (callback) {
  21436. if (this._onCollisionPositionChangeObserver) {
  21437. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21438. }
  21439. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21440. },
  21441. enumerable: true,
  21442. configurable: true
  21443. });
  21444. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21445. /**
  21446. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21447. */
  21448. get: function () {
  21449. return this._visibility;
  21450. },
  21451. /**
  21452. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21453. */
  21454. set: function (value) {
  21455. if (this._visibility === value) {
  21456. return;
  21457. }
  21458. this._visibility = value;
  21459. this._markSubMeshesAsMiscDirty();
  21460. },
  21461. enumerable: true,
  21462. configurable: true
  21463. });
  21464. Object.defineProperty(AbstractMesh.prototype, "material", {
  21465. /** Gets or sets current material */
  21466. get: function () {
  21467. return this._material;
  21468. },
  21469. set: function (value) {
  21470. if (this._material === value) {
  21471. return;
  21472. }
  21473. // remove from material mesh map id needed
  21474. if (this._material && this._material.meshMap) {
  21475. this._material.meshMap[this.uniqueId] = undefined;
  21476. }
  21477. this._material = value;
  21478. if (value && value.meshMap) {
  21479. value.meshMap[this.uniqueId] = this;
  21480. }
  21481. if (this.onMaterialChangedObservable.hasObservers) {
  21482. this.onMaterialChangedObservable.notifyObservers(this);
  21483. }
  21484. if (!this.subMeshes) {
  21485. return;
  21486. }
  21487. this._unBindEffect();
  21488. },
  21489. enumerable: true,
  21490. configurable: true
  21491. });
  21492. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21493. /**
  21494. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21495. * @see http://doc.babylonjs.com/babylon101/shadows
  21496. */
  21497. get: function () {
  21498. return this._receiveShadows;
  21499. },
  21500. set: function (value) {
  21501. if (this._receiveShadows === value) {
  21502. return;
  21503. }
  21504. this._receiveShadows = value;
  21505. this._markSubMeshesAsLightDirty();
  21506. },
  21507. enumerable: true,
  21508. configurable: true
  21509. });
  21510. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21511. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21512. get: function () {
  21513. return this._hasVertexAlpha;
  21514. },
  21515. set: function (value) {
  21516. if (this._hasVertexAlpha === value) {
  21517. return;
  21518. }
  21519. this._hasVertexAlpha = value;
  21520. this._markSubMeshesAsAttributesDirty();
  21521. this._markSubMeshesAsMiscDirty();
  21522. },
  21523. enumerable: true,
  21524. configurable: true
  21525. });
  21526. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21527. /** 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) */
  21528. get: function () {
  21529. return this._useVertexColors;
  21530. },
  21531. set: function (value) {
  21532. if (this._useVertexColors === value) {
  21533. return;
  21534. }
  21535. this._useVertexColors = value;
  21536. this._markSubMeshesAsAttributesDirty();
  21537. },
  21538. enumerable: true,
  21539. configurable: true
  21540. });
  21541. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21542. /**
  21543. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21544. */
  21545. get: function () {
  21546. return this._computeBonesUsingShaders;
  21547. },
  21548. set: function (value) {
  21549. if (this._computeBonesUsingShaders === value) {
  21550. return;
  21551. }
  21552. this._computeBonesUsingShaders = value;
  21553. this._markSubMeshesAsAttributesDirty();
  21554. },
  21555. enumerable: true,
  21556. configurable: true
  21557. });
  21558. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21559. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21560. get: function () {
  21561. return this._numBoneInfluencers;
  21562. },
  21563. set: function (value) {
  21564. if (this._numBoneInfluencers === value) {
  21565. return;
  21566. }
  21567. this._numBoneInfluencers = value;
  21568. this._markSubMeshesAsAttributesDirty();
  21569. },
  21570. enumerable: true,
  21571. configurable: true
  21572. });
  21573. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21574. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21575. get: function () {
  21576. return this._applyFog;
  21577. },
  21578. set: function (value) {
  21579. if (this._applyFog === value) {
  21580. return;
  21581. }
  21582. this._applyFog = value;
  21583. this._markSubMeshesAsMiscDirty();
  21584. },
  21585. enumerable: true,
  21586. configurable: true
  21587. });
  21588. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21589. /**
  21590. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21591. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21592. */
  21593. get: function () {
  21594. return this._layerMask;
  21595. },
  21596. set: function (value) {
  21597. if (value === this._layerMask) {
  21598. return;
  21599. }
  21600. this._layerMask = value;
  21601. this._resyncLightSources();
  21602. },
  21603. enumerable: true,
  21604. configurable: true
  21605. });
  21606. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21607. /**
  21608. * Gets or sets a collision mask used to mask collisions (default is -1).
  21609. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21610. */
  21611. get: function () {
  21612. return this._collisionMask;
  21613. },
  21614. set: function (mask) {
  21615. this._collisionMask = !isNaN(mask) ? mask : -1;
  21616. },
  21617. enumerable: true,
  21618. configurable: true
  21619. });
  21620. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21621. /**
  21622. * Gets or sets the current collision group mask (-1 by default).
  21623. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21624. */
  21625. get: function () {
  21626. return this._collisionGroup;
  21627. },
  21628. set: function (mask) {
  21629. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21630. },
  21631. enumerable: true,
  21632. configurable: true
  21633. });
  21634. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21635. /** @hidden */
  21636. get: function () {
  21637. return null;
  21638. },
  21639. enumerable: true,
  21640. configurable: true
  21641. });
  21642. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21643. get: function () {
  21644. return this._skeleton;
  21645. },
  21646. /**
  21647. * Gets or sets a skeleton to apply skining transformations
  21648. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21649. */
  21650. set: function (value) {
  21651. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21652. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21653. }
  21654. if (value && value.needInitialSkinMatrix) {
  21655. value._registerMeshWithPoseMatrix(this);
  21656. }
  21657. this._skeleton = value;
  21658. if (!this._skeleton) {
  21659. this._bonesTransformMatrices = null;
  21660. }
  21661. this._markSubMeshesAsAttributesDirty();
  21662. },
  21663. enumerable: true,
  21664. configurable: true
  21665. });
  21666. /**
  21667. * Returns the string "AbstractMesh"
  21668. * @returns "AbstractMesh"
  21669. */
  21670. AbstractMesh.prototype.getClassName = function () {
  21671. return "AbstractMesh";
  21672. };
  21673. /**
  21674. * Gets a string representation of the current mesh
  21675. * @param fullDetails defines a boolean indicating if full details must be included
  21676. * @returns a string representation of the current mesh
  21677. */
  21678. AbstractMesh.prototype.toString = function (fullDetails) {
  21679. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21680. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21681. if (this._skeleton) {
  21682. ret += ", skeleton: " + this._skeleton.name;
  21683. }
  21684. if (fullDetails) {
  21685. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21686. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21687. }
  21688. return ret;
  21689. };
  21690. /** @hidden */
  21691. AbstractMesh.prototype._rebuild = function () {
  21692. this.onRebuildObservable.notifyObservers(this);
  21693. if (this._occlusionQuery) {
  21694. this._occlusionQuery = null;
  21695. }
  21696. if (!this.subMeshes) {
  21697. return;
  21698. }
  21699. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21700. var subMesh = _a[_i];
  21701. subMesh._rebuild();
  21702. }
  21703. };
  21704. /** @hidden */
  21705. AbstractMesh.prototype._resyncLightSources = function () {
  21706. this._lightSources.length = 0;
  21707. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21708. var light = _a[_i];
  21709. if (!light.isEnabled()) {
  21710. continue;
  21711. }
  21712. if (light.canAffectMesh(this)) {
  21713. this._lightSources.push(light);
  21714. }
  21715. }
  21716. this._markSubMeshesAsLightDirty();
  21717. };
  21718. /** @hidden */
  21719. AbstractMesh.prototype._resyncLighSource = function (light) {
  21720. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21721. var index = this._lightSources.indexOf(light);
  21722. if (index === -1) {
  21723. if (!isIn) {
  21724. return;
  21725. }
  21726. this._lightSources.push(light);
  21727. }
  21728. else {
  21729. if (isIn) {
  21730. return;
  21731. }
  21732. this._lightSources.splice(index, 1);
  21733. }
  21734. this._markSubMeshesAsLightDirty();
  21735. };
  21736. /** @hidden */
  21737. AbstractMesh.prototype._unBindEffect = function () {
  21738. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21739. var subMesh = _a[_i];
  21740. subMesh.setEffect(null);
  21741. }
  21742. };
  21743. /** @hidden */
  21744. AbstractMesh.prototype._removeLightSource = function (light) {
  21745. var index = this._lightSources.indexOf(light);
  21746. if (index === -1) {
  21747. return;
  21748. }
  21749. this._lightSources.splice(index, 1);
  21750. this._markSubMeshesAsLightDirty();
  21751. };
  21752. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21753. if (!this.subMeshes) {
  21754. return;
  21755. }
  21756. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21757. var subMesh = _a[_i];
  21758. if (subMesh._materialDefines) {
  21759. func(subMesh._materialDefines);
  21760. }
  21761. }
  21762. };
  21763. /** @hidden */
  21764. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21765. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21766. };
  21767. /** @hidden */
  21768. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21769. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21770. };
  21771. /** @hidden */
  21772. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21773. if (!this.subMeshes) {
  21774. return;
  21775. }
  21776. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21777. var subMesh = _a[_i];
  21778. var material = subMesh.getMaterial();
  21779. if (material) {
  21780. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21781. }
  21782. }
  21783. };
  21784. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21785. /**
  21786. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21787. */
  21788. get: function () {
  21789. return this._scaling;
  21790. },
  21791. set: function (newScaling) {
  21792. this._scaling = newScaling;
  21793. if (this.physicsImpostor) {
  21794. this.physicsImpostor.forceUpdate();
  21795. }
  21796. },
  21797. enumerable: true,
  21798. configurable: true
  21799. });
  21800. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21801. // Methods
  21802. /**
  21803. * Returns true if the mesh is blocked. Implemented by child classes
  21804. */
  21805. get: function () {
  21806. return false;
  21807. },
  21808. enumerable: true,
  21809. configurable: true
  21810. });
  21811. /**
  21812. * Returns the mesh itself by default. Implemented by child classes
  21813. * @param camera defines the camera to use to pick the right LOD level
  21814. * @returns the currentAbstractMesh
  21815. */
  21816. AbstractMesh.prototype.getLOD = function (camera) {
  21817. return this;
  21818. };
  21819. /**
  21820. * Returns 0 by default. Implemented by child classes
  21821. * @returns an integer
  21822. */
  21823. AbstractMesh.prototype.getTotalVertices = function () {
  21824. return 0;
  21825. };
  21826. /**
  21827. * Returns a positive integer : the total number of indices in this mesh geometry.
  21828. * @returns the numner of indices or zero if the mesh has no geometry.
  21829. */
  21830. AbstractMesh.prototype.getTotalIndices = function () {
  21831. return 0;
  21832. };
  21833. /**
  21834. * Returns null by default. Implemented by child classes
  21835. * @returns null
  21836. */
  21837. AbstractMesh.prototype.getIndices = function () {
  21838. return null;
  21839. };
  21840. /**
  21841. * Returns the array of the requested vertex data kind. Implemented by child classes
  21842. * @param kind defines the vertex data kind to use
  21843. * @returns null
  21844. */
  21845. AbstractMesh.prototype.getVerticesData = function (kind) {
  21846. return null;
  21847. };
  21848. /**
  21849. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21850. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21851. * Note that a new underlying VertexBuffer object is created each call.
  21852. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21853. * @param kind defines vertex data kind:
  21854. * * BABYLON.VertexBuffer.PositionKind
  21855. * * BABYLON.VertexBuffer.UVKind
  21856. * * BABYLON.VertexBuffer.UV2Kind
  21857. * * BABYLON.VertexBuffer.UV3Kind
  21858. * * BABYLON.VertexBuffer.UV4Kind
  21859. * * BABYLON.VertexBuffer.UV5Kind
  21860. * * BABYLON.VertexBuffer.UV6Kind
  21861. * * BABYLON.VertexBuffer.ColorKind
  21862. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21863. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21864. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21865. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21866. * @param data defines the data source
  21867. * @param updatable defines if the data must be flagged as updatable (or static)
  21868. * @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
  21869. * @returns the current mesh
  21870. */
  21871. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21872. return this;
  21873. };
  21874. /**
  21875. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21876. * If the mesh has no geometry, it is simply returned as it is.
  21877. * @param kind defines vertex data kind:
  21878. * * BABYLON.VertexBuffer.PositionKind
  21879. * * BABYLON.VertexBuffer.UVKind
  21880. * * BABYLON.VertexBuffer.UV2Kind
  21881. * * BABYLON.VertexBuffer.UV3Kind
  21882. * * BABYLON.VertexBuffer.UV4Kind
  21883. * * BABYLON.VertexBuffer.UV5Kind
  21884. * * BABYLON.VertexBuffer.UV6Kind
  21885. * * BABYLON.VertexBuffer.ColorKind
  21886. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21887. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21888. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21889. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21890. * @param data defines the data source
  21891. * @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
  21892. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21893. * @returns the current mesh
  21894. */
  21895. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21896. return this;
  21897. };
  21898. /**
  21899. * Sets the mesh indices,
  21900. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21901. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21902. * @param totalVertices Defines the total number of vertices
  21903. * @returns the current mesh
  21904. */
  21905. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21906. return this;
  21907. };
  21908. /**
  21909. * Gets a boolean indicating if specific vertex data is present
  21910. * @param kind defines the vertex data kind to use
  21911. * @returns true is data kind is present
  21912. */
  21913. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21914. return false;
  21915. };
  21916. /**
  21917. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21918. * @returns a BoundingInfo
  21919. */
  21920. AbstractMesh.prototype.getBoundingInfo = function () {
  21921. if (this._masterMesh) {
  21922. return this._masterMesh.getBoundingInfo();
  21923. }
  21924. if (!this._boundingInfo) {
  21925. // this._boundingInfo is being created here
  21926. this._updateBoundingInfo();
  21927. }
  21928. // cannot be null.
  21929. return this._boundingInfo;
  21930. };
  21931. /**
  21932. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21933. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21934. * @returns the current mesh
  21935. */
  21936. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21937. if (includeDescendants === void 0) { includeDescendants = true; }
  21938. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21939. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21940. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21941. if (maxDimension === 0) {
  21942. return this;
  21943. }
  21944. var scale = 1 / maxDimension;
  21945. this.scaling.scaleInPlace(scale);
  21946. return this;
  21947. };
  21948. /**
  21949. * Overwrite the current bounding info
  21950. * @param boundingInfo defines the new bounding info
  21951. * @returns the current mesh
  21952. */
  21953. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21954. this._boundingInfo = boundingInfo;
  21955. return this;
  21956. };
  21957. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21958. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21959. get: function () {
  21960. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21961. },
  21962. enumerable: true,
  21963. configurable: true
  21964. });
  21965. /** @hidden */
  21966. AbstractMesh.prototype._preActivate = function () {
  21967. };
  21968. /** @hidden */
  21969. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21970. };
  21971. /** @hidden */
  21972. AbstractMesh.prototype._activate = function (renderId) {
  21973. this._renderId = renderId;
  21974. };
  21975. /**
  21976. * Gets the current world matrix
  21977. * @returns a Matrix
  21978. */
  21979. AbstractMesh.prototype.getWorldMatrix = function () {
  21980. if (this._masterMesh) {
  21981. return this._masterMesh.getWorldMatrix();
  21982. }
  21983. return _super.prototype.getWorldMatrix.call(this);
  21984. };
  21985. /** @hidden */
  21986. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21987. if (this._masterMesh) {
  21988. return this._masterMesh._getWorldMatrixDeterminant();
  21989. }
  21990. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21991. };
  21992. // ================================== Point of View Movement =================================
  21993. /**
  21994. * Perform relative position change from the point of view of behind the front of the mesh.
  21995. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21996. * Supports definition of mesh facing forward or backward
  21997. * @param amountRight defines the distance on the right axis
  21998. * @param amountUp defines the distance on the up axis
  21999. * @param amountForward defines the distance on the forward axis
  22000. * @returns the current mesh
  22001. */
  22002. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  22003. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  22004. return this;
  22005. };
  22006. /**
  22007. * Calculate relative position change from the point of view of behind the front of the mesh.
  22008. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22009. * Supports definition of mesh facing forward or backward
  22010. * @param amountRight defines the distance on the right axis
  22011. * @param amountUp defines the distance on the up axis
  22012. * @param amountForward defines the distance on the forward axis
  22013. * @returns the new displacement vector
  22014. */
  22015. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  22016. var rotMatrix = new BABYLON.Matrix();
  22017. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  22018. rotQuaternion.toRotationMatrix(rotMatrix);
  22019. var translationDelta = BABYLON.Vector3.Zero();
  22020. var defForwardMult = this.definedFacingForward ? -1 : 1;
  22021. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  22022. return translationDelta;
  22023. };
  22024. // ================================== Point of View Rotation =================================
  22025. /**
  22026. * Perform relative rotation change from the point of view of behind the front of the mesh.
  22027. * Supports definition of mesh facing forward or backward
  22028. * @param flipBack defines the flip
  22029. * @param twirlClockwise defines the twirl
  22030. * @param tiltRight defines the tilt
  22031. * @returns the current mesh
  22032. */
  22033. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22034. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  22035. return this;
  22036. };
  22037. /**
  22038. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  22039. * Supports definition of mesh facing forward or backward.
  22040. * @param flipBack defines the flip
  22041. * @param twirlClockwise defines the twirl
  22042. * @param tiltRight defines the tilt
  22043. * @returns the new rotation vector
  22044. */
  22045. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22046. var defForwardMult = this.definedFacingForward ? 1 : -1;
  22047. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  22048. };
  22049. /**
  22050. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  22051. * @param includeDescendants Include bounding info from descendants as well (true by default)
  22052. * @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
  22053. * @returns the new bounding vectors
  22054. */
  22055. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  22056. if (includeDescendants === void 0) { includeDescendants = true; }
  22057. if (predicate === void 0) { predicate = null; }
  22058. // Ensures that all world matrix will be recomputed.
  22059. this.getScene().incrementRenderId();
  22060. this.computeWorldMatrix(true);
  22061. var min;
  22062. var max;
  22063. var boundingInfo = this.getBoundingInfo();
  22064. if (!this.subMeshes) {
  22065. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22066. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22067. }
  22068. else {
  22069. min = boundingInfo.boundingBox.minimumWorld;
  22070. max = boundingInfo.boundingBox.maximumWorld;
  22071. }
  22072. if (includeDescendants) {
  22073. var descendants = this.getDescendants(false);
  22074. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22075. var descendant = descendants_1[_i];
  22076. var childMesh = descendant;
  22077. childMesh.computeWorldMatrix(true);
  22078. // Filters meshes based on custom predicate function.
  22079. if (predicate && !predicate(childMesh)) {
  22080. continue;
  22081. }
  22082. //make sure we have the needed params to get mix and max
  22083. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22084. continue;
  22085. }
  22086. var childBoundingInfo = childMesh.getBoundingInfo();
  22087. var boundingBox = childBoundingInfo.boundingBox;
  22088. var minBox = boundingBox.minimumWorld;
  22089. var maxBox = boundingBox.maximumWorld;
  22090. BABYLON.Tools.CheckExtends(minBox, min, max);
  22091. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22092. }
  22093. }
  22094. return {
  22095. min: min,
  22096. max: max
  22097. };
  22098. };
  22099. /**
  22100. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22101. * This means the mesh underlying bounding box and sphere are recomputed.
  22102. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22103. * @returns the current mesh
  22104. */
  22105. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22106. if (applySkeleton === void 0) { applySkeleton = false; }
  22107. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22108. return this;
  22109. }
  22110. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22111. return this;
  22112. };
  22113. /** @hidden */
  22114. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22115. if (data) {
  22116. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22117. if (this._boundingInfo) {
  22118. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22119. }
  22120. else {
  22121. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22122. }
  22123. }
  22124. if (this.subMeshes) {
  22125. for (var index = 0; index < this.subMeshes.length; index++) {
  22126. this.subMeshes[index].refreshBoundingInfo();
  22127. }
  22128. }
  22129. this._updateBoundingInfo();
  22130. };
  22131. /** @hidden */
  22132. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22133. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22134. if (data && applySkeleton && this.skeleton) {
  22135. data = BABYLON.Tools.Slice(data);
  22136. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22137. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22138. if (matricesWeightsData && matricesIndicesData) {
  22139. var needExtras = this.numBoneInfluencers > 4;
  22140. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22141. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22142. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22143. var tempVector = BABYLON.Tmp.Vector3[0];
  22144. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22145. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22146. var matWeightIdx = 0;
  22147. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22148. finalMatrix.reset();
  22149. var inf;
  22150. var weight;
  22151. for (inf = 0; inf < 4; inf++) {
  22152. weight = matricesWeightsData[matWeightIdx + inf];
  22153. if (weight > 0) {
  22154. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22155. finalMatrix.addToSelf(tempMatrix);
  22156. }
  22157. }
  22158. if (needExtras) {
  22159. for (inf = 0; inf < 4; inf++) {
  22160. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22161. if (weight > 0) {
  22162. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22163. finalMatrix.addToSelf(tempMatrix);
  22164. }
  22165. }
  22166. }
  22167. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22168. tempVector.toArray(data, index);
  22169. }
  22170. }
  22171. }
  22172. return data;
  22173. };
  22174. /** @hidden */
  22175. AbstractMesh.prototype._updateBoundingInfo = function () {
  22176. if (this._boundingInfo) {
  22177. this._boundingInfo.update(this.worldMatrixFromCache);
  22178. }
  22179. else {
  22180. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  22181. }
  22182. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  22183. return this;
  22184. };
  22185. /** @hidden */
  22186. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22187. if (!this.subMeshes) {
  22188. return this;
  22189. }
  22190. var count = this.subMeshes.length;
  22191. for (var subIndex = 0; subIndex < count; subIndex++) {
  22192. var subMesh = this.subMeshes[subIndex];
  22193. if (count > 1 || !subMesh.IsGlobal) {
  22194. subMesh.updateBoundingInfo(matrix);
  22195. }
  22196. }
  22197. return this;
  22198. };
  22199. /** @hidden */
  22200. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22201. // Bounding info
  22202. this._updateBoundingInfo();
  22203. };
  22204. /**
  22205. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22206. * A mesh is in the frustum if its bounding box intersects the frustum
  22207. * @param frustumPlanes defines the frustum to test
  22208. * @returns true if the mesh is in the frustum planes
  22209. */
  22210. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22211. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22212. };
  22213. /**
  22214. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22215. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22216. * @param frustumPlanes defines the frustum to test
  22217. * @returns true if the mesh is completely in the frustum planes
  22218. */
  22219. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22220. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22221. };
  22222. /**
  22223. * True if the mesh intersects another mesh or a SolidParticle object
  22224. * @param mesh defines a target mesh or SolidParticle to test
  22225. * @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)
  22226. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22227. * @returns true if there is an intersection
  22228. */
  22229. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22230. if (precise === void 0) { precise = false; }
  22231. if (!this._boundingInfo || !mesh._boundingInfo) {
  22232. return false;
  22233. }
  22234. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22235. return true;
  22236. }
  22237. if (includeDescendants) {
  22238. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22239. var child = _a[_i];
  22240. if (child.intersectsMesh(mesh, precise, true)) {
  22241. return true;
  22242. }
  22243. }
  22244. }
  22245. return false;
  22246. };
  22247. /**
  22248. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22249. * @param point defines the point to test
  22250. * @returns true if there is an intersection
  22251. */
  22252. AbstractMesh.prototype.intersectsPoint = function (point) {
  22253. if (!this._boundingInfo) {
  22254. return false;
  22255. }
  22256. return this._boundingInfo.intersectsPoint(point);
  22257. };
  22258. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22259. // Collisions
  22260. /**
  22261. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22262. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22263. */
  22264. get: function () {
  22265. return this._checkCollisions;
  22266. },
  22267. set: function (collisionEnabled) {
  22268. this._checkCollisions = collisionEnabled;
  22269. if (this.getScene().workerCollisions) {
  22270. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22271. }
  22272. },
  22273. enumerable: true,
  22274. configurable: true
  22275. });
  22276. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22277. /**
  22278. * Gets Collider object used to compute collisions (not physics)
  22279. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22280. */
  22281. get: function () {
  22282. return this._collider;
  22283. },
  22284. enumerable: true,
  22285. configurable: true
  22286. });
  22287. /**
  22288. * Move the mesh using collision engine
  22289. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22290. * @param displacement defines the requested displacement vector
  22291. * @returns the current mesh
  22292. */
  22293. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22294. var globalPosition = this.getAbsolutePosition();
  22295. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22296. if (!this._collider) {
  22297. this._collider = new BABYLON.Collider();
  22298. }
  22299. this._collider._radius = this.ellipsoid;
  22300. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22301. return this;
  22302. };
  22303. // Collisions
  22304. /** @hidden */
  22305. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22306. this._generatePointsArray();
  22307. if (!this._positions) {
  22308. return this;
  22309. }
  22310. // Transformation
  22311. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22312. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22313. subMesh._lastColliderWorldVertices = [];
  22314. subMesh._trianglePlanes = [];
  22315. var start = subMesh.verticesStart;
  22316. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22317. for (var i = start; i < end; i++) {
  22318. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22319. }
  22320. }
  22321. // Collide
  22322. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22323. if (collider.collisionFound) {
  22324. collider.collidedMesh = this;
  22325. }
  22326. return this;
  22327. };
  22328. /** @hidden */
  22329. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22330. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22331. var len = subMeshes.length;
  22332. for (var index = 0; index < len; index++) {
  22333. var subMesh = subMeshes.data[index];
  22334. // Bounding test
  22335. if (len > 1 && !subMesh._checkCollision(collider)) {
  22336. continue;
  22337. }
  22338. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22339. }
  22340. return this;
  22341. };
  22342. /** @hidden */
  22343. AbstractMesh.prototype._checkCollision = function (collider) {
  22344. // Bounding box test
  22345. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22346. return this;
  22347. }
  22348. // Transformation matrix
  22349. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22350. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22351. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22352. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22353. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22354. return this;
  22355. };
  22356. // Picking
  22357. /** @hidden */
  22358. AbstractMesh.prototype._generatePointsArray = function () {
  22359. return false;
  22360. };
  22361. /**
  22362. * Checks if the passed Ray intersects with the mesh
  22363. * @param ray defines the ray to use
  22364. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22365. * @returns the picking info
  22366. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22367. */
  22368. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22369. var pickingInfo = new BABYLON.PickingInfo();
  22370. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22371. var boundingInfo = this._boundingInfo;
  22372. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22373. return pickingInfo;
  22374. }
  22375. if (!this._generatePointsArray()) {
  22376. return pickingInfo;
  22377. }
  22378. var intersectInfo = null;
  22379. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22380. var len = subMeshes.length;
  22381. for (var index = 0; index < len; index++) {
  22382. var subMesh = subMeshes.data[index];
  22383. // Bounding test
  22384. if (len > 1 && !subMesh.canIntersects(ray)) {
  22385. continue;
  22386. }
  22387. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22388. if (currentIntersectInfo) {
  22389. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22390. intersectInfo = currentIntersectInfo;
  22391. intersectInfo.subMeshId = index;
  22392. if (fastCheck) {
  22393. break;
  22394. }
  22395. }
  22396. }
  22397. }
  22398. if (intersectInfo) {
  22399. // Get picked point
  22400. var world = this.getWorldMatrix();
  22401. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22402. var direction = BABYLON.Tmp.Vector3[1];
  22403. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22404. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22405. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22406. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22407. // Return result
  22408. pickingInfo.hit = true;
  22409. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22410. pickingInfo.pickedPoint = pickedPoint;
  22411. pickingInfo.pickedMesh = this;
  22412. pickingInfo.bu = intersectInfo.bu || 0;
  22413. pickingInfo.bv = intersectInfo.bv || 0;
  22414. pickingInfo.faceId = intersectInfo.faceId;
  22415. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22416. return pickingInfo;
  22417. }
  22418. return pickingInfo;
  22419. };
  22420. /**
  22421. * Clones the current mesh
  22422. * @param name defines the mesh name
  22423. * @param newParent defines the new mesh parent
  22424. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22425. * @returns the new mesh
  22426. */
  22427. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22428. return null;
  22429. };
  22430. /**
  22431. * Disposes all the submeshes of the current meshnp
  22432. * @returns the current mesh
  22433. */
  22434. AbstractMesh.prototype.releaseSubMeshes = function () {
  22435. if (this.subMeshes) {
  22436. while (this.subMeshes.length) {
  22437. this.subMeshes[0].dispose();
  22438. }
  22439. }
  22440. else {
  22441. this.subMeshes = new Array();
  22442. }
  22443. return this;
  22444. };
  22445. /**
  22446. * Releases resources associated with this abstract mesh.
  22447. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22448. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22449. */
  22450. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22451. var _this = this;
  22452. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22453. var index;
  22454. // Smart Array Retainers.
  22455. this.getScene().freeActiveMeshes();
  22456. this.getScene().freeRenderingGroups();
  22457. // Action manager
  22458. if (this.actionManager !== undefined && this.actionManager !== null) {
  22459. this.actionManager.dispose();
  22460. this.actionManager = null;
  22461. }
  22462. // Skeleton
  22463. this._skeleton = null;
  22464. // Intersections in progress
  22465. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22466. var other = this._intersectionsInProgress[index];
  22467. var pos = other._intersectionsInProgress.indexOf(this);
  22468. other._intersectionsInProgress.splice(pos, 1);
  22469. }
  22470. this._intersectionsInProgress = [];
  22471. // Lights
  22472. var lights = this.getScene().lights;
  22473. lights.forEach(function (light) {
  22474. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22475. if (meshIndex !== -1) {
  22476. light.includedOnlyMeshes.splice(meshIndex, 1);
  22477. }
  22478. meshIndex = light.excludedMeshes.indexOf(_this);
  22479. if (meshIndex !== -1) {
  22480. light.excludedMeshes.splice(meshIndex, 1);
  22481. }
  22482. // Shadow generators
  22483. var generator = light.getShadowGenerator();
  22484. if (generator) {
  22485. var shadowMap = generator.getShadowMap();
  22486. if (shadowMap && shadowMap.renderList) {
  22487. meshIndex = shadowMap.renderList.indexOf(_this);
  22488. if (meshIndex !== -1) {
  22489. shadowMap.renderList.splice(meshIndex, 1);
  22490. }
  22491. }
  22492. }
  22493. });
  22494. // SubMeshes
  22495. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22496. this.releaseSubMeshes();
  22497. }
  22498. // Query
  22499. var engine = this.getScene().getEngine();
  22500. if (this._occlusionQuery) {
  22501. this.isOcclusionQueryInProgress = false;
  22502. engine.deleteQuery(this._occlusionQuery);
  22503. this._occlusionQuery = null;
  22504. }
  22505. // Engine
  22506. engine.wipeCaches();
  22507. // Remove from scene
  22508. this.getScene().removeMesh(this);
  22509. if (disposeMaterialAndTextures) {
  22510. if (this.material) {
  22511. this.material.dispose(false, true);
  22512. }
  22513. }
  22514. if (!doNotRecurse) {
  22515. // Particles
  22516. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22517. if (this.getScene().particleSystems[index].emitter === this) {
  22518. this.getScene().particleSystems[index].dispose();
  22519. index--;
  22520. }
  22521. }
  22522. }
  22523. // facet data
  22524. if (this._facetData.facetDataEnabled) {
  22525. this.disableFacetData();
  22526. }
  22527. this.onAfterWorldMatrixUpdateObservable.clear();
  22528. this.onCollideObservable.clear();
  22529. this.onCollisionPositionChangeObservable.clear();
  22530. this.onRebuildObservable.clear();
  22531. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22532. };
  22533. /**
  22534. * Adds the passed mesh as a child to the current mesh
  22535. * @param mesh defines the child mesh
  22536. * @returns the current mesh
  22537. */
  22538. AbstractMesh.prototype.addChild = function (mesh) {
  22539. mesh.setParent(this);
  22540. return this;
  22541. };
  22542. /**
  22543. * Removes the passed mesh from the current mesh children list
  22544. * @param mesh defines the child mesh
  22545. * @returns the current mesh
  22546. */
  22547. AbstractMesh.prototype.removeChild = function (mesh) {
  22548. mesh.setParent(null);
  22549. return this;
  22550. };
  22551. // Facet data
  22552. /** @hidden */
  22553. AbstractMesh.prototype._initFacetData = function () {
  22554. var data = this._facetData;
  22555. if (!data.facetNormals) {
  22556. data.facetNormals = new Array();
  22557. }
  22558. if (!data.facetPositions) {
  22559. data.facetPositions = new Array();
  22560. }
  22561. if (!data.facetPartitioning) {
  22562. data.facetPartitioning = new Array();
  22563. }
  22564. data.facetNb = (this.getIndices().length / 3) | 0;
  22565. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22566. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22567. for (var f = 0; f < data.facetNb; f++) {
  22568. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22569. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22570. }
  22571. data.facetDataEnabled = true;
  22572. return this;
  22573. };
  22574. /**
  22575. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22576. * This method can be called within the render loop.
  22577. * 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
  22578. * @returns the current mesh
  22579. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22580. */
  22581. AbstractMesh.prototype.updateFacetData = function () {
  22582. var data = this._facetData;
  22583. if (!data.facetDataEnabled) {
  22584. this._initFacetData();
  22585. }
  22586. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22587. var indices = this.getIndices();
  22588. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22589. var bInfo = this.getBoundingInfo();
  22590. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22591. // init arrays, matrix and sort function on first call
  22592. data.facetDepthSortEnabled = true;
  22593. if (indices instanceof Uint16Array) {
  22594. data.depthSortedIndices = new Uint16Array(indices);
  22595. }
  22596. else if (indices instanceof Uint32Array) {
  22597. data.depthSortedIndices = new Uint32Array(indices);
  22598. }
  22599. else {
  22600. var needs32bits = false;
  22601. for (var i = 0; i < indices.length; i++) {
  22602. if (indices[i] > 65535) {
  22603. needs32bits = true;
  22604. break;
  22605. }
  22606. }
  22607. if (needs32bits) {
  22608. data.depthSortedIndices = new Uint32Array(indices);
  22609. }
  22610. else {
  22611. data.depthSortedIndices = new Uint16Array(indices);
  22612. }
  22613. }
  22614. data.facetDepthSortFunction = function (f1, f2) {
  22615. return (f2.sqDistance - f1.sqDistance);
  22616. };
  22617. if (!data.facetDepthSortFrom) {
  22618. var camera = this.getScene().activeCamera;
  22619. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22620. }
  22621. data.depthSortedFacets = [];
  22622. for (var f = 0; f < data.facetNb; f++) {
  22623. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22624. data.depthSortedFacets.push(depthSortedFacet);
  22625. }
  22626. data.invertedMatrix = BABYLON.Matrix.Identity();
  22627. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22628. }
  22629. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22630. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22631. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22632. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22633. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22634. data.subDiv.max = data.partitioningSubdivisions;
  22635. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22636. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22637. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22638. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22639. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22640. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22641. // set the parameters for ComputeNormals()
  22642. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22643. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22644. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22645. data.facetParameters.bInfo = bInfo;
  22646. data.facetParameters.bbSize = data.bbSize;
  22647. data.facetParameters.subDiv = data.subDiv;
  22648. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22649. data.facetParameters.depthSort = data.facetDepthSort;
  22650. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22651. this.computeWorldMatrix(true);
  22652. this._worldMatrix.invertToRef(data.invertedMatrix);
  22653. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22654. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22655. }
  22656. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22657. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22658. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22659. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22660. var l = (data.depthSortedIndices.length / 3) | 0;
  22661. for (var f = 0; f < l; f++) {
  22662. var sind = data.depthSortedFacets[f].ind;
  22663. data.depthSortedIndices[f * 3] = indices[sind];
  22664. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22665. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22666. }
  22667. this.updateIndices(data.depthSortedIndices);
  22668. }
  22669. return this;
  22670. };
  22671. /**
  22672. * Returns the facetLocalNormals array.
  22673. * The normals are expressed in the mesh local spac
  22674. * @returns an array of Vector3
  22675. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22676. */
  22677. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22678. if (!this._facetData.facetNormals) {
  22679. this.updateFacetData();
  22680. }
  22681. return this._facetData.facetNormals;
  22682. };
  22683. /**
  22684. * Returns the facetLocalPositions array.
  22685. * The facet positions are expressed in the mesh local space
  22686. * @returns an array of Vector3
  22687. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22688. */
  22689. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22690. if (!this._facetData.facetPositions) {
  22691. this.updateFacetData();
  22692. }
  22693. return this._facetData.facetPositions;
  22694. };
  22695. /**
  22696. * Returns the facetLocalPartioning array
  22697. * @returns an array of array of numbers
  22698. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22699. */
  22700. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22701. if (!this._facetData.facetPartitioning) {
  22702. this.updateFacetData();
  22703. }
  22704. return this._facetData.facetPartitioning;
  22705. };
  22706. /**
  22707. * Returns the i-th facet position in the world system.
  22708. * This method allocates a new Vector3 per call
  22709. * @param i defines the facet index
  22710. * @returns a new Vector3
  22711. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22712. */
  22713. AbstractMesh.prototype.getFacetPosition = function (i) {
  22714. var pos = BABYLON.Vector3.Zero();
  22715. this.getFacetPositionToRef(i, pos);
  22716. return pos;
  22717. };
  22718. /**
  22719. * Sets the reference Vector3 with the i-th facet position in the world system
  22720. * @param i defines the facet index
  22721. * @param ref defines the target vector
  22722. * @returns the current mesh
  22723. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22724. */
  22725. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22726. var localPos = (this.getFacetLocalPositions())[i];
  22727. var world = this.getWorldMatrix();
  22728. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22729. return this;
  22730. };
  22731. /**
  22732. * Returns the i-th facet normal in the world system.
  22733. * This method allocates a new Vector3 per call
  22734. * @param i defines the facet index
  22735. * @returns a new Vector3
  22736. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22737. */
  22738. AbstractMesh.prototype.getFacetNormal = function (i) {
  22739. var norm = BABYLON.Vector3.Zero();
  22740. this.getFacetNormalToRef(i, norm);
  22741. return norm;
  22742. };
  22743. /**
  22744. * Sets the reference Vector3 with the i-th facet normal in the world system
  22745. * @param i defines the facet index
  22746. * @param ref defines the target vector
  22747. * @returns the current mesh
  22748. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22749. */
  22750. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22751. var localNorm = (this.getFacetLocalNormals())[i];
  22752. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22753. return this;
  22754. };
  22755. /**
  22756. * 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)
  22757. * @param x defines x coordinate
  22758. * @param y defines y coordinate
  22759. * @param z defines z coordinate
  22760. * @returns the array of facet indexes
  22761. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22762. */
  22763. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22764. var bInfo = this.getBoundingInfo();
  22765. var data = this._facetData;
  22766. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22767. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22768. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22769. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22770. return null;
  22771. }
  22772. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22773. };
  22774. /**
  22775. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22776. * @param projected sets as the (x,y,z) world projection on the facet
  22777. * @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
  22778. * @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
  22779. * @param x defines x coordinate
  22780. * @param y defines y coordinate
  22781. * @param z defines z coordinate
  22782. * @returns the face index if found (or null instead)
  22783. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22784. */
  22785. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22786. if (checkFace === void 0) { checkFace = false; }
  22787. if (facing === void 0) { facing = true; }
  22788. var world = this.getWorldMatrix();
  22789. var invMat = BABYLON.Tmp.Matrix[5];
  22790. world.invertToRef(invMat);
  22791. var invVect = BABYLON.Tmp.Vector3[8];
  22792. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22793. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22794. if (projected) {
  22795. // tranform the local computed projected vector to world coordinates
  22796. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22797. }
  22798. return closest;
  22799. };
  22800. /**
  22801. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22802. * @param projected sets as the (x,y,z) local projection on the facet
  22803. * @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
  22804. * @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
  22805. * @param x defines x coordinate
  22806. * @param y defines y coordinate
  22807. * @param z defines z coordinate
  22808. * @returns the face index if found (or null instead)
  22809. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22810. */
  22811. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22812. if (checkFace === void 0) { checkFace = false; }
  22813. if (facing === void 0) { facing = true; }
  22814. var closest = null;
  22815. var tmpx = 0.0;
  22816. var tmpy = 0.0;
  22817. var tmpz = 0.0;
  22818. var d = 0.0; // tmp dot facet normal * facet position
  22819. var t0 = 0.0;
  22820. var projx = 0.0;
  22821. var projy = 0.0;
  22822. var projz = 0.0;
  22823. // Get all the facets in the same partitioning block than (x, y, z)
  22824. var facetPositions = this.getFacetLocalPositions();
  22825. var facetNormals = this.getFacetLocalNormals();
  22826. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22827. if (!facetsInBlock) {
  22828. return null;
  22829. }
  22830. // Get the closest facet to (x, y, z)
  22831. var shortest = Number.MAX_VALUE; // init distance vars
  22832. var tmpDistance = shortest;
  22833. var fib; // current facet in the block
  22834. var norm; // current facet normal
  22835. var p0; // current facet barycenter position
  22836. // loop on all the facets in the current partitioning block
  22837. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22838. fib = facetsInBlock[idx];
  22839. norm = facetNormals[fib];
  22840. p0 = facetPositions[fib];
  22841. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22842. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22843. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22844. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22845. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22846. projx = x + norm.x * t0;
  22847. projy = y + norm.y * t0;
  22848. projz = z + norm.z * t0;
  22849. tmpx = projx - x;
  22850. tmpy = projy - y;
  22851. tmpz = projz - z;
  22852. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22853. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22854. shortest = tmpDistance;
  22855. closest = fib;
  22856. if (projected) {
  22857. projected.x = projx;
  22858. projected.y = projy;
  22859. projected.z = projz;
  22860. }
  22861. }
  22862. }
  22863. }
  22864. return closest;
  22865. };
  22866. /**
  22867. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22868. * @returns the parameters
  22869. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22870. */
  22871. AbstractMesh.prototype.getFacetDataParameters = function () {
  22872. return this._facetData.facetParameters;
  22873. };
  22874. /**
  22875. * Disables the feature FacetData and frees the related memory
  22876. * @returns the current mesh
  22877. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22878. */
  22879. AbstractMesh.prototype.disableFacetData = function () {
  22880. if (this._facetData.facetDataEnabled) {
  22881. this._facetData.facetDataEnabled = false;
  22882. this._facetData.facetPositions = new Array();
  22883. this._facetData.facetNormals = new Array();
  22884. this._facetData.facetPartitioning = new Array();
  22885. this._facetData.facetParameters = null;
  22886. this._facetData.depthSortedIndices = new Uint32Array(0);
  22887. }
  22888. return this;
  22889. };
  22890. /**
  22891. * Updates the AbstractMesh indices array
  22892. * @param indices defines the data source
  22893. * @returns the current mesh
  22894. */
  22895. AbstractMesh.prototype.updateIndices = function (indices) {
  22896. return this;
  22897. };
  22898. /**
  22899. * Creates new normals data for the mesh
  22900. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22901. * @returns the current mesh
  22902. */
  22903. AbstractMesh.prototype.createNormals = function (updatable) {
  22904. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22905. var indices = this.getIndices();
  22906. var normals;
  22907. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22908. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22909. }
  22910. else {
  22911. normals = [];
  22912. }
  22913. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22914. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22915. return this;
  22916. };
  22917. /**
  22918. * Align the mesh with a normal
  22919. * @param normal defines the normal to use
  22920. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22921. * @returns the current mesh
  22922. */
  22923. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22924. if (!upDirection) {
  22925. upDirection = BABYLON.Axis.Y;
  22926. }
  22927. var axisX = BABYLON.Tmp.Vector3[0];
  22928. var axisZ = BABYLON.Tmp.Vector3[1];
  22929. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22930. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22931. if (this.rotationQuaternion) {
  22932. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22933. }
  22934. else {
  22935. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22936. }
  22937. return this;
  22938. };
  22939. /** @hidden */
  22940. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22941. return false;
  22942. };
  22943. /** No occlusion */
  22944. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22945. /** Occlusion set to optimisitic */
  22946. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22947. /** Occlusion set to strict */
  22948. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22949. /** Use an accurante occlusion algorithm */
  22950. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22951. /** Use a conservative occlusion algorithm */
  22952. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22953. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22954. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22955. /** Culling strategy with bounding sphere only and then frustum culling */
  22956. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22957. return AbstractMesh;
  22958. }(BABYLON.TransformNode));
  22959. BABYLON.AbstractMesh = AbstractMesh;
  22960. })(BABYLON || (BABYLON = {}));
  22961. //# sourceMappingURL=babylon.abstractMesh.js.map
  22962. var BABYLON;
  22963. (function (BABYLON) {
  22964. /**
  22965. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22966. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22967. * 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.
  22968. */
  22969. var Light = /** @class */ (function (_super) {
  22970. __extends(Light, _super);
  22971. /**
  22972. * Creates a Light object in the scene.
  22973. * Documentation : https://doc.babylonjs.com/babylon101/lights
  22974. * @param name The firendly name of the light
  22975. * @param scene The scene the light belongs too
  22976. */
  22977. function Light(name, scene) {
  22978. var _this = _super.call(this, name, scene) || this;
  22979. /**
  22980. * Diffuse gives the basic color to an object.
  22981. */
  22982. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22983. /**
  22984. * Specular produces a highlight color on an object.
  22985. * Note: This is note affecting PBR materials.
  22986. */
  22987. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22988. /**
  22989. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22990. * falling off base on range or angle.
  22991. * This can be set to any values in Light.FALLOFF_x.
  22992. *
  22993. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  22994. * other types of materials.
  22995. */
  22996. _this.falloffType = Light.FALLOFF_DEFAULT;
  22997. /**
  22998. * Strength of the light.
  22999. * Note: By default it is define in the framework own unit.
  23000. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  23001. */
  23002. _this.intensity = 1.0;
  23003. _this._range = Number.MAX_VALUE;
  23004. _this._inverseSquaredRange = 0;
  23005. /**
  23006. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  23007. * of light.
  23008. */
  23009. _this._photometricScale = 1.0;
  23010. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  23011. _this._radius = 0.00001;
  23012. /**
  23013. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  23014. * exceeding the number allowed of the materials.
  23015. */
  23016. _this.renderPriority = 0;
  23017. _this._shadowEnabled = true;
  23018. _this._excludeWithLayerMask = 0;
  23019. _this._includeOnlyWithLayerMask = 0;
  23020. _this._lightmapMode = 0;
  23021. /**
  23022. * @hidden Internal use only.
  23023. */
  23024. _this._excludedMeshesIds = new Array();
  23025. /**
  23026. * @hidden Internal use only.
  23027. */
  23028. _this._includedOnlyMeshesIds = new Array();
  23029. _this.getScene().addLight(_this);
  23030. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  23031. _this._buildUniformLayout();
  23032. _this.includedOnlyMeshes = new Array();
  23033. _this.excludedMeshes = new Array();
  23034. _this._resyncMeshes();
  23035. return _this;
  23036. }
  23037. Object.defineProperty(Light.prototype, "range", {
  23038. /**
  23039. * Defines how far from the source the light is impacting in scene units.
  23040. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23041. */
  23042. get: function () {
  23043. return this._range;
  23044. },
  23045. /**
  23046. * Defines how far from the source the light is impacting in scene units.
  23047. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23048. */
  23049. set: function (value) {
  23050. this._range = value;
  23051. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  23052. },
  23053. enumerable: true,
  23054. configurable: true
  23055. });
  23056. Object.defineProperty(Light.prototype, "intensityMode", {
  23057. /**
  23058. * Gets the photometric scale used to interpret the intensity.
  23059. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23060. */
  23061. get: function () {
  23062. return this._intensityMode;
  23063. },
  23064. /**
  23065. * Sets the photometric scale used to interpret the intensity.
  23066. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23067. */
  23068. set: function (value) {
  23069. this._intensityMode = value;
  23070. this._computePhotometricScale();
  23071. },
  23072. enumerable: true,
  23073. configurable: true
  23074. });
  23075. Object.defineProperty(Light.prototype, "radius", {
  23076. /**
  23077. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23078. */
  23079. get: function () {
  23080. return this._radius;
  23081. },
  23082. /**
  23083. * sets the light radius used by PBR Materials to simulate soft area lights.
  23084. */
  23085. set: function (value) {
  23086. this._radius = value;
  23087. this._computePhotometricScale();
  23088. },
  23089. enumerable: true,
  23090. configurable: true
  23091. });
  23092. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23093. /**
  23094. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23095. * the current shadow generator.
  23096. */
  23097. get: function () {
  23098. return this._shadowEnabled;
  23099. },
  23100. /**
  23101. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23102. * the current shadow generator.
  23103. */
  23104. set: function (value) {
  23105. if (this._shadowEnabled === value) {
  23106. return;
  23107. }
  23108. this._shadowEnabled = value;
  23109. this._markMeshesAsLightDirty();
  23110. },
  23111. enumerable: true,
  23112. configurable: true
  23113. });
  23114. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23115. /**
  23116. * Gets the only meshes impacted by this light.
  23117. */
  23118. get: function () {
  23119. return this._includedOnlyMeshes;
  23120. },
  23121. /**
  23122. * Sets the only meshes impacted by this light.
  23123. */
  23124. set: function (value) {
  23125. this._includedOnlyMeshes = value;
  23126. this._hookArrayForIncludedOnly(value);
  23127. },
  23128. enumerable: true,
  23129. configurable: true
  23130. });
  23131. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23132. /**
  23133. * Gets the meshes not impacted by this light.
  23134. */
  23135. get: function () {
  23136. return this._excludedMeshes;
  23137. },
  23138. /**
  23139. * Sets the meshes not impacted by this light.
  23140. */
  23141. set: function (value) {
  23142. this._excludedMeshes = value;
  23143. this._hookArrayForExcluded(value);
  23144. },
  23145. enumerable: true,
  23146. configurable: true
  23147. });
  23148. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23149. /**
  23150. * Gets the layer id use to find what meshes are not impacted by the light.
  23151. * Inactive if 0
  23152. */
  23153. get: function () {
  23154. return this._excludeWithLayerMask;
  23155. },
  23156. /**
  23157. * Sets the layer id use to find what meshes are not impacted by the light.
  23158. * Inactive if 0
  23159. */
  23160. set: function (value) {
  23161. this._excludeWithLayerMask = value;
  23162. this._resyncMeshes();
  23163. },
  23164. enumerable: true,
  23165. configurable: true
  23166. });
  23167. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23168. /**
  23169. * Gets the layer id use to find what meshes are impacted by the light.
  23170. * Inactive if 0
  23171. */
  23172. get: function () {
  23173. return this._includeOnlyWithLayerMask;
  23174. },
  23175. /**
  23176. * Sets the layer id use to find what meshes are impacted by the light.
  23177. * Inactive if 0
  23178. */
  23179. set: function (value) {
  23180. this._includeOnlyWithLayerMask = value;
  23181. this._resyncMeshes();
  23182. },
  23183. enumerable: true,
  23184. configurable: true
  23185. });
  23186. Object.defineProperty(Light.prototype, "lightmapMode", {
  23187. /**
  23188. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23189. */
  23190. get: function () {
  23191. return this._lightmapMode;
  23192. },
  23193. /**
  23194. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23195. */
  23196. set: function (value) {
  23197. if (this._lightmapMode === value) {
  23198. return;
  23199. }
  23200. this._lightmapMode = value;
  23201. this._markMeshesAsLightDirty();
  23202. },
  23203. enumerable: true,
  23204. configurable: true
  23205. });
  23206. /**
  23207. * Returns the string "Light".
  23208. * @returns the class name
  23209. */
  23210. Light.prototype.getClassName = function () {
  23211. return "Light";
  23212. };
  23213. /**
  23214. * Converts the light information to a readable string for debug purpose.
  23215. * @param fullDetails Supports for multiple levels of logging within scene loading
  23216. * @returns the human readable light info
  23217. */
  23218. Light.prototype.toString = function (fullDetails) {
  23219. var ret = "Name: " + this.name;
  23220. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23221. if (this.animations) {
  23222. for (var i = 0; i < this.animations.length; i++) {
  23223. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23224. }
  23225. }
  23226. if (fullDetails) {
  23227. }
  23228. return ret;
  23229. };
  23230. /** @hidden */
  23231. Light.prototype._syncParentEnabledState = function () {
  23232. _super.prototype._syncParentEnabledState.call(this);
  23233. this._resyncMeshes();
  23234. };
  23235. /**
  23236. * Set the enabled state of this node.
  23237. * @param value - the new enabled state
  23238. */
  23239. Light.prototype.setEnabled = function (value) {
  23240. _super.prototype.setEnabled.call(this, value);
  23241. this._resyncMeshes();
  23242. };
  23243. /**
  23244. * Returns the Light associated shadow generator if any.
  23245. * @return the associated shadow generator.
  23246. */
  23247. Light.prototype.getShadowGenerator = function () {
  23248. return this._shadowGenerator;
  23249. };
  23250. /**
  23251. * Returns a Vector3, the absolute light position in the World.
  23252. * @returns the world space position of the light
  23253. */
  23254. Light.prototype.getAbsolutePosition = function () {
  23255. return BABYLON.Vector3.Zero();
  23256. };
  23257. /**
  23258. * Specifies if the light will affect the passed mesh.
  23259. * @param mesh The mesh to test against the light
  23260. * @return true the mesh is affected otherwise, false.
  23261. */
  23262. Light.prototype.canAffectMesh = function (mesh) {
  23263. if (!mesh) {
  23264. return true;
  23265. }
  23266. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23267. return false;
  23268. }
  23269. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23270. return false;
  23271. }
  23272. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23273. return false;
  23274. }
  23275. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23276. return false;
  23277. }
  23278. return true;
  23279. };
  23280. /**
  23281. * Sort function to order lights for rendering.
  23282. * @param a First Light object to compare to second.
  23283. * @param b Second Light object to compare first.
  23284. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23285. */
  23286. Light.CompareLightsPriority = function (a, b) {
  23287. //shadow-casting lights have priority over non-shadow-casting lights
  23288. //the renderPrioirty is a secondary sort criterion
  23289. if (a.shadowEnabled !== b.shadowEnabled) {
  23290. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23291. }
  23292. return b.renderPriority - a.renderPriority;
  23293. };
  23294. /**
  23295. * Releases resources associated with this node.
  23296. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23297. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23298. */
  23299. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23300. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23301. if (this._shadowGenerator) {
  23302. this._shadowGenerator.dispose();
  23303. this._shadowGenerator = null;
  23304. }
  23305. // Animations
  23306. this.getScene().stopAnimation(this);
  23307. // Remove from meshes
  23308. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23309. var mesh = _a[_i];
  23310. mesh._removeLightSource(this);
  23311. }
  23312. this._uniformBuffer.dispose();
  23313. // Remove from scene
  23314. this.getScene().removeLight(this);
  23315. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23316. };
  23317. /**
  23318. * Returns the light type ID (integer).
  23319. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23320. */
  23321. Light.prototype.getTypeID = function () {
  23322. return 0;
  23323. };
  23324. /**
  23325. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23326. * @returns the scaled intensity in intensity mode unit
  23327. */
  23328. Light.prototype.getScaledIntensity = function () {
  23329. return this._photometricScale * this.intensity;
  23330. };
  23331. /**
  23332. * Returns a new Light object, named "name", from the current one.
  23333. * @param name The name of the cloned light
  23334. * @returns the new created light
  23335. */
  23336. Light.prototype.clone = function (name) {
  23337. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23338. if (!constructor) {
  23339. return null;
  23340. }
  23341. return BABYLON.SerializationHelper.Clone(constructor, this);
  23342. };
  23343. /**
  23344. * Serializes the current light into a Serialization object.
  23345. * @returns the serialized object.
  23346. */
  23347. Light.prototype.serialize = function () {
  23348. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23349. // Type
  23350. serializationObject.type = this.getTypeID();
  23351. // Parent
  23352. if (this.parent) {
  23353. serializationObject.parentId = this.parent.id;
  23354. }
  23355. // Inclusion / exclusions
  23356. if (this.excludedMeshes.length > 0) {
  23357. serializationObject.excludedMeshesIds = [];
  23358. this.excludedMeshes.forEach(function (mesh) {
  23359. serializationObject.excludedMeshesIds.push(mesh.id);
  23360. });
  23361. }
  23362. if (this.includedOnlyMeshes.length > 0) {
  23363. serializationObject.includedOnlyMeshesIds = [];
  23364. this.includedOnlyMeshes.forEach(function (mesh) {
  23365. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23366. });
  23367. }
  23368. // Animations
  23369. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23370. serializationObject.ranges = this.serializeAnimationRanges();
  23371. return serializationObject;
  23372. };
  23373. /**
  23374. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23375. * This new light is named "name" and added to the passed scene.
  23376. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23377. * @param name The friendly name of the light
  23378. * @param scene The scene the new light will belong to
  23379. * @returns the constructor function
  23380. */
  23381. Light.GetConstructorFromName = function (type, name, scene) {
  23382. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23383. if (constructorFunc) {
  23384. return constructorFunc;
  23385. }
  23386. // Default to no light for none present once.
  23387. return null;
  23388. };
  23389. /**
  23390. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23391. * @param parsedLight The JSON representation of the light
  23392. * @param scene The scene to create the parsed light in
  23393. * @returns the created light after parsing
  23394. */
  23395. Light.Parse = function (parsedLight, scene) {
  23396. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23397. if (!constructor) {
  23398. return null;
  23399. }
  23400. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23401. // Inclusion / exclusions
  23402. if (parsedLight.excludedMeshesIds) {
  23403. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23404. }
  23405. if (parsedLight.includedOnlyMeshesIds) {
  23406. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23407. }
  23408. // Parent
  23409. if (parsedLight.parentId) {
  23410. light._waitingParentId = parsedLight.parentId;
  23411. }
  23412. // Animations
  23413. if (parsedLight.animations) {
  23414. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23415. var parsedAnimation = parsedLight.animations[animationIndex];
  23416. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23417. }
  23418. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23419. }
  23420. if (parsedLight.autoAnimate) {
  23421. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23422. }
  23423. return light;
  23424. };
  23425. Light.prototype._hookArrayForExcluded = function (array) {
  23426. var _this = this;
  23427. var oldPush = array.push;
  23428. array.push = function () {
  23429. var items = [];
  23430. for (var _i = 0; _i < arguments.length; _i++) {
  23431. items[_i] = arguments[_i];
  23432. }
  23433. var result = oldPush.apply(array, items);
  23434. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23435. var item = items_1[_a];
  23436. item._resyncLighSource(_this);
  23437. }
  23438. return result;
  23439. };
  23440. var oldSplice = array.splice;
  23441. array.splice = function (index, deleteCount) {
  23442. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23443. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23444. var item = deleted_1[_i];
  23445. item._resyncLighSource(_this);
  23446. }
  23447. return deleted;
  23448. };
  23449. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23450. var item = array_1[_i];
  23451. item._resyncLighSource(this);
  23452. }
  23453. };
  23454. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23455. var _this = this;
  23456. var oldPush = array.push;
  23457. array.push = function () {
  23458. var items = [];
  23459. for (var _i = 0; _i < arguments.length; _i++) {
  23460. items[_i] = arguments[_i];
  23461. }
  23462. var result = oldPush.apply(array, items);
  23463. _this._resyncMeshes();
  23464. return result;
  23465. };
  23466. var oldSplice = array.splice;
  23467. array.splice = function (index, deleteCount) {
  23468. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23469. _this._resyncMeshes();
  23470. return deleted;
  23471. };
  23472. this._resyncMeshes();
  23473. };
  23474. Light.prototype._resyncMeshes = function () {
  23475. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23476. var mesh = _a[_i];
  23477. mesh._resyncLighSource(this);
  23478. }
  23479. };
  23480. /**
  23481. * Forces the meshes to update their light related information in their rendering used effects
  23482. * @hidden Internal Use Only
  23483. */
  23484. Light.prototype._markMeshesAsLightDirty = function () {
  23485. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23486. var mesh = _a[_i];
  23487. if (mesh._lightSources.indexOf(this) !== -1) {
  23488. mesh._markSubMeshesAsLightDirty();
  23489. }
  23490. }
  23491. };
  23492. /**
  23493. * Recomputes the cached photometric scale if needed.
  23494. */
  23495. Light.prototype._computePhotometricScale = function () {
  23496. this._photometricScale = this._getPhotometricScale();
  23497. this.getScene().resetCachedMaterial();
  23498. };
  23499. /**
  23500. * Returns the Photometric Scale according to the light type and intensity mode.
  23501. */
  23502. Light.prototype._getPhotometricScale = function () {
  23503. var photometricScale = 0.0;
  23504. var lightTypeID = this.getTypeID();
  23505. //get photometric mode
  23506. var photometricMode = this.intensityMode;
  23507. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23508. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23509. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23510. }
  23511. else {
  23512. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23513. }
  23514. }
  23515. //compute photometric scale
  23516. switch (lightTypeID) {
  23517. case Light.LIGHTTYPEID_POINTLIGHT:
  23518. case Light.LIGHTTYPEID_SPOTLIGHT:
  23519. switch (photometricMode) {
  23520. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23521. photometricScale = 1.0 / (4.0 * Math.PI);
  23522. break;
  23523. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23524. photometricScale = 1.0;
  23525. break;
  23526. case Light.INTENSITYMODE_LUMINANCE:
  23527. photometricScale = this.radius * this.radius;
  23528. break;
  23529. }
  23530. break;
  23531. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23532. switch (photometricMode) {
  23533. case Light.INTENSITYMODE_ILLUMINANCE:
  23534. photometricScale = 1.0;
  23535. break;
  23536. case Light.INTENSITYMODE_LUMINANCE:
  23537. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23538. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23539. var apexAngleRadians = this.radius;
  23540. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23541. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23542. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23543. photometricScale = solidAngle;
  23544. break;
  23545. }
  23546. break;
  23547. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23548. // No fall off in hemisperic light.
  23549. photometricScale = 1.0;
  23550. break;
  23551. }
  23552. return photometricScale;
  23553. };
  23554. /**
  23555. * Reorder the light in the scene according to their defined priority.
  23556. * @hidden Internal Use Only
  23557. */
  23558. Light.prototype._reorderLightsInScene = function () {
  23559. var scene = this.getScene();
  23560. if (this._renderPriority != 0) {
  23561. scene.requireLightSorting = true;
  23562. }
  23563. this.getScene().sortLightsByPriority();
  23564. };
  23565. /**
  23566. * Falloff Default: light is falling off following the material specification:
  23567. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23568. */
  23569. Light.FALLOFF_DEFAULT = 0;
  23570. /**
  23571. * Falloff Physical: light is falling off following the inverse squared distance law.
  23572. */
  23573. Light.FALLOFF_PHYSICAL = 1;
  23574. /**
  23575. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23576. * to enhance interoperability with other engines.
  23577. */
  23578. Light.FALLOFF_GLTF = 2;
  23579. /**
  23580. * Falloff Standard: light is falling off like in the standard material
  23581. * to enhance interoperability with other materials.
  23582. */
  23583. Light.FALLOFF_STANDARD = 3;
  23584. //lightmapMode Consts
  23585. /**
  23586. * If every light affecting the material is in this lightmapMode,
  23587. * material.lightmapTexture adds or multiplies
  23588. * (depends on material.useLightmapAsShadowmap)
  23589. * after every other light calculations.
  23590. */
  23591. Light.LIGHTMAP_DEFAULT = 0;
  23592. /**
  23593. * material.lightmapTexture as only diffuse lighting from this light
  23594. * adds only specular lighting from this light
  23595. * adds dynamic shadows
  23596. */
  23597. Light.LIGHTMAP_SPECULAR = 1;
  23598. /**
  23599. * material.lightmapTexture as only lighting
  23600. * no light calculation from this light
  23601. * only adds dynamic shadows from this light
  23602. */
  23603. Light.LIGHTMAP_SHADOWSONLY = 2;
  23604. // Intensity Mode Consts
  23605. /**
  23606. * Each light type uses the default quantity according to its type:
  23607. * point/spot lights use luminous intensity
  23608. * directional lights use illuminance
  23609. */
  23610. Light.INTENSITYMODE_AUTOMATIC = 0;
  23611. /**
  23612. * lumen (lm)
  23613. */
  23614. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23615. /**
  23616. * candela (lm/sr)
  23617. */
  23618. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23619. /**
  23620. * lux (lm/m^2)
  23621. */
  23622. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23623. /**
  23624. * nit (cd/m^2)
  23625. */
  23626. Light.INTENSITYMODE_LUMINANCE = 4;
  23627. // Light types ids const.
  23628. /**
  23629. * Light type const id of the point light.
  23630. */
  23631. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23632. /**
  23633. * Light type const id of the directional light.
  23634. */
  23635. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23636. /**
  23637. * Light type const id of the spot light.
  23638. */
  23639. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23640. /**
  23641. * Light type const id of the hemispheric light.
  23642. */
  23643. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23644. __decorate([
  23645. BABYLON.serializeAsColor3()
  23646. ], Light.prototype, "diffuse", void 0);
  23647. __decorate([
  23648. BABYLON.serializeAsColor3()
  23649. ], Light.prototype, "specular", void 0);
  23650. __decorate([
  23651. BABYLON.serialize()
  23652. ], Light.prototype, "falloffType", void 0);
  23653. __decorate([
  23654. BABYLON.serialize()
  23655. ], Light.prototype, "intensity", void 0);
  23656. __decorate([
  23657. BABYLON.serialize()
  23658. ], Light.prototype, "range", null);
  23659. __decorate([
  23660. BABYLON.serialize()
  23661. ], Light.prototype, "intensityMode", null);
  23662. __decorate([
  23663. BABYLON.serialize()
  23664. ], Light.prototype, "radius", null);
  23665. __decorate([
  23666. BABYLON.serialize()
  23667. ], Light.prototype, "_renderPriority", void 0);
  23668. __decorate([
  23669. BABYLON.expandToProperty("_reorderLightsInScene")
  23670. ], Light.prototype, "renderPriority", void 0);
  23671. __decorate([
  23672. BABYLON.serialize("shadowEnabled")
  23673. ], Light.prototype, "_shadowEnabled", void 0);
  23674. __decorate([
  23675. BABYLON.serialize("excludeWithLayerMask")
  23676. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23677. __decorate([
  23678. BABYLON.serialize("includeOnlyWithLayerMask")
  23679. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23680. __decorate([
  23681. BABYLON.serialize("lightmapMode")
  23682. ], Light.prototype, "_lightmapMode", void 0);
  23683. return Light;
  23684. }(BABYLON.Node));
  23685. BABYLON.Light = Light;
  23686. })(BABYLON || (BABYLON = {}));
  23687. //# sourceMappingURL=babylon.light.js.map
  23688. var BABYLON;
  23689. (function (BABYLON) {
  23690. /**
  23691. * This is the base class of all the camera used in the application.
  23692. * @see http://doc.babylonjs.com/features/cameras
  23693. */
  23694. var Camera = /** @class */ (function (_super) {
  23695. __extends(Camera, _super);
  23696. /**
  23697. * Instantiates a new camera object.
  23698. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23699. * @see http://doc.babylonjs.com/features/cameras
  23700. * @param name Defines the name of the camera in the scene
  23701. * @param position Defines the position of the camera
  23702. * @param scene Defines the scene the camera belongs too
  23703. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23704. */
  23705. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23706. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23707. var _this = _super.call(this, name, scene) || this;
  23708. /**
  23709. * The vector the camera should consider as up.
  23710. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23711. */
  23712. _this.upVector = BABYLON.Vector3.Up();
  23713. /**
  23714. * Define the current limit on the left side for an orthographic camera
  23715. * In scene unit
  23716. */
  23717. _this.orthoLeft = null;
  23718. /**
  23719. * Define the current limit on the right side for an orthographic camera
  23720. * In scene unit
  23721. */
  23722. _this.orthoRight = null;
  23723. /**
  23724. * Define the current limit on the bottom side for an orthographic camera
  23725. * In scene unit
  23726. */
  23727. _this.orthoBottom = null;
  23728. /**
  23729. * Define the current limit on the top side for an orthographic camera
  23730. * In scene unit
  23731. */
  23732. _this.orthoTop = null;
  23733. /**
  23734. * Field Of View is set in Radians. (default is 0.8)
  23735. */
  23736. _this.fov = 0.8;
  23737. /**
  23738. * Define the minimum distance the camera can see from.
  23739. * This is important to note that the depth buffer are not infinite and the closer it starts
  23740. * the more your scene might encounter depth fighting issue.
  23741. */
  23742. _this.minZ = 1;
  23743. /**
  23744. * Define the maximum distance the camera can see to.
  23745. * This is important to note that the depth buffer are not infinite and the further it end
  23746. * the more your scene might encounter depth fighting issue.
  23747. */
  23748. _this.maxZ = 10000.0;
  23749. /**
  23750. * Define the default inertia of the camera.
  23751. * This helps giving a smooth feeling to the camera movement.
  23752. */
  23753. _this.inertia = 0.9;
  23754. /**
  23755. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23756. */
  23757. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23758. /**
  23759. * Define wether the camera is intermediate.
  23760. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23761. */
  23762. _this.isIntermediate = false;
  23763. /**
  23764. * Define the viewport of the camera.
  23765. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23766. */
  23767. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23768. /**
  23769. * Restricts the camera to viewing objects with the same layerMask.
  23770. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23771. */
  23772. _this.layerMask = 0x0FFFFFFF;
  23773. /**
  23774. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23775. */
  23776. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23777. /**
  23778. * Rig mode of the camera.
  23779. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23780. * This is normally controlled byt the camera themselves as internal use.
  23781. */
  23782. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23783. /**
  23784. * 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
  23785. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23786. * else in the scene.
  23787. */
  23788. _this.customRenderTargets = new Array();
  23789. /**
  23790. * When set, the camera will render to this render target instead of the default canvas
  23791. */
  23792. _this.outputRenderTarget = null;
  23793. /**
  23794. * Observable triggered when the camera view matrix has changed.
  23795. */
  23796. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23797. /**
  23798. * Observable triggered when the camera Projection matrix has changed.
  23799. */
  23800. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23801. /**
  23802. * Observable triggered when the inputs have been processed.
  23803. */
  23804. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23805. /**
  23806. * Observable triggered when reset has been called and applied to the camera.
  23807. */
  23808. _this.onRestoreStateObservable = new BABYLON.Observable();
  23809. /** @hidden */
  23810. _this._rigCameras = new Array();
  23811. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23812. /** @hidden */
  23813. _this._skipRendering = false;
  23814. /** @hidden */
  23815. _this._projectionMatrix = new BABYLON.Matrix();
  23816. /** @hidden */
  23817. _this._postProcesses = new Array();
  23818. /** @hidden */
  23819. _this._activeMeshes = new BABYLON.SmartArray(256);
  23820. _this._globalPosition = BABYLON.Vector3.Zero();
  23821. /** hidden */
  23822. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23823. _this._doNotComputeProjectionMatrix = false;
  23824. _this._transformMatrix = BABYLON.Matrix.Zero();
  23825. _this._refreshFrustumPlanes = true;
  23826. _this.getScene().addCamera(_this);
  23827. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23828. _this.getScene().activeCamera = _this;
  23829. }
  23830. _this.position = position;
  23831. return _this;
  23832. }
  23833. /**
  23834. * Store current camera state (fov, position, etc..)
  23835. * @returns the camera
  23836. */
  23837. Camera.prototype.storeState = function () {
  23838. this._stateStored = true;
  23839. this._storedFov = this.fov;
  23840. return this;
  23841. };
  23842. /**
  23843. * Restores the camera state values if it has been stored. You must call storeState() first
  23844. */
  23845. Camera.prototype._restoreStateValues = function () {
  23846. if (!this._stateStored) {
  23847. return false;
  23848. }
  23849. this.fov = this._storedFov;
  23850. return true;
  23851. };
  23852. /**
  23853. * Restored camera state. You must call storeState() first.
  23854. * @returns true if restored and false otherwise
  23855. */
  23856. Camera.prototype.restoreState = function () {
  23857. if (this._restoreStateValues()) {
  23858. this.onRestoreStateObservable.notifyObservers(this);
  23859. return true;
  23860. }
  23861. return false;
  23862. };
  23863. /**
  23864. * Gets the class name of the camera.
  23865. * @returns the class name
  23866. */
  23867. Camera.prototype.getClassName = function () {
  23868. return "Camera";
  23869. };
  23870. /**
  23871. * Gets a string representation of the camera useful for debug purpose.
  23872. * @param fullDetails Defines that a more verboe level of logging is required
  23873. * @returns the string representation
  23874. */
  23875. Camera.prototype.toString = function (fullDetails) {
  23876. var ret = "Name: " + this.name;
  23877. ret += ", type: " + this.getClassName();
  23878. if (this.animations) {
  23879. for (var i = 0; i < this.animations.length; i++) {
  23880. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23881. }
  23882. }
  23883. if (fullDetails) {
  23884. }
  23885. return ret;
  23886. };
  23887. Object.defineProperty(Camera.prototype, "globalPosition", {
  23888. /**
  23889. * Gets the current world space position of the camera.
  23890. */
  23891. get: function () {
  23892. return this._globalPosition;
  23893. },
  23894. enumerable: true,
  23895. configurable: true
  23896. });
  23897. /**
  23898. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23899. * @returns the active meshe list
  23900. */
  23901. Camera.prototype.getActiveMeshes = function () {
  23902. return this._activeMeshes;
  23903. };
  23904. /**
  23905. * Check wether a mesh is part of the current active mesh list of the camera
  23906. * @param mesh Defines the mesh to check
  23907. * @returns true if active, false otherwise
  23908. */
  23909. Camera.prototype.isActiveMesh = function (mesh) {
  23910. return (this._activeMeshes.indexOf(mesh) !== -1);
  23911. };
  23912. /**
  23913. * Is this camera ready to be used/rendered
  23914. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23915. * @return true if the camera is ready
  23916. */
  23917. Camera.prototype.isReady = function (completeCheck) {
  23918. if (completeCheck === void 0) { completeCheck = false; }
  23919. if (completeCheck) {
  23920. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23921. var pp = _a[_i];
  23922. if (pp && !pp.isReady()) {
  23923. return false;
  23924. }
  23925. }
  23926. }
  23927. return _super.prototype.isReady.call(this, completeCheck);
  23928. };
  23929. /** @hidden */
  23930. Camera.prototype._initCache = function () {
  23931. _super.prototype._initCache.call(this);
  23932. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23933. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23934. this._cache.mode = undefined;
  23935. this._cache.minZ = undefined;
  23936. this._cache.maxZ = undefined;
  23937. this._cache.fov = undefined;
  23938. this._cache.fovMode = undefined;
  23939. this._cache.aspectRatio = undefined;
  23940. this._cache.orthoLeft = undefined;
  23941. this._cache.orthoRight = undefined;
  23942. this._cache.orthoBottom = undefined;
  23943. this._cache.orthoTop = undefined;
  23944. this._cache.renderWidth = undefined;
  23945. this._cache.renderHeight = undefined;
  23946. };
  23947. /** @hidden */
  23948. Camera.prototype._updateCache = function (ignoreParentClass) {
  23949. if (!ignoreParentClass) {
  23950. _super.prototype._updateCache.call(this);
  23951. }
  23952. this._cache.position.copyFrom(this.position);
  23953. this._cache.upVector.copyFrom(this.upVector);
  23954. };
  23955. /** @hidden */
  23956. Camera.prototype._isSynchronized = function () {
  23957. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23958. };
  23959. /** @hidden */
  23960. Camera.prototype._isSynchronizedViewMatrix = function () {
  23961. if (!_super.prototype._isSynchronized.call(this)) {
  23962. return false;
  23963. }
  23964. return this._cache.position.equals(this.position)
  23965. && this._cache.upVector.equals(this.upVector)
  23966. && this.isSynchronizedWithParent();
  23967. };
  23968. /** @hidden */
  23969. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23970. var check = this._cache.mode === this.mode
  23971. && this._cache.minZ === this.minZ
  23972. && this._cache.maxZ === this.maxZ;
  23973. if (!check) {
  23974. return false;
  23975. }
  23976. var engine = this.getEngine();
  23977. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23978. check = this._cache.fov === this.fov
  23979. && this._cache.fovMode === this.fovMode
  23980. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23981. }
  23982. else {
  23983. check = this._cache.orthoLeft === this.orthoLeft
  23984. && this._cache.orthoRight === this.orthoRight
  23985. && this._cache.orthoBottom === this.orthoBottom
  23986. && this._cache.orthoTop === this.orthoTop
  23987. && this._cache.renderWidth === engine.getRenderWidth()
  23988. && this._cache.renderHeight === engine.getRenderHeight();
  23989. }
  23990. return check;
  23991. };
  23992. /**
  23993. * Attach the input controls to a specific dom element to get the input from.
  23994. * @param element Defines the element the controls should be listened from
  23995. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23996. */
  23997. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23998. };
  23999. /**
  24000. * Detach the current controls from the specified dom element.
  24001. * @param element Defines the element to stop listening the inputs from
  24002. */
  24003. Camera.prototype.detachControl = function (element) {
  24004. };
  24005. /**
  24006. * Update the camera state according to the different inputs gathered during the frame.
  24007. */
  24008. Camera.prototype.update = function () {
  24009. this._checkInputs();
  24010. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24011. this._updateRigCameras();
  24012. }
  24013. };
  24014. /** @hidden */
  24015. Camera.prototype._checkInputs = function () {
  24016. this.onAfterCheckInputsObservable.notifyObservers(this);
  24017. };
  24018. Object.defineProperty(Camera.prototype, "rigCameras", {
  24019. /** @hidden */
  24020. get: function () {
  24021. return this._rigCameras;
  24022. },
  24023. enumerable: true,
  24024. configurable: true
  24025. });
  24026. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  24027. /**
  24028. * Gets the post process used by the rig cameras
  24029. */
  24030. get: function () {
  24031. return this._rigPostProcess;
  24032. },
  24033. enumerable: true,
  24034. configurable: true
  24035. });
  24036. /**
  24037. * Internal, gets the first post proces.
  24038. * @returns the first post process to be run on this camera.
  24039. */
  24040. Camera.prototype._getFirstPostProcess = function () {
  24041. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  24042. if (this._postProcesses[ppIndex] !== null) {
  24043. return this._postProcesses[ppIndex];
  24044. }
  24045. }
  24046. return null;
  24047. };
  24048. Camera.prototype._cascadePostProcessesToRigCams = function () {
  24049. // invalidate framebuffer
  24050. var firstPostProcess = this._getFirstPostProcess();
  24051. if (firstPostProcess) {
  24052. firstPostProcess.markTextureDirty();
  24053. }
  24054. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  24055. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  24056. var cam = this._rigCameras[i];
  24057. var rigPostProcess = cam._rigPostProcess;
  24058. // for VR rig, there does not have to be a post process
  24059. if (rigPostProcess) {
  24060. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24061. if (isPass) {
  24062. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24063. cam.isIntermediate = this._postProcesses.length === 0;
  24064. }
  24065. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24066. rigPostProcess.markTextureDirty();
  24067. }
  24068. else {
  24069. cam._postProcesses = this._postProcesses.slice(0);
  24070. }
  24071. }
  24072. };
  24073. /**
  24074. * Attach a post process to the camera.
  24075. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24076. * @param postProcess The post process to attach to the camera
  24077. * @param insertAt The position of the post process in case several of them are in use in the scene
  24078. * @returns the position the post process has been inserted at
  24079. */
  24080. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24081. if (insertAt === void 0) { insertAt = null; }
  24082. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24083. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24084. return 0;
  24085. }
  24086. if (insertAt == null || insertAt < 0) {
  24087. this._postProcesses.push(postProcess);
  24088. }
  24089. else if (this._postProcesses[insertAt] === null) {
  24090. this._postProcesses[insertAt] = postProcess;
  24091. }
  24092. else {
  24093. this._postProcesses.splice(insertAt, 0, postProcess);
  24094. }
  24095. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24096. return this._postProcesses.indexOf(postProcess);
  24097. };
  24098. /**
  24099. * Detach a post process to the camera.
  24100. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24101. * @param postProcess The post process to detach from the camera
  24102. */
  24103. Camera.prototype.detachPostProcess = function (postProcess) {
  24104. var idx = this._postProcesses.indexOf(postProcess);
  24105. if (idx !== -1) {
  24106. this._postProcesses[idx] = null;
  24107. }
  24108. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24109. };
  24110. /**
  24111. * Gets the current world matrix of the camera
  24112. */
  24113. Camera.prototype.getWorldMatrix = function () {
  24114. if (this._isSynchronizedViewMatrix()) {
  24115. return this._worldMatrix;
  24116. }
  24117. // Getting the the view matrix will also compute the world matrix.
  24118. this.getViewMatrix();
  24119. return this._worldMatrix;
  24120. };
  24121. /** @hidden */
  24122. Camera.prototype._getViewMatrix = function () {
  24123. return BABYLON.Matrix.Identity();
  24124. };
  24125. /**
  24126. * Gets the current view matrix of the camera.
  24127. * @param force forces the camera to recompute the matrix without looking at the cached state
  24128. * @returns the view matrix
  24129. */
  24130. Camera.prototype.getViewMatrix = function (force) {
  24131. if (!force && this._isSynchronizedViewMatrix()) {
  24132. return this._computedViewMatrix;
  24133. }
  24134. this.updateCache();
  24135. this._computedViewMatrix = this._getViewMatrix();
  24136. this._currentRenderId = this.getScene().getRenderId();
  24137. this._childRenderId = this._currentRenderId;
  24138. this._refreshFrustumPlanes = true;
  24139. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24140. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24141. }
  24142. this.onViewMatrixChangedObservable.notifyObservers(this);
  24143. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24144. return this._computedViewMatrix;
  24145. };
  24146. /**
  24147. * Freeze the projection matrix.
  24148. * It will prevent the cache check of the camera projection compute and can speed up perf
  24149. * if no parameter of the camera are meant to change
  24150. * @param projection Defines manually a projection if necessary
  24151. */
  24152. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24153. this._doNotComputeProjectionMatrix = true;
  24154. if (projection !== undefined) {
  24155. this._projectionMatrix = projection;
  24156. }
  24157. };
  24158. /**
  24159. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24160. */
  24161. Camera.prototype.unfreezeProjectionMatrix = function () {
  24162. this._doNotComputeProjectionMatrix = false;
  24163. };
  24164. /**
  24165. * Gets the current projection matrix of the camera.
  24166. * @param force forces the camera to recompute the matrix without looking at the cached state
  24167. * @returns the projection matrix
  24168. */
  24169. Camera.prototype.getProjectionMatrix = function (force) {
  24170. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24171. return this._projectionMatrix;
  24172. }
  24173. // Cache
  24174. this._cache.mode = this.mode;
  24175. this._cache.minZ = this.minZ;
  24176. this._cache.maxZ = this.maxZ;
  24177. // Matrix
  24178. this._refreshFrustumPlanes = true;
  24179. var engine = this.getEngine();
  24180. var scene = this.getScene();
  24181. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24182. this._cache.fov = this.fov;
  24183. this._cache.fovMode = this.fovMode;
  24184. this._cache.aspectRatio = engine.getAspectRatio(this);
  24185. if (this.minZ <= 0) {
  24186. this.minZ = 0.1;
  24187. }
  24188. if (scene.useRightHandedSystem) {
  24189. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24190. }
  24191. else {
  24192. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24193. }
  24194. }
  24195. else {
  24196. var halfWidth = engine.getRenderWidth() / 2.0;
  24197. var halfHeight = engine.getRenderHeight() / 2.0;
  24198. if (scene.useRightHandedSystem) {
  24199. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24200. }
  24201. else {
  24202. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24203. }
  24204. this._cache.orthoLeft = this.orthoLeft;
  24205. this._cache.orthoRight = this.orthoRight;
  24206. this._cache.orthoBottom = this.orthoBottom;
  24207. this._cache.orthoTop = this.orthoTop;
  24208. this._cache.renderWidth = engine.getRenderWidth();
  24209. this._cache.renderHeight = engine.getRenderHeight();
  24210. }
  24211. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24212. return this._projectionMatrix;
  24213. };
  24214. /**
  24215. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24216. * @returns a Matrix
  24217. */
  24218. Camera.prototype.getTransformationMatrix = function () {
  24219. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24220. return this._transformMatrix;
  24221. };
  24222. Camera.prototype._updateFrustumPlanes = function () {
  24223. if (!this._refreshFrustumPlanes) {
  24224. return;
  24225. }
  24226. this.getTransformationMatrix();
  24227. if (!this._frustumPlanes) {
  24228. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24229. }
  24230. else {
  24231. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24232. }
  24233. this._refreshFrustumPlanes = false;
  24234. };
  24235. /**
  24236. * Checks if a cullable object (mesh...) is in the camera frustum
  24237. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24238. * @param target The object to check
  24239. * @returns true if the object is in frustum otherwise false
  24240. */
  24241. Camera.prototype.isInFrustum = function (target) {
  24242. this._updateFrustumPlanes();
  24243. return target.isInFrustum(this._frustumPlanes);
  24244. };
  24245. /**
  24246. * Checks if a cullable object (mesh...) is in the camera frustum
  24247. * Unlike isInFrustum this cheks the full bounding box
  24248. * @param target The object to check
  24249. * @returns true if the object is in frustum otherwise false
  24250. */
  24251. Camera.prototype.isCompletelyInFrustum = function (target) {
  24252. this._updateFrustumPlanes();
  24253. return target.isCompletelyInFrustum(this._frustumPlanes);
  24254. };
  24255. /**
  24256. * Gets a ray in the forward direction from the camera.
  24257. * @param length Defines the length of the ray to create
  24258. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24259. * @param origin Defines the start point of the ray which defaults to the camera position
  24260. * @returns the forward ray
  24261. */
  24262. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24263. if (length === void 0) { length = 100; }
  24264. if (!transform) {
  24265. transform = this.getWorldMatrix();
  24266. }
  24267. if (!origin) {
  24268. origin = this.position;
  24269. }
  24270. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24271. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24272. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24273. return new BABYLON.Ray(origin, direction, length);
  24274. };
  24275. /**
  24276. * Releases resources associated with this node.
  24277. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24278. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24279. */
  24280. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24281. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24282. // Observables
  24283. this.onViewMatrixChangedObservable.clear();
  24284. this.onProjectionMatrixChangedObservable.clear();
  24285. this.onAfterCheckInputsObservable.clear();
  24286. this.onRestoreStateObservable.clear();
  24287. // Inputs
  24288. if (this.inputs) {
  24289. this.inputs.clear();
  24290. }
  24291. // Animations
  24292. this.getScene().stopAnimation(this);
  24293. // Remove from scene
  24294. this.getScene().removeCamera(this);
  24295. while (this._rigCameras.length > 0) {
  24296. var camera = this._rigCameras.pop();
  24297. if (camera) {
  24298. camera.dispose();
  24299. }
  24300. }
  24301. // Postprocesses
  24302. if (this._rigPostProcess) {
  24303. this._rigPostProcess.dispose(this);
  24304. this._rigPostProcess = null;
  24305. this._postProcesses = [];
  24306. }
  24307. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24308. this._rigPostProcess = null;
  24309. this._postProcesses = [];
  24310. }
  24311. else {
  24312. var i = this._postProcesses.length;
  24313. while (--i >= 0) {
  24314. var postProcess = this._postProcesses[i];
  24315. if (postProcess) {
  24316. postProcess.dispose(this);
  24317. }
  24318. }
  24319. }
  24320. // Render targets
  24321. var i = this.customRenderTargets.length;
  24322. while (--i >= 0) {
  24323. this.customRenderTargets[i].dispose();
  24324. }
  24325. this.customRenderTargets = [];
  24326. // Active Meshes
  24327. this._activeMeshes.dispose();
  24328. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24329. };
  24330. Object.defineProperty(Camera.prototype, "leftCamera", {
  24331. /**
  24332. * Gets the left camera of a rig setup in case of Rigged Camera
  24333. */
  24334. get: function () {
  24335. if (this._rigCameras.length < 1) {
  24336. return null;
  24337. }
  24338. return this._rigCameras[0];
  24339. },
  24340. enumerable: true,
  24341. configurable: true
  24342. });
  24343. Object.defineProperty(Camera.prototype, "rightCamera", {
  24344. /**
  24345. * Gets the right camera of a rig setup in case of Rigged Camera
  24346. */
  24347. get: function () {
  24348. if (this._rigCameras.length < 2) {
  24349. return null;
  24350. }
  24351. return this._rigCameras[1];
  24352. },
  24353. enumerable: true,
  24354. configurable: true
  24355. });
  24356. /**
  24357. * Gets the left camera target of a rig setup in case of Rigged Camera
  24358. * @returns the target position
  24359. */
  24360. Camera.prototype.getLeftTarget = function () {
  24361. if (this._rigCameras.length < 1) {
  24362. return null;
  24363. }
  24364. return this._rigCameras[0].getTarget();
  24365. };
  24366. /**
  24367. * Gets the right camera target of a rig setup in case of Rigged Camera
  24368. * @returns the target position
  24369. */
  24370. Camera.prototype.getRightTarget = function () {
  24371. if (this._rigCameras.length < 2) {
  24372. return null;
  24373. }
  24374. return this._rigCameras[1].getTarget();
  24375. };
  24376. /**
  24377. * @hidden
  24378. */
  24379. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24380. if (this.cameraRigMode === mode) {
  24381. return;
  24382. }
  24383. while (this._rigCameras.length > 0) {
  24384. var camera = this._rigCameras.pop();
  24385. if (camera) {
  24386. camera.dispose();
  24387. }
  24388. }
  24389. this.cameraRigMode = mode;
  24390. this._cameraRigParams = {};
  24391. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24392. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24393. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24394. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24395. // create the rig cameras, unless none
  24396. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24397. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24398. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24399. if (leftCamera && rightCamera) {
  24400. this._rigCameras.push(leftCamera);
  24401. this._rigCameras.push(rightCamera);
  24402. }
  24403. }
  24404. switch (this.cameraRigMode) {
  24405. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24406. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24407. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24408. break;
  24409. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24410. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24411. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24412. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24413. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24414. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24415. break;
  24416. case Camera.RIG_MODE_VR:
  24417. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24418. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24419. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24420. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24421. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24422. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24423. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24424. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24425. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24426. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24427. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24428. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24429. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24430. if (metrics.compensateDistortion) {
  24431. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24432. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24433. }
  24434. break;
  24435. case Camera.RIG_MODE_WEBVR:
  24436. if (rigParams.vrDisplay) {
  24437. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24438. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24439. //Left eye
  24440. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24441. this._rigCameras[0].setCameraRigParameter("left", true);
  24442. //leaving this for future reference
  24443. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24444. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24445. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24446. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24447. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24448. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24449. this._rigCameras[0].parent = this;
  24450. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24451. //Right eye
  24452. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24453. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24454. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24455. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24456. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24457. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24458. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24459. this._rigCameras[1].parent = this;
  24460. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24461. if (Camera.UseAlternateWebVRRendering) {
  24462. this._rigCameras[1]._skipRendering = true;
  24463. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24464. }
  24465. }
  24466. break;
  24467. }
  24468. this._cascadePostProcessesToRigCams();
  24469. this.update();
  24470. };
  24471. Camera.prototype._getVRProjectionMatrix = function () {
  24472. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24473. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24474. return this._projectionMatrix;
  24475. };
  24476. Camera.prototype._updateCameraRotationMatrix = function () {
  24477. //Here for WebVR
  24478. };
  24479. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24480. //Here for WebVR
  24481. };
  24482. /**
  24483. * This function MUST be overwritten by the different WebVR cameras available.
  24484. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24485. */
  24486. Camera.prototype._getWebVRProjectionMatrix = function () {
  24487. return BABYLON.Matrix.Identity();
  24488. };
  24489. /**
  24490. * This function MUST be overwritten by the different WebVR cameras available.
  24491. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24492. */
  24493. Camera.prototype._getWebVRViewMatrix = function () {
  24494. return BABYLON.Matrix.Identity();
  24495. };
  24496. /** @hidden */
  24497. Camera.prototype.setCameraRigParameter = function (name, value) {
  24498. if (!this._cameraRigParams) {
  24499. this._cameraRigParams = {};
  24500. }
  24501. this._cameraRigParams[name] = value;
  24502. //provisionnally:
  24503. if (name === "interaxialDistance") {
  24504. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24505. }
  24506. };
  24507. /**
  24508. * needs to be overridden by children so sub has required properties to be copied
  24509. * @hidden
  24510. */
  24511. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24512. return null;
  24513. };
  24514. /**
  24515. * May need to be overridden by children
  24516. * @hidden
  24517. */
  24518. Camera.prototype._updateRigCameras = function () {
  24519. for (var i = 0; i < this._rigCameras.length; i++) {
  24520. this._rigCameras[i].minZ = this.minZ;
  24521. this._rigCameras[i].maxZ = this.maxZ;
  24522. this._rigCameras[i].fov = this.fov;
  24523. }
  24524. // only update viewport when ANAGLYPH
  24525. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24526. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24527. }
  24528. };
  24529. /** @hidden */
  24530. Camera.prototype._setupInputs = function () {
  24531. };
  24532. /**
  24533. * Serialiaze the camera setup to a json represention
  24534. * @returns the JSON representation
  24535. */
  24536. Camera.prototype.serialize = function () {
  24537. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24538. // Type
  24539. serializationObject.type = this.getClassName();
  24540. // Parent
  24541. if (this.parent) {
  24542. serializationObject.parentId = this.parent.id;
  24543. }
  24544. if (this.inputs) {
  24545. this.inputs.serialize(serializationObject);
  24546. }
  24547. // Animations
  24548. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24549. serializationObject.ranges = this.serializeAnimationRanges();
  24550. return serializationObject;
  24551. };
  24552. /**
  24553. * Clones the current camera.
  24554. * @param name The cloned camera name
  24555. * @returns the cloned camera
  24556. */
  24557. Camera.prototype.clone = function (name) {
  24558. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24559. };
  24560. /**
  24561. * Gets the direction of the camera relative to a given local axis.
  24562. * @param localAxis Defines the reference axis to provide a relative direction.
  24563. * @return the direction
  24564. */
  24565. Camera.prototype.getDirection = function (localAxis) {
  24566. var result = BABYLON.Vector3.Zero();
  24567. this.getDirectionToRef(localAxis, result);
  24568. return result;
  24569. };
  24570. /**
  24571. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24572. * @param localAxis Defines the reference axis to provide a relative direction.
  24573. * @param result Defines the vector to store the result in
  24574. */
  24575. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24576. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24577. };
  24578. /**
  24579. * Gets a camera constructor for a given camera type
  24580. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24581. * @param name The name of the camera the result will be able to instantiate
  24582. * @param scene The scene the result will construct the camera in
  24583. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24584. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24585. * @returns a factory method to construc the camera
  24586. */
  24587. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24588. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24589. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24590. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24591. interaxial_distance: interaxial_distance,
  24592. isStereoscopicSideBySide: isStereoscopicSideBySide
  24593. });
  24594. if (constructorFunc) {
  24595. return constructorFunc;
  24596. }
  24597. // Default to universal camera
  24598. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24599. };
  24600. /**
  24601. * Compute the world matrix of the camera.
  24602. * @returns the camera workd matrix
  24603. */
  24604. Camera.prototype.computeWorldMatrix = function () {
  24605. return this.getWorldMatrix();
  24606. };
  24607. /**
  24608. * Parse a JSON and creates the camera from the parsed information
  24609. * @param parsedCamera The JSON to parse
  24610. * @param scene The scene to instantiate the camera in
  24611. * @returns the newly constructed camera
  24612. */
  24613. Camera.Parse = function (parsedCamera, scene) {
  24614. var type = parsedCamera.type;
  24615. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24616. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24617. // Parent
  24618. if (parsedCamera.parentId) {
  24619. camera._waitingParentId = parsedCamera.parentId;
  24620. }
  24621. //If camera has an input manager, let it parse inputs settings
  24622. if (camera.inputs) {
  24623. camera.inputs.parse(parsedCamera);
  24624. camera._setupInputs();
  24625. }
  24626. if (camera.setPosition) { // need to force position
  24627. camera.position.copyFromFloats(0, 0, 0);
  24628. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24629. }
  24630. // Target
  24631. if (parsedCamera.target) {
  24632. if (camera.setTarget) {
  24633. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24634. }
  24635. }
  24636. // Apply 3d rig, when found
  24637. if (parsedCamera.cameraRigMode) {
  24638. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24639. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24640. }
  24641. // Animations
  24642. if (parsedCamera.animations) {
  24643. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24644. var parsedAnimation = parsedCamera.animations[animationIndex];
  24645. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24646. }
  24647. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24648. }
  24649. if (parsedCamera.autoAnimate) {
  24650. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24651. }
  24652. return camera;
  24653. };
  24654. /**
  24655. * This is the default projection mode used by the cameras.
  24656. * It helps recreating a feeling of perspective and better appreciate depth.
  24657. * This is the best way to simulate real life cameras.
  24658. */
  24659. Camera.PERSPECTIVE_CAMERA = 0;
  24660. /**
  24661. * This helps creating camera with an orthographic mode.
  24662. * 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.
  24663. */
  24664. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24665. /**
  24666. * This is the default FOV mode for perspective cameras.
  24667. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24668. */
  24669. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24670. /**
  24671. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24672. */
  24673. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24674. /**
  24675. * This specifies ther is no need for a camera rig.
  24676. * Basically only one eye is rendered corresponding to the camera.
  24677. */
  24678. Camera.RIG_MODE_NONE = 0;
  24679. /**
  24680. * Simulates a camera Rig with one blue eye and one red eye.
  24681. * This can be use with 3d blue and red glasses.
  24682. */
  24683. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24684. /**
  24685. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24686. */
  24687. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24688. /**
  24689. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24690. */
  24691. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24692. /**
  24693. * Defines that both eyes of the camera will be rendered over under each other.
  24694. */
  24695. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24696. /**
  24697. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24698. */
  24699. Camera.RIG_MODE_VR = 20;
  24700. /**
  24701. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24702. */
  24703. Camera.RIG_MODE_WEBVR = 21;
  24704. /**
  24705. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24706. */
  24707. Camera.RIG_MODE_CUSTOM = 22;
  24708. /**
  24709. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24710. */
  24711. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24712. /**
  24713. * @hidden
  24714. * Might be removed once multiview will be a thing
  24715. */
  24716. Camera.UseAlternateWebVRRendering = false;
  24717. __decorate([
  24718. BABYLON.serializeAsVector3()
  24719. ], Camera.prototype, "position", void 0);
  24720. __decorate([
  24721. BABYLON.serializeAsVector3()
  24722. ], Camera.prototype, "upVector", void 0);
  24723. __decorate([
  24724. BABYLON.serialize()
  24725. ], Camera.prototype, "orthoLeft", void 0);
  24726. __decorate([
  24727. BABYLON.serialize()
  24728. ], Camera.prototype, "orthoRight", void 0);
  24729. __decorate([
  24730. BABYLON.serialize()
  24731. ], Camera.prototype, "orthoBottom", void 0);
  24732. __decorate([
  24733. BABYLON.serialize()
  24734. ], Camera.prototype, "orthoTop", void 0);
  24735. __decorate([
  24736. BABYLON.serialize()
  24737. ], Camera.prototype, "fov", void 0);
  24738. __decorate([
  24739. BABYLON.serialize()
  24740. ], Camera.prototype, "minZ", void 0);
  24741. __decorate([
  24742. BABYLON.serialize()
  24743. ], Camera.prototype, "maxZ", void 0);
  24744. __decorate([
  24745. BABYLON.serialize()
  24746. ], Camera.prototype, "inertia", void 0);
  24747. __decorate([
  24748. BABYLON.serialize()
  24749. ], Camera.prototype, "mode", void 0);
  24750. __decorate([
  24751. BABYLON.serialize()
  24752. ], Camera.prototype, "layerMask", void 0);
  24753. __decorate([
  24754. BABYLON.serialize()
  24755. ], Camera.prototype, "fovMode", void 0);
  24756. __decorate([
  24757. BABYLON.serialize()
  24758. ], Camera.prototype, "cameraRigMode", void 0);
  24759. __decorate([
  24760. BABYLON.serialize()
  24761. ], Camera.prototype, "interaxialDistance", void 0);
  24762. __decorate([
  24763. BABYLON.serialize()
  24764. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24765. return Camera;
  24766. }(BABYLON.Node));
  24767. BABYLON.Camera = Camera;
  24768. })(BABYLON || (BABYLON = {}));
  24769. //# sourceMappingURL=babylon.camera.js.map
  24770. var BABYLON;
  24771. (function (BABYLON) {
  24772. /**
  24773. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24774. * It is enable to manage the different groups as well as the different necessary sort functions.
  24775. * This should not be used directly aside of the few static configurations
  24776. */
  24777. var RenderingManager = /** @class */ (function () {
  24778. /**
  24779. * Instantiates a new rendering group for a particular scene
  24780. * @param scene Defines the scene the groups belongs to
  24781. */
  24782. function RenderingManager(scene) {
  24783. /**
  24784. * @hidden
  24785. */
  24786. this._useSceneAutoClearSetup = false;
  24787. this._renderingGroups = new Array();
  24788. this._autoClearDepthStencil = {};
  24789. this._customOpaqueSortCompareFn = {};
  24790. this._customAlphaTestSortCompareFn = {};
  24791. this._customTransparentSortCompareFn = {};
  24792. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24793. this._scene = scene;
  24794. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24795. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24796. }
  24797. }
  24798. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24799. if (depth === void 0) { depth = true; }
  24800. if (stencil === void 0) { stencil = true; }
  24801. if (this._depthStencilBufferAlreadyCleaned) {
  24802. return;
  24803. }
  24804. this._scene.getEngine().clear(null, false, depth, stencil);
  24805. this._depthStencilBufferAlreadyCleaned = true;
  24806. };
  24807. /**
  24808. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24809. * @hidden
  24810. */
  24811. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24812. // Update the observable context (not null as it only goes away on dispose)
  24813. var info = this._renderingGroupInfo;
  24814. info.scene = this._scene;
  24815. info.camera = this._scene.activeCamera;
  24816. // Dispatch sprites
  24817. if (this._scene.spriteManagers && renderSprites) {
  24818. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24819. var manager = this._scene.spriteManagers[index];
  24820. this.dispatchSprites(manager);
  24821. }
  24822. }
  24823. // Render
  24824. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24825. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24826. var renderingGroup = this._renderingGroups[index];
  24827. if (!renderingGroup) {
  24828. continue;
  24829. }
  24830. var renderingGroupMask = Math.pow(2, index);
  24831. info.renderingGroupId = index;
  24832. // Before Observable
  24833. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24834. // Clear depth/stencil if needed
  24835. if (RenderingManager.AUTOCLEAR) {
  24836. var autoClear = this._useSceneAutoClearSetup ?
  24837. this._scene.getAutoClearDepthStencilSetup(index) :
  24838. this._autoClearDepthStencil[index];
  24839. if (autoClear && autoClear.autoClear) {
  24840. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24841. }
  24842. }
  24843. // Render
  24844. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24845. var step = _a[_i];
  24846. step.action(index);
  24847. }
  24848. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24849. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24850. var step = _c[_b];
  24851. step.action(index);
  24852. }
  24853. // After Observable
  24854. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24855. }
  24856. };
  24857. /**
  24858. * Resets the different information of the group to prepare a new frame
  24859. * @hidden
  24860. */
  24861. RenderingManager.prototype.reset = function () {
  24862. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24863. var renderingGroup = this._renderingGroups[index];
  24864. if (renderingGroup) {
  24865. renderingGroup.prepare();
  24866. }
  24867. }
  24868. };
  24869. /**
  24870. * Dispose and release the group and its associated resources.
  24871. * @hidden
  24872. */
  24873. RenderingManager.prototype.dispose = function () {
  24874. this.freeRenderingGroups();
  24875. this._renderingGroups.length = 0;
  24876. this._renderingGroupInfo = null;
  24877. };
  24878. /**
  24879. * Clear the info related to rendering groups preventing retention points during dispose.
  24880. */
  24881. RenderingManager.prototype.freeRenderingGroups = function () {
  24882. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24883. var renderingGroup = this._renderingGroups[index];
  24884. if (renderingGroup) {
  24885. renderingGroup.dispose();
  24886. }
  24887. }
  24888. };
  24889. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24890. if (this._renderingGroups[renderingGroupId] === undefined) {
  24891. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24892. }
  24893. };
  24894. /**
  24895. * Add a sprite manager to the rendering manager in order to render it this frame.
  24896. * @param spriteManager Define the sprite manager to render
  24897. */
  24898. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24899. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24900. this._prepareRenderingGroup(renderingGroupId);
  24901. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24902. };
  24903. /**
  24904. * Add a particle system to the rendering manager in order to render it this frame.
  24905. * @param particleSystem Define the particle system to render
  24906. */
  24907. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24908. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24909. this._prepareRenderingGroup(renderingGroupId);
  24910. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24911. };
  24912. /**
  24913. * Add a submesh to the manager in order to render it this frame
  24914. * @param subMesh The submesh to dispatch
  24915. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24916. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24917. */
  24918. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24919. if (mesh === undefined) {
  24920. mesh = subMesh.getMesh();
  24921. }
  24922. var renderingGroupId = mesh.renderingGroupId || 0;
  24923. this._prepareRenderingGroup(renderingGroupId);
  24924. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24925. };
  24926. /**
  24927. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24928. * This allowed control for front to back rendering or reversly depending of the special needs.
  24929. *
  24930. * @param renderingGroupId The rendering group id corresponding to its index
  24931. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24932. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24933. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24934. */
  24935. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24936. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24937. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24938. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24939. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24940. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24941. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24942. if (this._renderingGroups[renderingGroupId]) {
  24943. var group = this._renderingGroups[renderingGroupId];
  24944. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24945. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24946. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24947. }
  24948. };
  24949. /**
  24950. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24951. *
  24952. * @param renderingGroupId The rendering group id corresponding to its index
  24953. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24954. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24955. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24956. */
  24957. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24958. if (depth === void 0) { depth = true; }
  24959. if (stencil === void 0) { stencil = true; }
  24960. this._autoClearDepthStencil[renderingGroupId] = {
  24961. autoClear: autoClearDepthStencil,
  24962. depth: depth,
  24963. stencil: stencil
  24964. };
  24965. };
  24966. /**
  24967. * Gets the current auto clear configuration for one rendering group of the rendering
  24968. * manager.
  24969. * @param index the rendering group index to get the information for
  24970. * @returns The auto clear setup for the requested rendering group
  24971. */
  24972. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24973. return this._autoClearDepthStencil[index];
  24974. };
  24975. /**
  24976. * The max id used for rendering groups (not included)
  24977. */
  24978. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24979. /**
  24980. * The min id used for rendering groups (included)
  24981. */
  24982. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24983. /**
  24984. * Used to globally prevent autoclearing scenes.
  24985. */
  24986. RenderingManager.AUTOCLEAR = true;
  24987. return RenderingManager;
  24988. }());
  24989. BABYLON.RenderingManager = RenderingManager;
  24990. })(BABYLON || (BABYLON = {}));
  24991. //# sourceMappingURL=babylon.renderingManager.js.map
  24992. var BABYLON;
  24993. (function (BABYLON) {
  24994. /**
  24995. * This represents the object necessary to create a rendering group.
  24996. * This is exclusively used and created by the rendering manager.
  24997. * To modify the behavior, you use the available helpers in your scene or meshes.
  24998. * @hidden
  24999. */
  25000. var RenderingGroup = /** @class */ (function () {
  25001. /**
  25002. * Creates a new rendering group.
  25003. * @param index The rendering group index
  25004. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  25005. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  25006. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  25007. */
  25008. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  25009. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  25010. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  25011. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  25012. this.index = index;
  25013. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  25014. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  25015. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  25016. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  25017. this._particleSystems = new BABYLON.SmartArray(256);
  25018. this._spriteManagers = new BABYLON.SmartArray(256);
  25019. this._edgesRenderers = new BABYLON.SmartArray(16);
  25020. this._scene = scene;
  25021. this.opaqueSortCompareFn = opaqueSortCompareFn;
  25022. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  25023. this.transparentSortCompareFn = transparentSortCompareFn;
  25024. }
  25025. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  25026. /**
  25027. * Set the opaque sort comparison function.
  25028. * If null the sub meshes will be render in the order they were created
  25029. */
  25030. set: function (value) {
  25031. this._opaqueSortCompareFn = value;
  25032. if (value) {
  25033. this._renderOpaque = this.renderOpaqueSorted;
  25034. }
  25035. else {
  25036. this._renderOpaque = RenderingGroup.renderUnsorted;
  25037. }
  25038. },
  25039. enumerable: true,
  25040. configurable: true
  25041. });
  25042. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  25043. /**
  25044. * Set the alpha test sort comparison function.
  25045. * If null the sub meshes will be render in the order they were created
  25046. */
  25047. set: function (value) {
  25048. this._alphaTestSortCompareFn = value;
  25049. if (value) {
  25050. this._renderAlphaTest = this.renderAlphaTestSorted;
  25051. }
  25052. else {
  25053. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  25054. }
  25055. },
  25056. enumerable: true,
  25057. configurable: true
  25058. });
  25059. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25060. /**
  25061. * Set the transparent sort comparison function.
  25062. * If null the sub meshes will be render in the order they were created
  25063. */
  25064. set: function (value) {
  25065. if (value) {
  25066. this._transparentSortCompareFn = value;
  25067. }
  25068. else {
  25069. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25070. }
  25071. this._renderTransparent = this.renderTransparentSorted;
  25072. },
  25073. enumerable: true,
  25074. configurable: true
  25075. });
  25076. /**
  25077. * Render all the sub meshes contained in the group.
  25078. * @param customRenderFunction Used to override the default render behaviour of the group.
  25079. * @returns true if rendered some submeshes.
  25080. */
  25081. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25082. if (customRenderFunction) {
  25083. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25084. return;
  25085. }
  25086. var engine = this._scene.getEngine();
  25087. // Depth only
  25088. if (this._depthOnlySubMeshes.length !== 0) {
  25089. engine.setColorWrite(false);
  25090. this._renderAlphaTest(this._depthOnlySubMeshes);
  25091. engine.setColorWrite(true);
  25092. }
  25093. // Opaque
  25094. if (this._opaqueSubMeshes.length !== 0) {
  25095. this._renderOpaque(this._opaqueSubMeshes);
  25096. }
  25097. // Alpha test
  25098. if (this._alphaTestSubMeshes.length !== 0) {
  25099. this._renderAlphaTest(this._alphaTestSubMeshes);
  25100. }
  25101. var stencilState = engine.getStencilBuffer();
  25102. engine.setStencilBuffer(false);
  25103. // Sprites
  25104. if (renderSprites) {
  25105. this._renderSprites();
  25106. }
  25107. // Particles
  25108. if (renderParticles) {
  25109. this._renderParticles(activeMeshes);
  25110. }
  25111. if (this.onBeforeTransparentRendering) {
  25112. this.onBeforeTransparentRendering();
  25113. }
  25114. // Transparent
  25115. if (this._transparentSubMeshes.length !== 0) {
  25116. this._renderTransparent(this._transparentSubMeshes);
  25117. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25118. }
  25119. // Set back stencil to false in case it changes before the edge renderer.
  25120. engine.setStencilBuffer(false);
  25121. // Edges
  25122. if (this._edgesRenderers.length) {
  25123. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25124. this._edgesRenderers.data[edgesRendererIndex].render();
  25125. }
  25126. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25127. }
  25128. // Restore Stencil state.
  25129. engine.setStencilBuffer(stencilState);
  25130. };
  25131. /**
  25132. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25133. * @param subMeshes The submeshes to render
  25134. */
  25135. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25136. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25137. };
  25138. /**
  25139. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25140. * @param subMeshes The submeshes to render
  25141. */
  25142. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25143. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25144. };
  25145. /**
  25146. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25147. * @param subMeshes The submeshes to render
  25148. */
  25149. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25150. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25151. };
  25152. /**
  25153. * Renders the submeshes in a specified order.
  25154. * @param subMeshes The submeshes to sort before render
  25155. * @param sortCompareFn The comparison function use to sort
  25156. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25157. * @param transparent Specifies to activate blending if true
  25158. */
  25159. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25160. var subIndex = 0;
  25161. var subMesh;
  25162. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25163. for (; subIndex < subMeshes.length; subIndex++) {
  25164. subMesh = subMeshes.data[subIndex];
  25165. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25166. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25167. }
  25168. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25169. if (sortCompareFn) {
  25170. sortedArray.sort(sortCompareFn);
  25171. }
  25172. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25173. subMesh = sortedArray[subIndex];
  25174. if (transparent) {
  25175. var material = subMesh.getMaterial();
  25176. if (material && material.needDepthPrePass) {
  25177. var engine = material.getScene().getEngine();
  25178. engine.setColorWrite(false);
  25179. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25180. subMesh.render(false);
  25181. engine.setColorWrite(true);
  25182. }
  25183. }
  25184. subMesh.render(transparent);
  25185. }
  25186. };
  25187. /**
  25188. * Renders the submeshes in the order they were dispatched (no sort applied).
  25189. * @param subMeshes The submeshes to render
  25190. */
  25191. RenderingGroup.renderUnsorted = function (subMeshes) {
  25192. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25193. var submesh = subMeshes.data[subIndex];
  25194. submesh.render(false);
  25195. }
  25196. };
  25197. /**
  25198. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25199. * are rendered back to front if in the same alpha index.
  25200. *
  25201. * @param a The first submesh
  25202. * @param b The second submesh
  25203. * @returns The result of the comparison
  25204. */
  25205. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25206. // Alpha index first
  25207. if (a._alphaIndex > b._alphaIndex) {
  25208. return 1;
  25209. }
  25210. if (a._alphaIndex < b._alphaIndex) {
  25211. return -1;
  25212. }
  25213. // Then distance to camera
  25214. return RenderingGroup.backToFrontSortCompare(a, b);
  25215. };
  25216. /**
  25217. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25218. * are rendered back to front.
  25219. *
  25220. * @param a The first submesh
  25221. * @param b The second submesh
  25222. * @returns The result of the comparison
  25223. */
  25224. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25225. // Then distance to camera
  25226. if (a._distanceToCamera < b._distanceToCamera) {
  25227. return 1;
  25228. }
  25229. if (a._distanceToCamera > b._distanceToCamera) {
  25230. return -1;
  25231. }
  25232. return 0;
  25233. };
  25234. /**
  25235. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25236. * are rendered front to back (prevent overdraw).
  25237. *
  25238. * @param a The first submesh
  25239. * @param b The second submesh
  25240. * @returns The result of the comparison
  25241. */
  25242. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25243. // Then distance to camera
  25244. if (a._distanceToCamera < b._distanceToCamera) {
  25245. return -1;
  25246. }
  25247. if (a._distanceToCamera > b._distanceToCamera) {
  25248. return 1;
  25249. }
  25250. return 0;
  25251. };
  25252. /**
  25253. * Resets the different lists of submeshes to prepare a new frame.
  25254. */
  25255. RenderingGroup.prototype.prepare = function () {
  25256. this._opaqueSubMeshes.reset();
  25257. this._transparentSubMeshes.reset();
  25258. this._alphaTestSubMeshes.reset();
  25259. this._depthOnlySubMeshes.reset();
  25260. this._particleSystems.reset();
  25261. this._spriteManagers.reset();
  25262. this._edgesRenderers.reset();
  25263. };
  25264. RenderingGroup.prototype.dispose = function () {
  25265. this._opaqueSubMeshes.dispose();
  25266. this._transparentSubMeshes.dispose();
  25267. this._alphaTestSubMeshes.dispose();
  25268. this._depthOnlySubMeshes.dispose();
  25269. this._particleSystems.dispose();
  25270. this._spriteManagers.dispose();
  25271. this._edgesRenderers.dispose();
  25272. };
  25273. /**
  25274. * Inserts the submesh in its correct queue depending on its material.
  25275. * @param subMesh The submesh to dispatch
  25276. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25277. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25278. */
  25279. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25280. // Get mesh and materials if not provided
  25281. if (mesh === undefined) {
  25282. mesh = subMesh.getMesh();
  25283. }
  25284. if (material === undefined) {
  25285. material = subMesh.getMaterial();
  25286. }
  25287. if (material === null || material === undefined) {
  25288. return;
  25289. }
  25290. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25291. this._transparentSubMeshes.push(subMesh);
  25292. }
  25293. else if (material.needAlphaTesting()) { // Alpha test
  25294. if (material.needDepthPrePass) {
  25295. this._depthOnlySubMeshes.push(subMesh);
  25296. }
  25297. this._alphaTestSubMeshes.push(subMesh);
  25298. }
  25299. else {
  25300. if (material.needDepthPrePass) {
  25301. this._depthOnlySubMeshes.push(subMesh);
  25302. }
  25303. this._opaqueSubMeshes.push(subMesh); // Opaque
  25304. }
  25305. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25306. this._edgesRenderers.push(mesh._edgesRenderer);
  25307. }
  25308. };
  25309. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25310. this._spriteManagers.push(spriteManager);
  25311. };
  25312. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25313. this._particleSystems.push(particleSystem);
  25314. };
  25315. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25316. if (this._particleSystems.length === 0) {
  25317. return;
  25318. }
  25319. // Particles
  25320. var activeCamera = this._scene.activeCamera;
  25321. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25322. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25323. var particleSystem = this._particleSystems.data[particleIndex];
  25324. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25325. continue;
  25326. }
  25327. var emitter = particleSystem.emitter;
  25328. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25329. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25330. }
  25331. }
  25332. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25333. };
  25334. RenderingGroup.prototype._renderSprites = function () {
  25335. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25336. return;
  25337. }
  25338. // Sprites
  25339. var activeCamera = this._scene.activeCamera;
  25340. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25341. for (var id = 0; id < this._spriteManagers.length; id++) {
  25342. var spriteManager = this._spriteManagers.data[id];
  25343. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25344. spriteManager.render();
  25345. }
  25346. }
  25347. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25348. };
  25349. return RenderingGroup;
  25350. }());
  25351. BABYLON.RenderingGroup = RenderingGroup;
  25352. })(BABYLON || (BABYLON = {}));
  25353. //# sourceMappingURL=babylon.renderingGroup.js.map
  25354. var BABYLON;
  25355. (function (BABYLON) {
  25356. /**
  25357. * Groups all the scene component constants in one place to ease maintenance.
  25358. * @hidden
  25359. */
  25360. var SceneComponentConstants = /** @class */ (function () {
  25361. function SceneComponentConstants() {
  25362. }
  25363. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25364. SceneComponentConstants.NAME_LAYER = "Layer";
  25365. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25366. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25367. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25368. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25369. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25370. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25371. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25372. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25373. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25374. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25375. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25376. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25377. SceneComponentConstants.NAME_OCTREE = "Octree";
  25378. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25379. SceneComponentConstants.NAME_AUDIO = "Audio";
  25380. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25381. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25382. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25383. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25384. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25385. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25386. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25387. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25388. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25389. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25390. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25391. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25392. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25393. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25394. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25395. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25396. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25397. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25398. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25399. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25400. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25401. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25402. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25403. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25404. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25405. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25406. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25407. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25408. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25409. return SceneComponentConstants;
  25410. }());
  25411. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25412. /**
  25413. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25414. * @hidden
  25415. */
  25416. var Stage = /** @class */ (function (_super) {
  25417. __extends(Stage, _super);
  25418. /**
  25419. * Hide ctor from the rest of the world.
  25420. * @param items The items to add.
  25421. */
  25422. function Stage(items) {
  25423. return _super.apply(this, items) || this;
  25424. }
  25425. /**
  25426. * Creates a new Stage.
  25427. * @returns A new instance of a Stage
  25428. */
  25429. Stage.Create = function () {
  25430. return Object.create(Stage.prototype);
  25431. };
  25432. /**
  25433. * Registers a step in an ordered way in the targeted stage.
  25434. * @param index Defines the position to register the step in
  25435. * @param component Defines the component attached to the step
  25436. * @param action Defines the action to launch during the step
  25437. */
  25438. Stage.prototype.registerStep = function (index, component, action) {
  25439. var i = 0;
  25440. var maxIndex = Number.MAX_VALUE;
  25441. for (; i < this.length; i++) {
  25442. var step = this[i];
  25443. maxIndex = step.index;
  25444. if (index < maxIndex) {
  25445. break;
  25446. }
  25447. }
  25448. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25449. };
  25450. /**
  25451. * Clears all the steps from the stage.
  25452. */
  25453. Stage.prototype.clear = function () {
  25454. this.length = 0;
  25455. };
  25456. return Stage;
  25457. }(Array));
  25458. BABYLON.Stage = Stage;
  25459. })(BABYLON || (BABYLON = {}));
  25460. //# sourceMappingURL=babylon.sceneComponent.js.map
  25461. var BABYLON;
  25462. (function (BABYLON) {
  25463. /**
  25464. * Base class of the scene acting as a container for the different elements composing a scene.
  25465. * This class is dynamically extended by the different components of the scene increasing
  25466. * flexibility and reducing coupling
  25467. */
  25468. var AbstractScene = /** @class */ (function () {
  25469. function AbstractScene() {
  25470. /**
  25471. * Gets the list of root nodes (ie. nodes with no parent)
  25472. */
  25473. this.rootNodes = new Array();
  25474. /** All of the cameras added to this scene
  25475. * @see http://doc.babylonjs.com/babylon101/cameras
  25476. */
  25477. this.cameras = new Array();
  25478. /**
  25479. * All of the lights added to this scene
  25480. * @see http://doc.babylonjs.com/babylon101/lights
  25481. */
  25482. this.lights = new Array();
  25483. /**
  25484. * All of the (abstract) meshes added to this scene
  25485. */
  25486. this.meshes = new Array();
  25487. /**
  25488. * The list of skeletons added to the scene
  25489. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25490. */
  25491. this.skeletons = new Array();
  25492. /**
  25493. * All of the particle systems added to this scene
  25494. * @see http://doc.babylonjs.com/babylon101/particles
  25495. */
  25496. this.particleSystems = new Array();
  25497. /**
  25498. * Gets a list of Animations associated with the scene
  25499. */
  25500. this.animations = [];
  25501. /**
  25502. * All of the animation groups added to this scene
  25503. * @see http://doc.babylonjs.com/how_to/group
  25504. */
  25505. this.animationGroups = new Array();
  25506. /**
  25507. * All of the multi-materials added to this scene
  25508. * @see http://doc.babylonjs.com/how_to/multi_materials
  25509. */
  25510. this.multiMaterials = new Array();
  25511. /**
  25512. * All of the materials added to this scene
  25513. * In the context of a Scene, it is not supposed to be modified manually.
  25514. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25515. * Note also that the order of the Material wihin the array is not significant and might change.
  25516. * @see http://doc.babylonjs.com/babylon101/materials
  25517. */
  25518. this.materials = new Array();
  25519. /**
  25520. * The list of morph target managers added to the scene
  25521. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25522. */
  25523. this.morphTargetManagers = new Array();
  25524. /**
  25525. * The list of geometries used in the scene.
  25526. */
  25527. this.geometries = new Array();
  25528. /**
  25529. * All of the tranform nodes added to this scene
  25530. * In the context of a Scene, it is not supposed to be modified manually.
  25531. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25532. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25533. * @see http://doc.babylonjs.com/how_to/transformnode
  25534. */
  25535. this.transformNodes = new Array();
  25536. /**
  25537. * ActionManagers available on the scene.
  25538. */
  25539. this.actionManagers = new Array();
  25540. /**
  25541. * Textures to keep.
  25542. */
  25543. this.textures = new Array();
  25544. }
  25545. /**
  25546. * Adds a parser in the list of available ones
  25547. * @param name Defines the name of the parser
  25548. * @param parser Defines the parser to add
  25549. */
  25550. AbstractScene.AddParser = function (name, parser) {
  25551. this._BabylonFileParsers[name] = parser;
  25552. };
  25553. /**
  25554. * Gets a general parser from the list of avaialble ones
  25555. * @param name Defines the name of the parser
  25556. * @returns the requested parser or null
  25557. */
  25558. AbstractScene.GetParser = function (name) {
  25559. if (this._BabylonFileParsers[name]) {
  25560. return this._BabylonFileParsers[name];
  25561. }
  25562. return null;
  25563. };
  25564. /**
  25565. * Adds n individual parser in the list of available ones
  25566. * @param name Defines the name of the parser
  25567. * @param parser Defines the parser to add
  25568. */
  25569. AbstractScene.AddIndividualParser = function (name, parser) {
  25570. this._IndividualBabylonFileParsers[name] = parser;
  25571. };
  25572. /**
  25573. * Gets an individual parser from the list of avaialble ones
  25574. * @param name Defines the name of the parser
  25575. * @returns the requested parser or null
  25576. */
  25577. AbstractScene.GetIndividualParser = function (name) {
  25578. if (this._IndividualBabylonFileParsers[name]) {
  25579. return this._IndividualBabylonFileParsers[name];
  25580. }
  25581. return null;
  25582. };
  25583. /**
  25584. * Parser json data and populate both a scene and its associated container object
  25585. * @param jsonData Defines the data to parse
  25586. * @param scene Defines the scene to parse the data for
  25587. * @param container Defines the container attached to the parsing sequence
  25588. * @param rootUrl Defines the root url of the data
  25589. */
  25590. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25591. for (var parserName in this._BabylonFileParsers) {
  25592. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25593. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25594. }
  25595. }
  25596. };
  25597. /**
  25598. * Stores the list of available parsers in the application.
  25599. */
  25600. AbstractScene._BabylonFileParsers = {};
  25601. /**
  25602. * Stores the list of available individual parsers in the application.
  25603. */
  25604. AbstractScene._IndividualBabylonFileParsers = {};
  25605. return AbstractScene;
  25606. }());
  25607. BABYLON.AbstractScene = AbstractScene;
  25608. })(BABYLON || (BABYLON = {}));
  25609. //# sourceMappingURL=babylon.abstractScene.js.map
  25610. var BABYLON;
  25611. (function (BABYLON) {
  25612. /** @hidden */
  25613. var ClickInfo = /** @class */ (function () {
  25614. function ClickInfo() {
  25615. this._singleClick = false;
  25616. this._doubleClick = false;
  25617. this._hasSwiped = false;
  25618. this._ignore = false;
  25619. }
  25620. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25621. get: function () {
  25622. return this._singleClick;
  25623. },
  25624. set: function (b) {
  25625. this._singleClick = b;
  25626. },
  25627. enumerable: true,
  25628. configurable: true
  25629. });
  25630. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25631. get: function () {
  25632. return this._doubleClick;
  25633. },
  25634. set: function (b) {
  25635. this._doubleClick = b;
  25636. },
  25637. enumerable: true,
  25638. configurable: true
  25639. });
  25640. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25641. get: function () {
  25642. return this._hasSwiped;
  25643. },
  25644. set: function (b) {
  25645. this._hasSwiped = b;
  25646. },
  25647. enumerable: true,
  25648. configurable: true
  25649. });
  25650. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25651. get: function () {
  25652. return this._ignore;
  25653. },
  25654. set: function (b) {
  25655. this._ignore = b;
  25656. },
  25657. enumerable: true,
  25658. configurable: true
  25659. });
  25660. return ClickInfo;
  25661. }());
  25662. /**
  25663. * This class is used by the onRenderingGroupObservable
  25664. */
  25665. var RenderingGroupInfo = /** @class */ (function () {
  25666. function RenderingGroupInfo() {
  25667. }
  25668. return RenderingGroupInfo;
  25669. }());
  25670. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25671. /**
  25672. * Represents a scene to be rendered by the engine.
  25673. * @see http://doc.babylonjs.com/features/scene
  25674. */
  25675. var Scene = /** @class */ (function (_super) {
  25676. __extends(Scene, _super);
  25677. /**
  25678. * Creates a new Scene
  25679. * @param engine defines the engine to use to render this scene
  25680. */
  25681. function Scene(engine, options) {
  25682. var _this = _super.call(this) || this;
  25683. // Members
  25684. /**
  25685. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25686. */
  25687. _this.autoClear = true;
  25688. /**
  25689. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25690. */
  25691. _this.autoClearDepthAndStencil = true;
  25692. /**
  25693. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25694. */
  25695. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25696. /**
  25697. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25698. */
  25699. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25700. _this._forceWireframe = false;
  25701. _this._forcePointsCloud = false;
  25702. /**
  25703. * Gets or sets a boolean indicating if animations are enabled
  25704. */
  25705. _this.animationsEnabled = true;
  25706. _this._animationPropertiesOverride = null;
  25707. /**
  25708. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25709. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25710. */
  25711. _this.useConstantAnimationDeltaTime = false;
  25712. /**
  25713. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25714. * Please note that it requires to run a ray cast through the scene on every frame
  25715. */
  25716. _this.constantlyUpdateMeshUnderPointer = false;
  25717. /**
  25718. * Defines the HTML cursor to use when hovering over interactive elements
  25719. */
  25720. _this.hoverCursor = "pointer";
  25721. /**
  25722. * Defines the HTML default cursor to use (empty by default)
  25723. */
  25724. _this.defaultCursor = "";
  25725. /**
  25726. * This is used to call preventDefault() on pointer down
  25727. * in order to block unwanted artifacts like system double clicks
  25728. */
  25729. _this.preventDefaultOnPointerDown = true;
  25730. /**
  25731. * This is used to call preventDefault() on pointer up
  25732. * in order to block unwanted artifacts like system double clicks
  25733. */
  25734. _this.preventDefaultOnPointerUp = true;
  25735. // Metadata
  25736. /**
  25737. * Gets or sets user defined metadata
  25738. */
  25739. _this.metadata = null;
  25740. /**
  25741. * Use this array to add regular expressions used to disable offline support for specific urls
  25742. */
  25743. _this.disableOfflineSupportExceptionRules = new Array();
  25744. /**
  25745. * An event triggered when the scene is disposed.
  25746. */
  25747. _this.onDisposeObservable = new BABYLON.Observable();
  25748. _this._onDisposeObserver = null;
  25749. /**
  25750. * An event triggered before rendering the scene (right after animations and physics)
  25751. */
  25752. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25753. _this._onBeforeRenderObserver = null;
  25754. /**
  25755. * An event triggered after rendering the scene
  25756. */
  25757. _this.onAfterRenderObservable = new BABYLON.Observable();
  25758. _this._onAfterRenderObserver = null;
  25759. /**
  25760. * An event triggered before animating the scene
  25761. */
  25762. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25763. /**
  25764. * An event triggered after animations processing
  25765. */
  25766. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25767. /**
  25768. * An event triggered before draw calls are ready to be sent
  25769. */
  25770. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25771. /**
  25772. * An event triggered after draw calls have been sent
  25773. */
  25774. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25775. /**
  25776. * An event triggered when the scene is ready
  25777. */
  25778. _this.onReadyObservable = new BABYLON.Observable();
  25779. /**
  25780. * An event triggered before rendering a camera
  25781. */
  25782. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25783. _this._onBeforeCameraRenderObserver = null;
  25784. /**
  25785. * An event triggered after rendering a camera
  25786. */
  25787. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25788. _this._onAfterCameraRenderObserver = null;
  25789. /**
  25790. * An event triggered when active meshes evaluation is about to start
  25791. */
  25792. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25793. /**
  25794. * An event triggered when active meshes evaluation is done
  25795. */
  25796. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25797. /**
  25798. * An event triggered when particles rendering is about to start
  25799. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25800. */
  25801. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25802. /**
  25803. * An event triggered when particles rendering is done
  25804. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25805. */
  25806. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25807. /**
  25808. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25809. */
  25810. _this.onDataLoadedObservable = new BABYLON.Observable();
  25811. /**
  25812. * An event triggered when a camera is created
  25813. */
  25814. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25815. /**
  25816. * An event triggered when a camera is removed
  25817. */
  25818. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25819. /**
  25820. * An event triggered when a light is created
  25821. */
  25822. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25823. /**
  25824. * An event triggered when a light is removed
  25825. */
  25826. _this.onLightRemovedObservable = new BABYLON.Observable();
  25827. /**
  25828. * An event triggered when a geometry is created
  25829. */
  25830. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25831. /**
  25832. * An event triggered when a geometry is removed
  25833. */
  25834. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25835. /**
  25836. * An event triggered when a transform node is created
  25837. */
  25838. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25839. /**
  25840. * An event triggered when a transform node is removed
  25841. */
  25842. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25843. /**
  25844. * An event triggered when a mesh is created
  25845. */
  25846. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25847. /**
  25848. * An event triggered when a mesh is removed
  25849. */
  25850. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25851. /**
  25852. * An event triggered when a material is created
  25853. */
  25854. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25855. /**
  25856. * An event triggered when a material is removed
  25857. */
  25858. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25859. /**
  25860. * An event triggered when a texture is created
  25861. */
  25862. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25863. /**
  25864. * An event triggered when a texture is removed
  25865. */
  25866. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25867. /**
  25868. * An event triggered when render targets are about to be rendered
  25869. * Can happen multiple times per frame.
  25870. */
  25871. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25872. /**
  25873. * An event triggered when render targets were rendered.
  25874. * Can happen multiple times per frame.
  25875. */
  25876. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25877. /**
  25878. * An event triggered before calculating deterministic simulation step
  25879. */
  25880. _this.onBeforeStepObservable = new BABYLON.Observable();
  25881. /**
  25882. * An event triggered after calculating deterministic simulation step
  25883. */
  25884. _this.onAfterStepObservable = new BABYLON.Observable();
  25885. /**
  25886. * An event triggered when the activeCamera property is updated
  25887. */
  25888. _this.onActiveCameraChanged = new BABYLON.Observable();
  25889. /**
  25890. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25891. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25892. * 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)
  25893. */
  25894. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25895. /**
  25896. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25897. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25898. * 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)
  25899. */
  25900. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25901. /**
  25902. * This Observable will when a mesh has been imported into the scene.
  25903. */
  25904. _this.onMeshImportedObservable = new BABYLON.Observable();
  25905. // Animations
  25906. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25907. /**
  25908. * 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).
  25909. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25910. */
  25911. _this.onPrePointerObservable = new BABYLON.Observable();
  25912. /**
  25913. * Observable event triggered each time an input event is received from the rendering canvas
  25914. */
  25915. _this.onPointerObservable = new BABYLON.Observable();
  25916. _this._meshPickProceed = false;
  25917. _this._currentPickResult = null;
  25918. _this._previousPickResult = null;
  25919. _this._totalPointersPressed = 0;
  25920. _this._doubleClickOccured = false;
  25921. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25922. _this.cameraToUseForPointers = null;
  25923. _this._pointerX = 0;
  25924. _this._pointerY = 0;
  25925. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25926. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25927. _this._startingPointerTime = 0;
  25928. _this._previousStartingPointerTime = 0;
  25929. _this._pointerCaptures = {};
  25930. // Deterministic lockstep
  25931. _this._timeAccumulator = 0;
  25932. _this._currentStepId = 0;
  25933. _this._currentInternalStep = 0;
  25934. // Keyboard
  25935. /**
  25936. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25937. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25938. */
  25939. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25940. /**
  25941. * Observable event triggered each time an keyboard event is received from the hosting window
  25942. */
  25943. _this.onKeyboardObservable = new BABYLON.Observable();
  25944. // Coordinates system
  25945. _this._useRightHandedSystem = false;
  25946. // Fog
  25947. _this._fogEnabled = true;
  25948. _this._fogMode = Scene.FOGMODE_NONE;
  25949. /**
  25950. * Gets or sets the fog color to use
  25951. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25952. * (Default is Color3(0.2, 0.2, 0.3))
  25953. */
  25954. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25955. /**
  25956. * Gets or sets the fog density to use
  25957. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25958. * (Default is 0.1)
  25959. */
  25960. _this.fogDensity = 0.1;
  25961. /**
  25962. * Gets or sets the fog start distance to use
  25963. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25964. * (Default is 0)
  25965. */
  25966. _this.fogStart = 0;
  25967. /**
  25968. * Gets or sets the fog end distance to use
  25969. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25970. * (Default is 1000)
  25971. */
  25972. _this.fogEnd = 1000.0;
  25973. // Lights
  25974. _this._shadowsEnabled = true;
  25975. _this._lightsEnabled = true;
  25976. /** All of the active cameras added to this scene. */
  25977. _this.activeCameras = new Array();
  25978. // Textures
  25979. _this._texturesEnabled = true;
  25980. // Particles
  25981. /**
  25982. * Gets or sets a boolean indicating if particles are enabled on this scene
  25983. */
  25984. _this.particlesEnabled = true;
  25985. // Sprites
  25986. /**
  25987. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25988. */
  25989. _this.spritesEnabled = true;
  25990. // Skeletons
  25991. _this._skeletonsEnabled = true;
  25992. // Lens flares
  25993. /**
  25994. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25995. */
  25996. _this.lensFlaresEnabled = true;
  25997. // Collisions
  25998. /**
  25999. * Gets or sets a boolean indicating if collisions are enabled on this scene
  26000. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26001. */
  26002. _this.collisionsEnabled = true;
  26003. /**
  26004. * Defines the gravity applied to this scene (used only for collisions)
  26005. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26006. */
  26007. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  26008. // Postprocesses
  26009. /**
  26010. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  26011. */
  26012. _this.postProcessesEnabled = true;
  26013. /**
  26014. * The list of postprocesses added to the scene
  26015. */
  26016. _this.postProcesses = new Array();
  26017. // Customs render targets
  26018. /**
  26019. * Gets or sets a boolean indicating if render targets are enabled on this scene
  26020. */
  26021. _this.renderTargetsEnabled = true;
  26022. /**
  26023. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  26024. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  26025. */
  26026. _this.dumpNextRenderTargets = false;
  26027. /**
  26028. * The list of user defined render targets added to the scene
  26029. */
  26030. _this.customRenderTargets = new Array();
  26031. /**
  26032. * Gets the list of meshes imported to the scene through SceneLoader
  26033. */
  26034. _this.importedMeshesFiles = new Array();
  26035. // Probes
  26036. /**
  26037. * Gets or sets a boolean indicating if probes are enabled on this scene
  26038. */
  26039. _this.probesEnabled = true;
  26040. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  26041. // Procedural textures
  26042. /**
  26043. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  26044. */
  26045. _this.proceduralTexturesEnabled = true;
  26046. // Performance counters
  26047. _this._totalVertices = new BABYLON.PerfCounter();
  26048. /** @hidden */
  26049. _this._activeIndices = new BABYLON.PerfCounter();
  26050. /** @hidden */
  26051. _this._activeParticles = new BABYLON.PerfCounter();
  26052. /** @hidden */
  26053. _this._activeBones = new BABYLON.PerfCounter();
  26054. _this._animationTime = 0;
  26055. /**
  26056. * Gets or sets a general scale for animation speed
  26057. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26058. */
  26059. _this.animationTimeScale = 1;
  26060. _this._renderId = 0;
  26061. _this._frameId = 0;
  26062. _this._executeWhenReadyTimeoutId = -1;
  26063. _this._intermediateRendering = false;
  26064. _this._viewUpdateFlag = -1;
  26065. _this._projectionUpdateFlag = -1;
  26066. _this._alternateViewUpdateFlag = -1;
  26067. _this._alternateProjectionUpdateFlag = -1;
  26068. /** @hidden */
  26069. _this._toBeDisposed = new Array(256);
  26070. _this._activeRequests = new Array();
  26071. _this._pendingData = new Array();
  26072. _this._isDisposed = false;
  26073. /**
  26074. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26075. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26076. */
  26077. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26078. _this._activeMeshes = new BABYLON.SmartArray(256);
  26079. _this._processedMaterials = new BABYLON.SmartArray(256);
  26080. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26081. /** @hidden */
  26082. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26083. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26084. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26085. /** @hidden */
  26086. _this._activeAnimatables = new Array();
  26087. _this._transformMatrix = BABYLON.Matrix.Zero();
  26088. _this._useAlternateCameraConfiguration = false;
  26089. _this._alternateRendering = false;
  26090. _this._wheelEventName = "";
  26091. /**
  26092. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26093. * This is useful if there are more lights that the maximum simulteanous authorized
  26094. */
  26095. _this.requireLightSorting = false;
  26096. /**
  26097. * @hidden
  26098. * Backing store of defined scene components.
  26099. */
  26100. _this._components = [];
  26101. /**
  26102. * @hidden
  26103. * Backing store of defined scene components.
  26104. */
  26105. _this._serializableComponents = [];
  26106. /**
  26107. * List of components to register on the next registration step.
  26108. */
  26109. _this._transientComponents = [];
  26110. /**
  26111. * @hidden
  26112. * Defines the actions happening before camera updates.
  26113. */
  26114. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26115. /**
  26116. * @hidden
  26117. * Defines the actions happening before clear the canvas.
  26118. */
  26119. _this._beforeClearStage = BABYLON.Stage.Create();
  26120. /**
  26121. * @hidden
  26122. * Defines the actions when collecting render targets for the frame.
  26123. */
  26124. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26125. /**
  26126. * @hidden
  26127. * Defines the actions happening for one camera in the frame.
  26128. */
  26129. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26130. /**
  26131. * @hidden
  26132. * Defines the actions happening during the per mesh ready checks.
  26133. */
  26134. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26135. /**
  26136. * @hidden
  26137. * Defines the actions happening before evaluate active mesh checks.
  26138. */
  26139. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26140. /**
  26141. * @hidden
  26142. * Defines the actions happening during the evaluate sub mesh checks.
  26143. */
  26144. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26145. /**
  26146. * @hidden
  26147. * Defines the actions happening during the active mesh stage.
  26148. */
  26149. _this._activeMeshStage = BABYLON.Stage.Create();
  26150. /**
  26151. * @hidden
  26152. * Defines the actions happening during the per camera render target step.
  26153. */
  26154. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26155. /**
  26156. * @hidden
  26157. * Defines the actions happening just before the active camera is drawing.
  26158. */
  26159. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26160. /**
  26161. * @hidden
  26162. * Defines the actions happening just before a render target is drawing.
  26163. */
  26164. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26165. /**
  26166. * @hidden
  26167. * Defines the actions happening just before a rendering group is drawing.
  26168. */
  26169. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26170. /**
  26171. * @hidden
  26172. * Defines the actions happening just before a mesh is drawing.
  26173. */
  26174. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26175. /**
  26176. * @hidden
  26177. * Defines the actions happening just after a mesh has been drawn.
  26178. */
  26179. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26180. /**
  26181. * @hidden
  26182. * Defines the actions happening just after a rendering group has been drawn.
  26183. */
  26184. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26185. /**
  26186. * @hidden
  26187. * Defines the actions happening just after the active camera has been drawn.
  26188. */
  26189. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26190. /**
  26191. * @hidden
  26192. * Defines the actions happening just after a render target has been drawn.
  26193. */
  26194. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26195. /**
  26196. * @hidden
  26197. * Defines the actions happening just after rendering all cameras and computing intersections.
  26198. */
  26199. _this._afterRenderStage = BABYLON.Stage.Create();
  26200. /**
  26201. * @hidden
  26202. * Defines the actions happening when a pointer move event happens.
  26203. */
  26204. _this._pointerMoveStage = BABYLON.Stage.Create();
  26205. /**
  26206. * @hidden
  26207. * Defines the actions happening when a pointer down event happens.
  26208. */
  26209. _this._pointerDownStage = BABYLON.Stage.Create();
  26210. /**
  26211. * @hidden
  26212. * Defines the actions happening when a pointer up event happens.
  26213. */
  26214. _this._pointerUpStage = BABYLON.Stage.Create();
  26215. /**
  26216. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26217. */
  26218. _this.geometriesById = null;
  26219. _this._defaultMeshCandidates = {
  26220. data: [],
  26221. length: 0
  26222. };
  26223. _this._defaultSubMeshCandidates = {
  26224. data: [],
  26225. length: 0
  26226. };
  26227. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26228. _this._activeMeshesFrozen = false;
  26229. /** @hidden */
  26230. _this._allowPostProcessClearColor = true;
  26231. /**
  26232. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26233. */
  26234. _this.getDeterministicFrameTime = function () {
  26235. return 1000.0 / 60.0; // frame time in ms
  26236. };
  26237. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26238. _this._blockMaterialDirtyMechanism = false;
  26239. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26240. _this._engine.scenes.push(_this);
  26241. _this._uid = null;
  26242. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26243. if (BABYLON.PostProcessManager) {
  26244. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26245. }
  26246. if (BABYLON.Tools.IsWindowObjectExist()) {
  26247. _this.attachControl();
  26248. }
  26249. //collision coordinator initialization. For now legacy per default.
  26250. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26251. // Uniform Buffer
  26252. _this._createUbo();
  26253. // Default Image processing definition
  26254. if (BABYLON.ImageProcessingConfiguration) {
  26255. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26256. }
  26257. _this.setDefaultCandidateProviders();
  26258. if (options && options.useGeometryIdsMap === true) {
  26259. _this.geometriesById = {};
  26260. }
  26261. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26262. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26263. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26264. return _this;
  26265. }
  26266. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26267. /**
  26268. * Texture used in all pbr material as the reflection texture.
  26269. * As in the majority of the scene they are the same (exception for multi room and so on),
  26270. * this is easier to reference from here than from all the materials.
  26271. */
  26272. get: function () {
  26273. return this._environmentTexture;
  26274. },
  26275. /**
  26276. * Texture used in all pbr material as the reflection texture.
  26277. * As in the majority of the scene they are the same (exception for multi room and so on),
  26278. * this is easier to set here than in all the materials.
  26279. */
  26280. set: function (value) {
  26281. if (this._environmentTexture === value) {
  26282. return;
  26283. }
  26284. this._environmentTexture = value;
  26285. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26286. },
  26287. enumerable: true,
  26288. configurable: true
  26289. });
  26290. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26291. /**
  26292. * Default image processing configuration used either in the rendering
  26293. * Forward main pass or through the imageProcessingPostProcess if present.
  26294. * As in the majority of the scene they are the same (exception for multi camera),
  26295. * this is easier to reference from here than from all the materials and post process.
  26296. *
  26297. * No setter as we it is a shared configuration, you can set the values instead.
  26298. */
  26299. get: function () {
  26300. return this._imageProcessingConfiguration;
  26301. },
  26302. enumerable: true,
  26303. configurable: true
  26304. });
  26305. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26306. get: function () {
  26307. return this._forceWireframe;
  26308. },
  26309. /**
  26310. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26311. */
  26312. set: function (value) {
  26313. if (this._forceWireframe === value) {
  26314. return;
  26315. }
  26316. this._forceWireframe = value;
  26317. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26318. },
  26319. enumerable: true,
  26320. configurable: true
  26321. });
  26322. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26323. get: function () {
  26324. return this._forcePointsCloud;
  26325. },
  26326. /**
  26327. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26328. */
  26329. set: function (value) {
  26330. if (this._forcePointsCloud === value) {
  26331. return;
  26332. }
  26333. this._forcePointsCloud = value;
  26334. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26335. },
  26336. enumerable: true,
  26337. configurable: true
  26338. });
  26339. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26340. /**
  26341. * Gets or sets the animation properties override
  26342. */
  26343. get: function () {
  26344. return this._animationPropertiesOverride;
  26345. },
  26346. set: function (value) {
  26347. this._animationPropertiesOverride = value;
  26348. },
  26349. enumerable: true,
  26350. configurable: true
  26351. });
  26352. Object.defineProperty(Scene.prototype, "onDispose", {
  26353. /** Sets a function to be executed when this scene is disposed. */
  26354. set: function (callback) {
  26355. if (this._onDisposeObserver) {
  26356. this.onDisposeObservable.remove(this._onDisposeObserver);
  26357. }
  26358. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26359. },
  26360. enumerable: true,
  26361. configurable: true
  26362. });
  26363. Object.defineProperty(Scene.prototype, "beforeRender", {
  26364. /** Sets a function to be executed before rendering this scene */
  26365. set: function (callback) {
  26366. if (this._onBeforeRenderObserver) {
  26367. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26368. }
  26369. if (callback) {
  26370. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26371. }
  26372. },
  26373. enumerable: true,
  26374. configurable: true
  26375. });
  26376. Object.defineProperty(Scene.prototype, "afterRender", {
  26377. /** Sets a function to be executed after rendering this scene */
  26378. set: function (callback) {
  26379. if (this._onAfterRenderObserver) {
  26380. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26381. }
  26382. if (callback) {
  26383. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26384. }
  26385. },
  26386. enumerable: true,
  26387. configurable: true
  26388. });
  26389. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26390. /** Sets a function to be executed before rendering a camera*/
  26391. set: function (callback) {
  26392. if (this._onBeforeCameraRenderObserver) {
  26393. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26394. }
  26395. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26396. },
  26397. enumerable: true,
  26398. configurable: true
  26399. });
  26400. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26401. /** Sets a function to be executed after rendering a camera*/
  26402. set: function (callback) {
  26403. if (this._onAfterCameraRenderObserver) {
  26404. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26405. }
  26406. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26407. },
  26408. enumerable: true,
  26409. configurable: true
  26410. });
  26411. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26412. /**
  26413. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26414. */
  26415. get: function () {
  26416. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26417. },
  26418. enumerable: true,
  26419. configurable: true
  26420. });
  26421. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26422. get: function () {
  26423. return this._useRightHandedSystem;
  26424. },
  26425. /**
  26426. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26427. */
  26428. set: function (value) {
  26429. if (this._useRightHandedSystem === value) {
  26430. return;
  26431. }
  26432. this._useRightHandedSystem = value;
  26433. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26434. },
  26435. enumerable: true,
  26436. configurable: true
  26437. });
  26438. /**
  26439. * Sets the step Id used by deterministic lock step
  26440. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26441. * @param newStepId defines the step Id
  26442. */
  26443. Scene.prototype.setStepId = function (newStepId) {
  26444. this._currentStepId = newStepId;
  26445. };
  26446. /**
  26447. * Gets the step Id used by deterministic lock step
  26448. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26449. * @returns the step Id
  26450. */
  26451. Scene.prototype.getStepId = function () {
  26452. return this._currentStepId;
  26453. };
  26454. /**
  26455. * Gets the internal step used by deterministic lock step
  26456. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26457. * @returns the internal step
  26458. */
  26459. Scene.prototype.getInternalStep = function () {
  26460. return this._currentInternalStep;
  26461. };
  26462. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26463. get: function () {
  26464. return this._fogEnabled;
  26465. },
  26466. /**
  26467. * Gets or sets a boolean indicating if fog is enabled on this scene
  26468. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26469. * (Default is true)
  26470. */
  26471. set: function (value) {
  26472. if (this._fogEnabled === value) {
  26473. return;
  26474. }
  26475. this._fogEnabled = value;
  26476. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26477. },
  26478. enumerable: true,
  26479. configurable: true
  26480. });
  26481. Object.defineProperty(Scene.prototype, "fogMode", {
  26482. get: function () {
  26483. return this._fogMode;
  26484. },
  26485. /**
  26486. * Gets or sets the fog mode to use
  26487. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26488. * | mode | value |
  26489. * | --- | --- |
  26490. * | FOGMODE_NONE | 0 |
  26491. * | FOGMODE_EXP | 1 |
  26492. * | FOGMODE_EXP2 | 2 |
  26493. * | FOGMODE_LINEAR | 3 |
  26494. */
  26495. set: function (value) {
  26496. if (this._fogMode === value) {
  26497. return;
  26498. }
  26499. this._fogMode = value;
  26500. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26501. },
  26502. enumerable: true,
  26503. configurable: true
  26504. });
  26505. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26506. get: function () {
  26507. return this._shadowsEnabled;
  26508. },
  26509. /**
  26510. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26511. */
  26512. set: function (value) {
  26513. if (this._shadowsEnabled === value) {
  26514. return;
  26515. }
  26516. this._shadowsEnabled = value;
  26517. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26518. },
  26519. enumerable: true,
  26520. configurable: true
  26521. });
  26522. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26523. get: function () {
  26524. return this._lightsEnabled;
  26525. },
  26526. /**
  26527. * Gets or sets a boolean indicating if lights are enabled on this scene
  26528. */
  26529. set: function (value) {
  26530. if (this._lightsEnabled === value) {
  26531. return;
  26532. }
  26533. this._lightsEnabled = value;
  26534. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26535. },
  26536. enumerable: true,
  26537. configurable: true
  26538. });
  26539. Object.defineProperty(Scene.prototype, "activeCamera", {
  26540. /** Gets or sets the current active camera */
  26541. get: function () {
  26542. return this._activeCamera;
  26543. },
  26544. set: function (value) {
  26545. if (value === this._activeCamera) {
  26546. return;
  26547. }
  26548. this._activeCamera = value;
  26549. this.onActiveCameraChanged.notifyObservers(this);
  26550. },
  26551. enumerable: true,
  26552. configurable: true
  26553. });
  26554. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26555. /** The default material used on meshes when no material is affected */
  26556. get: function () {
  26557. if (!this._defaultMaterial) {
  26558. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26559. }
  26560. return this._defaultMaterial;
  26561. },
  26562. /** The default material used on meshes when no material is affected */
  26563. set: function (value) {
  26564. this._defaultMaterial = value;
  26565. },
  26566. enumerable: true,
  26567. configurable: true
  26568. });
  26569. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26570. get: function () {
  26571. return this._texturesEnabled;
  26572. },
  26573. /**
  26574. * Gets or sets a boolean indicating if textures are enabled on this scene
  26575. */
  26576. set: function (value) {
  26577. if (this._texturesEnabled === value) {
  26578. return;
  26579. }
  26580. this._texturesEnabled = value;
  26581. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26582. },
  26583. enumerable: true,
  26584. configurable: true
  26585. });
  26586. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26587. get: function () {
  26588. return this._skeletonsEnabled;
  26589. },
  26590. /**
  26591. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26592. */
  26593. set: function (value) {
  26594. if (this._skeletonsEnabled === value) {
  26595. return;
  26596. }
  26597. this._skeletonsEnabled = value;
  26598. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26599. },
  26600. enumerable: true,
  26601. configurable: true
  26602. });
  26603. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26604. /** @hidden */
  26605. get: function () {
  26606. return this._alternateRendering;
  26607. },
  26608. enumerable: true,
  26609. configurable: true
  26610. });
  26611. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26612. /**
  26613. * Gets the list of frustum planes (built from the active camera)
  26614. */
  26615. get: function () {
  26616. return this._frustumPlanes;
  26617. },
  26618. enumerable: true,
  26619. configurable: true
  26620. });
  26621. /**
  26622. * Registers the transient components if needed.
  26623. */
  26624. Scene.prototype._registerTransientComponents = function () {
  26625. // Register components that have been associated lately to the scene.
  26626. if (this._transientComponents.length > 0) {
  26627. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26628. var component = _a[_i];
  26629. component.register();
  26630. }
  26631. this._transientComponents = [];
  26632. }
  26633. };
  26634. /**
  26635. * @hidden
  26636. * Add a component to the scene.
  26637. * Note that the ccomponent could be registered on th next frame if this is called after
  26638. * the register component stage.
  26639. * @param component Defines the component to add to the scene
  26640. */
  26641. Scene.prototype._addComponent = function (component) {
  26642. this._components.push(component);
  26643. this._transientComponents.push(component);
  26644. var serializableComponent = component;
  26645. if (serializableComponent.addFromContainer) {
  26646. this._serializableComponents.push(serializableComponent);
  26647. }
  26648. };
  26649. /**
  26650. * @hidden
  26651. * Gets a component from the scene.
  26652. * @param name defines the name of the component to retrieve
  26653. * @returns the component or null if not present
  26654. */
  26655. Scene.prototype._getComponent = function (name) {
  26656. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26657. var component = _a[_i];
  26658. if (component.name === name) {
  26659. return component;
  26660. }
  26661. }
  26662. return null;
  26663. };
  26664. /**
  26665. * @hidden
  26666. */
  26667. Scene.prototype._getDefaultMeshCandidates = function () {
  26668. this._defaultMeshCandidates.data = this.meshes;
  26669. this._defaultMeshCandidates.length = this.meshes.length;
  26670. return this._defaultMeshCandidates;
  26671. };
  26672. /**
  26673. * @hidden
  26674. */
  26675. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26676. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26677. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26678. return this._defaultSubMeshCandidates;
  26679. };
  26680. /**
  26681. * Sets the default candidate providers for the scene.
  26682. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26683. * and getCollidingSubMeshCandidates to their default function
  26684. */
  26685. Scene.prototype.setDefaultCandidateProviders = function () {
  26686. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26687. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26688. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26689. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26690. };
  26691. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26692. /**
  26693. * Gets a boolean indicating if collisions are processed on a web worker
  26694. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26695. */
  26696. get: function () {
  26697. return this._workerCollisions;
  26698. },
  26699. set: function (enabled) {
  26700. if (!BABYLON.CollisionCoordinatorLegacy) {
  26701. return;
  26702. }
  26703. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26704. this._workerCollisions = enabled;
  26705. if (this.collisionCoordinator) {
  26706. this.collisionCoordinator.destroy();
  26707. }
  26708. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26709. this.collisionCoordinator.init(this);
  26710. },
  26711. enumerable: true,
  26712. configurable: true
  26713. });
  26714. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26715. /**
  26716. * Gets the mesh that is currently under the pointer
  26717. */
  26718. get: function () {
  26719. return this._pointerOverMesh;
  26720. },
  26721. enumerable: true,
  26722. configurable: true
  26723. });
  26724. Object.defineProperty(Scene.prototype, "pointerX", {
  26725. /**
  26726. * Gets the current on-screen X position of the pointer
  26727. */
  26728. get: function () {
  26729. return this._pointerX;
  26730. },
  26731. enumerable: true,
  26732. configurable: true
  26733. });
  26734. Object.defineProperty(Scene.prototype, "pointerY", {
  26735. /**
  26736. * Gets the current on-screen Y position of the pointer
  26737. */
  26738. get: function () {
  26739. return this._pointerY;
  26740. },
  26741. enumerable: true,
  26742. configurable: true
  26743. });
  26744. /**
  26745. * Gets the cached material (ie. the latest rendered one)
  26746. * @returns the cached material
  26747. */
  26748. Scene.prototype.getCachedMaterial = function () {
  26749. return this._cachedMaterial;
  26750. };
  26751. /**
  26752. * Gets the cached effect (ie. the latest rendered one)
  26753. * @returns the cached effect
  26754. */
  26755. Scene.prototype.getCachedEffect = function () {
  26756. return this._cachedEffect;
  26757. };
  26758. /**
  26759. * Gets the cached visibility state (ie. the latest rendered one)
  26760. * @returns the cached visibility state
  26761. */
  26762. Scene.prototype.getCachedVisibility = function () {
  26763. return this._cachedVisibility;
  26764. };
  26765. /**
  26766. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26767. * @param material defines the current material
  26768. * @param effect defines the current effect
  26769. * @param visibility defines the current visibility state
  26770. * @returns true if one parameter is not cached
  26771. */
  26772. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26773. if (visibility === void 0) { visibility = 1; }
  26774. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26775. };
  26776. /**
  26777. * Gets the engine associated with the scene
  26778. * @returns an Engine
  26779. */
  26780. Scene.prototype.getEngine = function () {
  26781. return this._engine;
  26782. };
  26783. /**
  26784. * Gets the total number of vertices rendered per frame
  26785. * @returns the total number of vertices rendered per frame
  26786. */
  26787. Scene.prototype.getTotalVertices = function () {
  26788. return this._totalVertices.current;
  26789. };
  26790. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26791. /**
  26792. * Gets the performance counter for total vertices
  26793. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26794. */
  26795. get: function () {
  26796. return this._totalVertices;
  26797. },
  26798. enumerable: true,
  26799. configurable: true
  26800. });
  26801. /**
  26802. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26803. * @returns the total number of active indices rendered per frame
  26804. */
  26805. Scene.prototype.getActiveIndices = function () {
  26806. return this._activeIndices.current;
  26807. };
  26808. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26809. /**
  26810. * Gets the performance counter for active indices
  26811. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26812. */
  26813. get: function () {
  26814. return this._activeIndices;
  26815. },
  26816. enumerable: true,
  26817. configurable: true
  26818. });
  26819. /**
  26820. * Gets the total number of active particles rendered per frame
  26821. * @returns the total number of active particles rendered per frame
  26822. */
  26823. Scene.prototype.getActiveParticles = function () {
  26824. return this._activeParticles.current;
  26825. };
  26826. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26827. /**
  26828. * Gets the performance counter for active particles
  26829. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26830. */
  26831. get: function () {
  26832. return this._activeParticles;
  26833. },
  26834. enumerable: true,
  26835. configurable: true
  26836. });
  26837. /**
  26838. * Gets the total number of active bones rendered per frame
  26839. * @returns the total number of active bones rendered per frame
  26840. */
  26841. Scene.prototype.getActiveBones = function () {
  26842. return this._activeBones.current;
  26843. };
  26844. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26845. /**
  26846. * Gets the performance counter for active bones
  26847. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26848. */
  26849. get: function () {
  26850. return this._activeBones;
  26851. },
  26852. enumerable: true,
  26853. configurable: true
  26854. });
  26855. /**
  26856. * Gets the array of active meshes
  26857. * @returns an array of AbstractMesh
  26858. */
  26859. Scene.prototype.getActiveMeshes = function () {
  26860. return this._activeMeshes;
  26861. };
  26862. /**
  26863. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26864. * @returns a number
  26865. */
  26866. Scene.prototype.getAnimationRatio = function () {
  26867. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26868. };
  26869. /**
  26870. * Gets an unique Id for the current render phase
  26871. * @returns a number
  26872. */
  26873. Scene.prototype.getRenderId = function () {
  26874. return this._renderId;
  26875. };
  26876. /**
  26877. * Gets an unique Id for the current frame
  26878. * @returns a number
  26879. */
  26880. Scene.prototype.getFrameId = function () {
  26881. return this._frameId;
  26882. };
  26883. /** Call this function if you want to manually increment the render Id*/
  26884. Scene.prototype.incrementRenderId = function () {
  26885. this._renderId++;
  26886. };
  26887. Scene.prototype._updatePointerPosition = function (evt) {
  26888. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26889. if (!canvasRect) {
  26890. return;
  26891. }
  26892. this._pointerX = evt.clientX - canvasRect.left;
  26893. this._pointerY = evt.clientY - canvasRect.top;
  26894. this._unTranslatedPointerX = this._pointerX;
  26895. this._unTranslatedPointerY = this._pointerY;
  26896. };
  26897. Scene.prototype._createUbo = function () {
  26898. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26899. this._sceneUbo.addUniform("viewProjection", 16);
  26900. this._sceneUbo.addUniform("view", 16);
  26901. };
  26902. Scene.prototype._createAlternateUbo = function () {
  26903. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26904. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26905. this._alternateSceneUbo.addUniform("view", 16);
  26906. };
  26907. // Pointers handling
  26908. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26909. if (pointerInfo.pickInfo) {
  26910. if (!pointerInfo.pickInfo.ray) {
  26911. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26912. }
  26913. }
  26914. };
  26915. /**
  26916. * Use this method to simulate a pointer move on a mesh
  26917. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26918. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26919. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26920. * @returns the current scene
  26921. */
  26922. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26923. var evt = new PointerEvent("pointermove", pointerEventInit);
  26924. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26925. return this;
  26926. }
  26927. return this._processPointerMove(pickResult, evt);
  26928. };
  26929. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26930. var canvas = this._engine.getRenderingCanvas();
  26931. if (!canvas) {
  26932. return this;
  26933. }
  26934. // Restore pointer
  26935. canvas.style.cursor = this.defaultCursor;
  26936. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26937. if (isMeshPicked) {
  26938. this.setPointerOverMesh(pickResult.pickedMesh);
  26939. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26940. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26941. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26942. }
  26943. else {
  26944. canvas.style.cursor = this.hoverCursor;
  26945. }
  26946. }
  26947. }
  26948. else {
  26949. this.setPointerOverMesh(null);
  26950. }
  26951. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26952. var step = _a[_i];
  26953. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26954. }
  26955. if (pickResult) {
  26956. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26957. if (this.onPointerMove) {
  26958. this.onPointerMove(evt, pickResult, type);
  26959. }
  26960. if (this.onPointerObservable.hasObservers()) {
  26961. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26962. this._setRayOnPointerInfo(pi);
  26963. this.onPointerObservable.notifyObservers(pi, type);
  26964. }
  26965. }
  26966. return this;
  26967. };
  26968. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26969. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26970. if (pickResult) {
  26971. pi.ray = pickResult.ray;
  26972. }
  26973. this.onPrePointerObservable.notifyObservers(pi, type);
  26974. if (pi.skipOnPointerObservable) {
  26975. return true;
  26976. }
  26977. else {
  26978. return false;
  26979. }
  26980. };
  26981. /**
  26982. * Use this method to simulate a pointer down on a mesh
  26983. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26984. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26985. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26986. * @returns the current scene
  26987. */
  26988. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26989. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26990. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26991. return this;
  26992. }
  26993. return this._processPointerDown(pickResult, evt);
  26994. };
  26995. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26996. var _this = this;
  26997. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26998. this._pickedDownMesh = pickResult.pickedMesh;
  26999. var actionManager = pickResult.pickedMesh.actionManager;
  27000. if (actionManager) {
  27001. if (actionManager.hasPickTriggers) {
  27002. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27003. switch (evt.button) {
  27004. case 0:
  27005. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27006. break;
  27007. case 1:
  27008. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27009. break;
  27010. case 2:
  27011. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27012. break;
  27013. }
  27014. }
  27015. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  27016. window.setTimeout(function () {
  27017. 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);
  27018. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  27019. if (_this._totalPointersPressed !== 0 &&
  27020. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  27021. !_this._isPointerSwiping()) {
  27022. _this._startingPointerTime = 0;
  27023. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27024. }
  27025. }
  27026. }, Scene.LongPressDelay);
  27027. }
  27028. }
  27029. }
  27030. else {
  27031. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  27032. var step = _a[_i];
  27033. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27034. }
  27035. }
  27036. if (pickResult) {
  27037. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  27038. if (this.onPointerDown) {
  27039. this.onPointerDown(evt, pickResult, type);
  27040. }
  27041. if (this.onPointerObservable.hasObservers()) {
  27042. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27043. this._setRayOnPointerInfo(pi);
  27044. this.onPointerObservable.notifyObservers(pi, type);
  27045. }
  27046. }
  27047. return this;
  27048. };
  27049. /**
  27050. * Use this method to simulate a pointer up on a mesh
  27051. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27052. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27053. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27054. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  27055. * @returns the current scene
  27056. */
  27057. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27058. var evt = new PointerEvent("pointerup", pointerEventInit);
  27059. var clickInfo = new ClickInfo();
  27060. if (doubleTap) {
  27061. clickInfo.doubleClick = true;
  27062. }
  27063. else {
  27064. clickInfo.singleClick = true;
  27065. }
  27066. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27067. return this;
  27068. }
  27069. return this._processPointerUp(pickResult, evt, clickInfo);
  27070. };
  27071. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27072. if (pickResult && pickResult && pickResult.pickedMesh) {
  27073. this._pickedUpMesh = pickResult.pickedMesh;
  27074. if (this._pickedDownMesh === this._pickedUpMesh) {
  27075. if (this.onPointerPick) {
  27076. this.onPointerPick(evt, pickResult);
  27077. }
  27078. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27079. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27080. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27081. this._setRayOnPointerInfo(pi);
  27082. this.onPointerObservable.notifyObservers(pi, type_1);
  27083. }
  27084. }
  27085. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27086. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27087. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27088. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27089. }
  27090. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27091. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27092. }
  27093. }
  27094. }
  27095. else {
  27096. if (!clickInfo.ignore) {
  27097. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27098. var step = _a[_i];
  27099. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27100. }
  27101. }
  27102. }
  27103. if (this._pickedDownMesh &&
  27104. this._pickedDownMesh.actionManager &&
  27105. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27106. this._pickedDownMesh !== this._pickedUpMesh) {
  27107. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27108. }
  27109. var type = 0;
  27110. if (this.onPointerObservable.hasObservers()) {
  27111. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27112. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27113. type = BABYLON.PointerEventTypes.POINTERTAP;
  27114. }
  27115. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27116. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27117. }
  27118. if (type) {
  27119. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27120. this._setRayOnPointerInfo(pi);
  27121. this.onPointerObservable.notifyObservers(pi, type);
  27122. }
  27123. }
  27124. if (!clickInfo.ignore) {
  27125. type = BABYLON.PointerEventTypes.POINTERUP;
  27126. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27127. this._setRayOnPointerInfo(pi);
  27128. this.onPointerObservable.notifyObservers(pi, type);
  27129. }
  27130. }
  27131. if (this.onPointerUp && !clickInfo.ignore) {
  27132. this.onPointerUp(evt, pickResult, type);
  27133. }
  27134. return this;
  27135. };
  27136. /**
  27137. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27138. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27139. * @returns true if the pointer was captured
  27140. */
  27141. Scene.prototype.isPointerCaptured = function (pointerId) {
  27142. if (pointerId === void 0) { pointerId = 0; }
  27143. return this._pointerCaptures[pointerId];
  27144. };
  27145. /** @hidden */
  27146. Scene.prototype._isPointerSwiping = function () {
  27147. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27148. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27149. };
  27150. /**
  27151. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27152. * @param attachUp defines if you want to attach events to pointerup
  27153. * @param attachDown defines if you want to attach events to pointerdown
  27154. * @param attachMove defines if you want to attach events to pointermove
  27155. */
  27156. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27157. var _this = this;
  27158. if (attachUp === void 0) { attachUp = true; }
  27159. if (attachDown === void 0) { attachDown = true; }
  27160. if (attachMove === void 0) { attachMove = true; }
  27161. this._initActionManager = function (act, clickInfo) {
  27162. if (!_this._meshPickProceed) {
  27163. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27164. _this._currentPickResult = pickResult;
  27165. if (pickResult) {
  27166. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27167. }
  27168. _this._meshPickProceed = true;
  27169. }
  27170. return act;
  27171. };
  27172. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27173. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27174. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27175. btn !== _this._previousButtonPressed) {
  27176. _this._doubleClickOccured = false;
  27177. clickInfo.singleClick = true;
  27178. clickInfo.ignore = false;
  27179. cb(clickInfo, _this._currentPickResult);
  27180. }
  27181. };
  27182. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27183. var clickInfo = new ClickInfo();
  27184. _this._currentPickResult = null;
  27185. var act = null;
  27186. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27187. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27188. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27189. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27190. act = _this._initActionManager(act, clickInfo);
  27191. if (act) {
  27192. checkPicking = act.hasPickTriggers;
  27193. }
  27194. }
  27195. var needToIgnoreNext = false;
  27196. if (checkPicking) {
  27197. var btn = evt.button;
  27198. clickInfo.hasSwiped = _this._isPointerSwiping();
  27199. if (!clickInfo.hasSwiped) {
  27200. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27201. if (!checkSingleClickImmediately) {
  27202. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27203. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27204. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27205. act = _this._initActionManager(act, clickInfo);
  27206. if (act) {
  27207. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27208. }
  27209. }
  27210. }
  27211. if (checkSingleClickImmediately) {
  27212. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27213. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27214. btn !== _this._previousButtonPressed) {
  27215. clickInfo.singleClick = true;
  27216. cb(clickInfo, _this._currentPickResult);
  27217. needToIgnoreNext = true;
  27218. }
  27219. }
  27220. // at least one double click is required to be check and exclusive double click is enabled
  27221. else {
  27222. // wait that no double click has been raised during the double click delay
  27223. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27224. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27225. }
  27226. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27227. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27228. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27229. act = _this._initActionManager(act, clickInfo);
  27230. if (act) {
  27231. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27232. }
  27233. }
  27234. if (checkDoubleClick) {
  27235. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27236. if (btn === _this._previousButtonPressed &&
  27237. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27238. !_this._doubleClickOccured) {
  27239. // pointer has not moved for 2 clicks, it's a double click
  27240. if (!clickInfo.hasSwiped &&
  27241. !_this._isPointerSwiping()) {
  27242. _this._previousStartingPointerTime = 0;
  27243. _this._doubleClickOccured = true;
  27244. clickInfo.doubleClick = true;
  27245. clickInfo.ignore = false;
  27246. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27247. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27248. }
  27249. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27250. cb(clickInfo, _this._currentPickResult);
  27251. }
  27252. // if the two successive clicks are too far, it's just two simple clicks
  27253. else {
  27254. _this._doubleClickOccured = false;
  27255. _this._previousStartingPointerTime = _this._startingPointerTime;
  27256. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27257. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27258. _this._previousButtonPressed = btn;
  27259. if (Scene.ExclusiveDoubleClickMode) {
  27260. if (_this._previousDelayedSimpleClickTimeout) {
  27261. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27262. }
  27263. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27264. cb(clickInfo, _this._previousPickResult);
  27265. }
  27266. else {
  27267. cb(clickInfo, _this._currentPickResult);
  27268. }
  27269. }
  27270. needToIgnoreNext = true;
  27271. }
  27272. // just the first click of the double has been raised
  27273. else {
  27274. _this._doubleClickOccured = false;
  27275. _this._previousStartingPointerTime = _this._startingPointerTime;
  27276. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27277. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27278. _this._previousButtonPressed = btn;
  27279. }
  27280. }
  27281. }
  27282. }
  27283. if (!needToIgnoreNext) {
  27284. cb(clickInfo, _this._currentPickResult);
  27285. }
  27286. };
  27287. this._onPointerMove = function (evt) {
  27288. _this._updatePointerPosition(evt);
  27289. // PreObservable support
  27290. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27291. return;
  27292. }
  27293. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27294. return;
  27295. }
  27296. if (!_this.pointerMovePredicate) {
  27297. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27298. }
  27299. // Meshes
  27300. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27301. _this._processPointerMove(pickResult, evt);
  27302. };
  27303. this._onPointerDown = function (evt) {
  27304. _this._totalPointersPressed++;
  27305. _this._pickedDownMesh = null;
  27306. _this._meshPickProceed = false;
  27307. _this._updatePointerPosition(evt);
  27308. if (_this.preventDefaultOnPointerDown && canvas) {
  27309. evt.preventDefault();
  27310. canvas.focus();
  27311. }
  27312. _this._startingPointerPosition.x = _this._pointerX;
  27313. _this._startingPointerPosition.y = _this._pointerY;
  27314. _this._startingPointerTime = Date.now();
  27315. // PreObservable support
  27316. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27317. return;
  27318. }
  27319. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27320. return;
  27321. }
  27322. _this._pointerCaptures[evt.pointerId] = true;
  27323. if (!_this.pointerDownPredicate) {
  27324. _this.pointerDownPredicate = function (mesh) {
  27325. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27326. };
  27327. }
  27328. // Meshes
  27329. _this._pickedDownMesh = null;
  27330. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27331. _this._processPointerDown(pickResult, evt);
  27332. };
  27333. this._onPointerUp = function (evt) {
  27334. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27335. return; // So we need to test it the pointer down was pressed before.
  27336. }
  27337. _this._totalPointersPressed--;
  27338. _this._pickedUpMesh = null;
  27339. _this._meshPickProceed = false;
  27340. _this._updatePointerPosition(evt);
  27341. if (_this.preventDefaultOnPointerUp && canvas) {
  27342. evt.preventDefault();
  27343. canvas.focus();
  27344. }
  27345. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27346. _this._pointerCaptures[evt.pointerId] = false;
  27347. // PreObservable support
  27348. if (_this.onPrePointerObservable.hasObservers()) {
  27349. if (!clickInfo.ignore) {
  27350. if (!clickInfo.hasSwiped) {
  27351. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27352. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27353. return;
  27354. }
  27355. }
  27356. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27357. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27358. return;
  27359. }
  27360. }
  27361. }
  27362. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27363. return;
  27364. }
  27365. }
  27366. }
  27367. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27368. return;
  27369. }
  27370. if (!_this.pointerUpPredicate) {
  27371. _this.pointerUpPredicate = function (mesh) {
  27372. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27373. };
  27374. }
  27375. // Meshes
  27376. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27377. _this._initActionManager(null, clickInfo);
  27378. }
  27379. if (!pickResult) {
  27380. pickResult = _this._currentPickResult;
  27381. }
  27382. _this._processPointerUp(pickResult, evt, clickInfo);
  27383. _this._previousPickResult = _this._currentPickResult;
  27384. });
  27385. };
  27386. this._onKeyDown = function (evt) {
  27387. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27388. if (_this.onPreKeyboardObservable.hasObservers()) {
  27389. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27390. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27391. if (pi.skipOnPointerObservable) {
  27392. return;
  27393. }
  27394. }
  27395. if (_this.onKeyboardObservable.hasObservers()) {
  27396. var pi = new BABYLON.KeyboardInfo(type, evt);
  27397. _this.onKeyboardObservable.notifyObservers(pi, type);
  27398. }
  27399. if (_this.actionManager) {
  27400. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27401. }
  27402. };
  27403. this._onKeyUp = function (evt) {
  27404. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27405. if (_this.onPreKeyboardObservable.hasObservers()) {
  27406. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27407. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27408. if (pi.skipOnPointerObservable) {
  27409. return;
  27410. }
  27411. }
  27412. if (_this.onKeyboardObservable.hasObservers()) {
  27413. var pi = new BABYLON.KeyboardInfo(type, evt);
  27414. _this.onKeyboardObservable.notifyObservers(pi, type);
  27415. }
  27416. if (_this.actionManager) {
  27417. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27418. }
  27419. };
  27420. var engine = this.getEngine();
  27421. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27422. if (!canvas) {
  27423. return;
  27424. }
  27425. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27426. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27427. });
  27428. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27429. if (!canvas) {
  27430. return;
  27431. }
  27432. canvas.removeEventListener("keydown", _this._onKeyDown);
  27433. canvas.removeEventListener("keyup", _this._onKeyUp);
  27434. });
  27435. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27436. var canvas = this._engine.getRenderingCanvas();
  27437. if (!canvas) {
  27438. return;
  27439. }
  27440. if (attachMove) {
  27441. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27442. // Wheel
  27443. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27444. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27445. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27446. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27447. }
  27448. if (attachDown) {
  27449. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27450. }
  27451. if (attachUp) {
  27452. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27453. }
  27454. canvas.tabIndex = 1;
  27455. };
  27456. /** Detaches all event handlers*/
  27457. Scene.prototype.detachControl = function () {
  27458. var engine = this.getEngine();
  27459. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27460. var canvas = engine.getRenderingCanvas();
  27461. if (!canvas) {
  27462. return;
  27463. }
  27464. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27465. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27466. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27467. if (this._onCanvasBlurObserver) {
  27468. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27469. }
  27470. if (this._onCanvasFocusObserver) {
  27471. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27472. }
  27473. // Wheel
  27474. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27475. // Keyboard
  27476. canvas.removeEventListener("keydown", this._onKeyDown);
  27477. canvas.removeEventListener("keyup", this._onKeyUp);
  27478. // Observables
  27479. this.onKeyboardObservable.clear();
  27480. this.onPreKeyboardObservable.clear();
  27481. this.onPointerObservable.clear();
  27482. this.onPrePointerObservable.clear();
  27483. };
  27484. /**
  27485. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27486. * Delay loaded resources are not taking in account
  27487. * @return true if all required resources are ready
  27488. */
  27489. Scene.prototype.isReady = function () {
  27490. if (this._isDisposed) {
  27491. return false;
  27492. }
  27493. var index;
  27494. var engine = this.getEngine();
  27495. // Effects
  27496. if (!engine.areAllEffectsReady()) {
  27497. return false;
  27498. }
  27499. // Pending data
  27500. if (this._pendingData.length > 0) {
  27501. return false;
  27502. }
  27503. // Meshes
  27504. for (index = 0; index < this.meshes.length; index++) {
  27505. var mesh = this.meshes[index];
  27506. if (!mesh.isEnabled()) {
  27507. continue;
  27508. }
  27509. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27510. continue;
  27511. }
  27512. if (!mesh.isReady(true)) {
  27513. return false;
  27514. }
  27515. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27516. // Is Ready For Mesh
  27517. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27518. var step = _a[_i];
  27519. if (!step.action(mesh, hardwareInstancedRendering)) {
  27520. return false;
  27521. }
  27522. }
  27523. }
  27524. // Geometries
  27525. for (index = 0; index < this.geometries.length; index++) {
  27526. var geometry = this.geometries[index];
  27527. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27528. return false;
  27529. }
  27530. }
  27531. // Post-processes
  27532. if (this.activeCameras && this.activeCameras.length > 0) {
  27533. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27534. var camera = _c[_b];
  27535. if (!camera.isReady(true)) {
  27536. return false;
  27537. }
  27538. }
  27539. }
  27540. else if (this.activeCamera) {
  27541. if (!this.activeCamera.isReady(true)) {
  27542. return false;
  27543. }
  27544. }
  27545. // Particles
  27546. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27547. var particleSystem = _e[_d];
  27548. if (!particleSystem.isReady()) {
  27549. return false;
  27550. }
  27551. }
  27552. return true;
  27553. };
  27554. /** Resets all cached information relative to material (including effect and visibility) */
  27555. Scene.prototype.resetCachedMaterial = function () {
  27556. this._cachedMaterial = null;
  27557. this._cachedEffect = null;
  27558. this._cachedVisibility = null;
  27559. };
  27560. /**
  27561. * Registers a function to be called before every frame render
  27562. * @param func defines the function to register
  27563. */
  27564. Scene.prototype.registerBeforeRender = function (func) {
  27565. this.onBeforeRenderObservable.add(func);
  27566. };
  27567. /**
  27568. * Unregisters a function called before every frame render
  27569. * @param func defines the function to unregister
  27570. */
  27571. Scene.prototype.unregisterBeforeRender = function (func) {
  27572. this.onBeforeRenderObservable.removeCallback(func);
  27573. };
  27574. /**
  27575. * Registers a function to be called after every frame render
  27576. * @param func defines the function to register
  27577. */
  27578. Scene.prototype.registerAfterRender = function (func) {
  27579. this.onAfterRenderObservable.add(func);
  27580. };
  27581. /**
  27582. * Unregisters a function called after every frame render
  27583. * @param func defines the function to unregister
  27584. */
  27585. Scene.prototype.unregisterAfterRender = function (func) {
  27586. this.onAfterRenderObservable.removeCallback(func);
  27587. };
  27588. Scene.prototype._executeOnceBeforeRender = function (func) {
  27589. var _this = this;
  27590. var execFunc = function () {
  27591. func();
  27592. setTimeout(function () {
  27593. _this.unregisterBeforeRender(execFunc);
  27594. });
  27595. };
  27596. this.registerBeforeRender(execFunc);
  27597. };
  27598. /**
  27599. * The provided function will run before render once and will be disposed afterwards.
  27600. * A timeout delay can be provided so that the function will be executed in N ms.
  27601. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27602. * @param func The function to be executed.
  27603. * @param timeout optional delay in ms
  27604. */
  27605. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27606. var _this = this;
  27607. if (timeout !== undefined) {
  27608. setTimeout(function () {
  27609. _this._executeOnceBeforeRender(func);
  27610. }, timeout);
  27611. }
  27612. else {
  27613. this._executeOnceBeforeRender(func);
  27614. }
  27615. };
  27616. /** @hidden */
  27617. Scene.prototype._addPendingData = function (data) {
  27618. this._pendingData.push(data);
  27619. };
  27620. /** @hidden */
  27621. Scene.prototype._removePendingData = function (data) {
  27622. var wasLoading = this.isLoading;
  27623. var index = this._pendingData.indexOf(data);
  27624. if (index !== -1) {
  27625. this._pendingData.splice(index, 1);
  27626. }
  27627. if (wasLoading && !this.isLoading) {
  27628. this.onDataLoadedObservable.notifyObservers(this);
  27629. }
  27630. };
  27631. /**
  27632. * Returns the number of items waiting to be loaded
  27633. * @returns the number of items waiting to be loaded
  27634. */
  27635. Scene.prototype.getWaitingItemsCount = function () {
  27636. return this._pendingData.length;
  27637. };
  27638. Object.defineProperty(Scene.prototype, "isLoading", {
  27639. /**
  27640. * Returns a boolean indicating if the scene is still loading data
  27641. */
  27642. get: function () {
  27643. return this._pendingData.length > 0;
  27644. },
  27645. enumerable: true,
  27646. configurable: true
  27647. });
  27648. /**
  27649. * Registers a function to be executed when the scene is ready
  27650. * @param {Function} func - the function to be executed
  27651. */
  27652. Scene.prototype.executeWhenReady = function (func) {
  27653. var _this = this;
  27654. this.onReadyObservable.add(func);
  27655. if (this._executeWhenReadyTimeoutId !== -1) {
  27656. return;
  27657. }
  27658. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27659. _this._checkIsReady();
  27660. }, 150);
  27661. };
  27662. /**
  27663. * Returns a promise that resolves when the scene is ready
  27664. * @returns A promise that resolves when the scene is ready
  27665. */
  27666. Scene.prototype.whenReadyAsync = function () {
  27667. var _this = this;
  27668. return new Promise(function (resolve) {
  27669. _this.executeWhenReady(function () {
  27670. resolve();
  27671. });
  27672. });
  27673. };
  27674. /** @hidden */
  27675. Scene.prototype._checkIsReady = function () {
  27676. var _this = this;
  27677. this._registerTransientComponents();
  27678. if (this.isReady()) {
  27679. this.onReadyObservable.notifyObservers(this);
  27680. this.onReadyObservable.clear();
  27681. this._executeWhenReadyTimeoutId = -1;
  27682. return;
  27683. }
  27684. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27685. _this._checkIsReady();
  27686. }, 150);
  27687. };
  27688. // Animations
  27689. /**
  27690. * Will start the animation sequence of a given target
  27691. * @param target defines the target
  27692. * @param from defines from which frame should animation start
  27693. * @param to defines until which frame should animation run.
  27694. * @param weight defines the weight to apply to the animation (1.0 by default)
  27695. * @param loop defines if the animation loops
  27696. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27697. * @param onAnimationEnd defines the function to be executed when the animation ends
  27698. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27699. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27700. * @returns the animatable object created for this animation
  27701. */
  27702. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27703. if (weight === void 0) { weight = 1.0; }
  27704. if (speedRatio === void 0) { speedRatio = 1.0; }
  27705. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27706. returnedAnimatable.weight = weight;
  27707. return returnedAnimatable;
  27708. };
  27709. /**
  27710. * Will start the animation sequence of a given target
  27711. * @param target defines the target
  27712. * @param from defines from which frame should animation start
  27713. * @param to defines until which frame should animation run.
  27714. * @param loop defines if the animation loops
  27715. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27716. * @param onAnimationEnd defines the function to be executed when the animation ends
  27717. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27718. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27719. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27720. * @returns the animatable object created for this animation
  27721. */
  27722. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27723. if (speedRatio === void 0) { speedRatio = 1.0; }
  27724. if (stopCurrent === void 0) { stopCurrent = true; }
  27725. if (from > to && speedRatio > 0) {
  27726. speedRatio *= -1;
  27727. }
  27728. if (stopCurrent) {
  27729. this.stopAnimation(target, undefined, targetMask);
  27730. }
  27731. if (!animatable) {
  27732. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27733. }
  27734. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27735. // Local animations
  27736. if (target.animations && shouldRunTargetAnimations) {
  27737. animatable.appendAnimations(target, target.animations);
  27738. }
  27739. // Children animations
  27740. if (target.getAnimatables) {
  27741. var animatables = target.getAnimatables();
  27742. for (var index = 0; index < animatables.length; index++) {
  27743. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27744. }
  27745. }
  27746. animatable.reset();
  27747. return animatable;
  27748. };
  27749. /**
  27750. * Will start the animation sequence of a given target and its hierarchy
  27751. * @param target defines the target
  27752. * @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.
  27753. * @param from defines from which frame should animation start
  27754. * @param to defines until which frame should animation run.
  27755. * @param loop defines if the animation loops
  27756. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27757. * @param onAnimationEnd defines the function to be executed when the animation ends
  27758. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27759. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27760. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27761. * @returns the list of created animatables
  27762. */
  27763. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27764. if (speedRatio === void 0) { speedRatio = 1.0; }
  27765. if (stopCurrent === void 0) { stopCurrent = true; }
  27766. var children = target.getDescendants(directDescendantsOnly);
  27767. var result = [];
  27768. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27769. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27770. var child = children_1[_i];
  27771. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27772. }
  27773. return result;
  27774. };
  27775. /**
  27776. * Begin a new animation on a given node
  27777. * @param target defines the target where the animation will take place
  27778. * @param animations defines the list of animations to start
  27779. * @param from defines the initial value
  27780. * @param to defines the final value
  27781. * @param loop defines if you want animation to loop (off by default)
  27782. * @param speedRatio defines the speed ratio to apply to all animations
  27783. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27784. * @returns the list of created animatables
  27785. */
  27786. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27787. if (speedRatio === undefined) {
  27788. speedRatio = 1.0;
  27789. }
  27790. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27791. return animatable;
  27792. };
  27793. /**
  27794. * Begin a new animation on a given node and its hierarchy
  27795. * @param target defines the root node where the animation will take place
  27796. * @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.
  27797. * @param animations defines the list of animations to start
  27798. * @param from defines the initial value
  27799. * @param to defines the final value
  27800. * @param loop defines if you want animation to loop (off by default)
  27801. * @param speedRatio defines the speed ratio to apply to all animations
  27802. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27803. * @returns the list of animatables created for all nodes
  27804. */
  27805. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27806. var children = target.getDescendants(directDescendantsOnly);
  27807. var result = [];
  27808. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27809. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27810. var child = children_2[_i];
  27811. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27812. }
  27813. return result;
  27814. };
  27815. /**
  27816. * Gets the animatable associated with a specific target
  27817. * @param target defines the target of the animatable
  27818. * @returns the required animatable if found
  27819. */
  27820. Scene.prototype.getAnimatableByTarget = function (target) {
  27821. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27822. if (this._activeAnimatables[index].target === target) {
  27823. return this._activeAnimatables[index];
  27824. }
  27825. }
  27826. return null;
  27827. };
  27828. /**
  27829. * Gets all animatables associated with a given target
  27830. * @param target defines the target to look animatables for
  27831. * @returns an array of Animatables
  27832. */
  27833. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27834. var result = [];
  27835. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27836. if (this._activeAnimatables[index].target === target) {
  27837. result.push(this._activeAnimatables[index]);
  27838. }
  27839. }
  27840. return result;
  27841. };
  27842. Object.defineProperty(Scene.prototype, "animatables", {
  27843. /**
  27844. * Gets all animatable attached to the scene
  27845. */
  27846. get: function () {
  27847. return this._activeAnimatables;
  27848. },
  27849. enumerable: true,
  27850. configurable: true
  27851. });
  27852. /**
  27853. * Will stop the animation of the given target
  27854. * @param target - the target
  27855. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27856. * @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)
  27857. */
  27858. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27859. var animatables = this.getAllAnimatablesByTarget(target);
  27860. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27861. var animatable = animatables_1[_i];
  27862. animatable.stop(animationName, targetMask);
  27863. }
  27864. };
  27865. /**
  27866. * Stops and removes all animations that have been applied to the scene
  27867. */
  27868. Scene.prototype.stopAllAnimations = function () {
  27869. if (this._activeAnimatables) {
  27870. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27871. this._activeAnimatables[i].stop();
  27872. }
  27873. this._activeAnimatables = [];
  27874. }
  27875. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27876. var group = _a[_i];
  27877. group.stop();
  27878. }
  27879. };
  27880. Scene.prototype._animate = function () {
  27881. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27882. return;
  27883. }
  27884. // Getting time
  27885. var now = BABYLON.Tools.Now;
  27886. if (!this._animationTimeLast) {
  27887. if (this._pendingData.length > 0) {
  27888. return;
  27889. }
  27890. this._animationTimeLast = now;
  27891. }
  27892. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27893. this._animationTime += deltaTime;
  27894. this._animationTimeLast = now;
  27895. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27896. this._activeAnimatables[index]._animate(this._animationTime);
  27897. }
  27898. // Late animation bindings
  27899. this._processLateAnimationBindings();
  27900. };
  27901. /** @hidden */
  27902. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27903. var target = runtimeAnimation.target;
  27904. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27905. if (!target._lateAnimationHolders) {
  27906. target._lateAnimationHolders = {};
  27907. }
  27908. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27909. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27910. totalWeight: 0,
  27911. animations: [],
  27912. originalValue: originalValue
  27913. };
  27914. }
  27915. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27916. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27917. };
  27918. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27919. var normalizer = 1.0;
  27920. var finalPosition = BABYLON.Tmp.Vector3[0];
  27921. var finalScaling = BABYLON.Tmp.Vector3[1];
  27922. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27923. var startIndex = 0;
  27924. var originalAnimation = holder.animations[0];
  27925. var originalValue = holder.originalValue;
  27926. var scale = 1;
  27927. if (holder.totalWeight < 1.0) {
  27928. // We need to mix the original value in
  27929. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27930. scale = 1.0 - holder.totalWeight;
  27931. }
  27932. else {
  27933. startIndex = 1;
  27934. // We need to normalize the weights
  27935. normalizer = holder.totalWeight;
  27936. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27937. scale = originalAnimation.weight / normalizer;
  27938. if (scale == 1) {
  27939. return originalAnimation.currentValue;
  27940. }
  27941. }
  27942. finalScaling.scaleInPlace(scale);
  27943. finalPosition.scaleInPlace(scale);
  27944. finalQuaternion.scaleInPlace(scale);
  27945. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27946. var runtimeAnimation = holder.animations[animIndex];
  27947. var scale = runtimeAnimation.weight / normalizer;
  27948. var currentPosition = BABYLON.Tmp.Vector3[2];
  27949. var currentScaling = BABYLON.Tmp.Vector3[3];
  27950. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27951. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27952. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27953. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27954. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27955. }
  27956. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27957. return originalAnimation._workValue;
  27958. };
  27959. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27960. var originalAnimation = holder.animations[0];
  27961. var originalValue = holder.originalValue;
  27962. if (holder.animations.length === 1) {
  27963. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27964. return refQuaternion;
  27965. }
  27966. var normalizer = 1.0;
  27967. var quaternions;
  27968. var weights;
  27969. if (holder.totalWeight < 1.0) {
  27970. var scale = 1.0 - holder.totalWeight;
  27971. quaternions = [];
  27972. weights = [];
  27973. quaternions.push(originalValue);
  27974. weights.push(scale);
  27975. }
  27976. else {
  27977. if (holder.animations.length === 2) { // Slerp as soon as we can
  27978. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27979. return refQuaternion;
  27980. }
  27981. quaternions = [];
  27982. weights = [];
  27983. normalizer = holder.totalWeight;
  27984. }
  27985. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27986. var runtimeAnimation = holder.animations[animIndex];
  27987. quaternions.push(runtimeAnimation.currentValue);
  27988. weights.push(runtimeAnimation.weight / normalizer);
  27989. }
  27990. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27991. var cumulativeAmount = 0;
  27992. var cumulativeQuaternion = null;
  27993. for (var index = 0; index < quaternions.length;) {
  27994. if (!cumulativeQuaternion) {
  27995. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27996. cumulativeQuaternion = refQuaternion;
  27997. cumulativeAmount = weights[index] + weights[index + 1];
  27998. index += 2;
  27999. continue;
  28000. }
  28001. cumulativeAmount += weights[index];
  28002. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  28003. index++;
  28004. }
  28005. return cumulativeQuaternion;
  28006. };
  28007. Scene.prototype._processLateAnimationBindings = function () {
  28008. if (!this._registeredForLateAnimationBindings.length) {
  28009. return;
  28010. }
  28011. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  28012. var target = this._registeredForLateAnimationBindings.data[index];
  28013. for (var path in target._lateAnimationHolders) {
  28014. var holder = target._lateAnimationHolders[path];
  28015. var originalAnimation = holder.animations[0];
  28016. var originalValue = holder.originalValue;
  28017. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  28018. var finalValue = target[path];
  28019. if (matrixDecomposeMode) {
  28020. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  28021. }
  28022. else {
  28023. var quaternionMode = originalValue.w !== undefined;
  28024. if (quaternionMode) {
  28025. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  28026. }
  28027. else {
  28028. var startIndex = 0;
  28029. var normalizer = 1.0;
  28030. if (holder.totalWeight < 1.0) {
  28031. // We need to mix the original value in
  28032. if (originalValue.scale) {
  28033. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  28034. }
  28035. else {
  28036. finalValue = originalValue * (1.0 - holder.totalWeight);
  28037. }
  28038. }
  28039. else {
  28040. // We need to normalize the weights
  28041. normalizer = holder.totalWeight;
  28042. var scale_1 = originalAnimation.weight / normalizer;
  28043. if (scale_1 !== 1) {
  28044. if (originalAnimation.currentValue.scale) {
  28045. finalValue = originalAnimation.currentValue.scale(scale_1);
  28046. }
  28047. else {
  28048. finalValue = originalAnimation.currentValue * scale_1;
  28049. }
  28050. }
  28051. else {
  28052. finalValue = originalAnimation.currentValue;
  28053. }
  28054. startIndex = 1;
  28055. }
  28056. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28057. var runtimeAnimation = holder.animations[animIndex];
  28058. var scale = runtimeAnimation.weight / normalizer;
  28059. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28060. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28061. }
  28062. else {
  28063. finalValue += runtimeAnimation.currentValue * scale;
  28064. }
  28065. }
  28066. }
  28067. }
  28068. target[path] = finalValue;
  28069. }
  28070. target._lateAnimationHolders = {};
  28071. }
  28072. this._registeredForLateAnimationBindings.reset();
  28073. };
  28074. // Matrix
  28075. /** @hidden */
  28076. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28077. this._useAlternateCameraConfiguration = active;
  28078. };
  28079. /**
  28080. * Gets the current view matrix
  28081. * @returns a Matrix
  28082. */
  28083. Scene.prototype.getViewMatrix = function () {
  28084. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28085. };
  28086. /**
  28087. * Gets the current projection matrix
  28088. * @returns a Matrix
  28089. */
  28090. Scene.prototype.getProjectionMatrix = function () {
  28091. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28092. };
  28093. /**
  28094. * Gets the current transform matrix
  28095. * @returns a Matrix made of View * Projection
  28096. */
  28097. Scene.prototype.getTransformMatrix = function () {
  28098. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28099. };
  28100. /**
  28101. * Sets the current transform matrix
  28102. * @param view defines the View matrix to use
  28103. * @param projection defines the Projection matrix to use
  28104. */
  28105. Scene.prototype.setTransformMatrix = function (view, projection) {
  28106. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28107. return;
  28108. }
  28109. this._viewUpdateFlag = view.updateFlag;
  28110. this._projectionUpdateFlag = projection.updateFlag;
  28111. this._viewMatrix = view;
  28112. this._projectionMatrix = projection;
  28113. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28114. // Update frustum
  28115. if (!this._frustumPlanes) {
  28116. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28117. }
  28118. else {
  28119. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28120. }
  28121. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28122. var otherCamera = this.activeCamera._alternateCamera;
  28123. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28124. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28125. }
  28126. if (this._sceneUbo.useUbo) {
  28127. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28128. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28129. this._sceneUbo.update();
  28130. }
  28131. };
  28132. /** @hidden */
  28133. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28134. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28135. return;
  28136. }
  28137. this._alternateViewUpdateFlag = view.updateFlag;
  28138. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28139. this._alternateViewMatrix = view;
  28140. this._alternateProjectionMatrix = projection;
  28141. if (!this._alternateTransformMatrix) {
  28142. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28143. }
  28144. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28145. if (!this._alternateSceneUbo) {
  28146. this._createAlternateUbo();
  28147. }
  28148. if (this._alternateSceneUbo.useUbo) {
  28149. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28150. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28151. this._alternateSceneUbo.update();
  28152. }
  28153. };
  28154. /**
  28155. * Gets the uniform buffer used to store scene data
  28156. * @returns a UniformBuffer
  28157. */
  28158. Scene.prototype.getSceneUniformBuffer = function () {
  28159. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28160. };
  28161. /**
  28162. * Gets an unique (relatively to the current scene) Id
  28163. * @returns an unique number for the scene
  28164. */
  28165. Scene.prototype.getUniqueId = function () {
  28166. var result = Scene._uniqueIdCounter;
  28167. Scene._uniqueIdCounter++;
  28168. return result;
  28169. };
  28170. /**
  28171. * Add a mesh to the list of scene's meshes
  28172. * @param newMesh defines the mesh to add
  28173. * @param recursive if all child meshes should also be added to the scene
  28174. */
  28175. Scene.prototype.addMesh = function (newMesh, recursive) {
  28176. var _this = this;
  28177. if (recursive === void 0) { recursive = false; }
  28178. this.meshes.push(newMesh);
  28179. //notify the collision coordinator
  28180. if (this.collisionCoordinator) {
  28181. this.collisionCoordinator.onMeshAdded(newMesh);
  28182. }
  28183. newMesh._resyncLightSources();
  28184. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28185. if (recursive) {
  28186. newMesh.getChildMeshes().forEach(function (m) {
  28187. _this.addMesh(m);
  28188. });
  28189. }
  28190. };
  28191. /**
  28192. * Remove a mesh for the list of scene's meshes
  28193. * @param toRemove defines the mesh to remove
  28194. * @param recursive if all child meshes should also be removed from the scene
  28195. * @returns the index where the mesh was in the mesh list
  28196. */
  28197. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28198. var _this = this;
  28199. if (recursive === void 0) { recursive = false; }
  28200. var index = this.meshes.indexOf(toRemove);
  28201. if (index !== -1) {
  28202. // Remove from the scene if mesh found
  28203. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28204. this.meshes.pop();
  28205. }
  28206. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28207. if (recursive) {
  28208. toRemove.getChildMeshes().forEach(function (m) {
  28209. _this.removeMesh(m);
  28210. });
  28211. }
  28212. return index;
  28213. };
  28214. /**
  28215. * Add a transform node to the list of scene's transform nodes
  28216. * @param newTransformNode defines the transform node to add
  28217. */
  28218. Scene.prototype.addTransformNode = function (newTransformNode) {
  28219. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28220. this.transformNodes.push(newTransformNode);
  28221. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28222. };
  28223. /**
  28224. * Remove a transform node for the list of scene's transform nodes
  28225. * @param toRemove defines the transform node to remove
  28226. * @returns the index where the transform node was in the transform node list
  28227. */
  28228. Scene.prototype.removeTransformNode = function (toRemove) {
  28229. var index = toRemove._indexInSceneTransformNodesArray;
  28230. if (index !== -1) {
  28231. if (index !== this.transformNodes.length - 1) {
  28232. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28233. this.transformNodes[index] = lastNode;
  28234. lastNode._indexInSceneTransformNodesArray = index;
  28235. }
  28236. toRemove._indexInSceneTransformNodesArray = -1;
  28237. this.transformNodes.pop();
  28238. }
  28239. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28240. return index;
  28241. };
  28242. /**
  28243. * Remove a skeleton for the list of scene's skeletons
  28244. * @param toRemove defines the skeleton to remove
  28245. * @returns the index where the skeleton was in the skeleton list
  28246. */
  28247. Scene.prototype.removeSkeleton = function (toRemove) {
  28248. var index = this.skeletons.indexOf(toRemove);
  28249. if (index !== -1) {
  28250. // Remove from the scene if found
  28251. this.skeletons.splice(index, 1);
  28252. }
  28253. return index;
  28254. };
  28255. /**
  28256. * Remove a morph target for the list of scene's morph targets
  28257. * @param toRemove defines the morph target to remove
  28258. * @returns the index where the morph target was in the morph target list
  28259. */
  28260. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28261. var index = this.morphTargetManagers.indexOf(toRemove);
  28262. if (index !== -1) {
  28263. // Remove from the scene if found
  28264. this.morphTargetManagers.splice(index, 1);
  28265. }
  28266. return index;
  28267. };
  28268. /**
  28269. * Remove a light for the list of scene's lights
  28270. * @param toRemove defines the light to remove
  28271. * @returns the index where the light was in the light list
  28272. */
  28273. Scene.prototype.removeLight = function (toRemove) {
  28274. var index = this.lights.indexOf(toRemove);
  28275. if (index !== -1) {
  28276. // Remove from meshes
  28277. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28278. var mesh = _a[_i];
  28279. mesh._removeLightSource(toRemove);
  28280. }
  28281. // Remove from the scene if mesh found
  28282. this.lights.splice(index, 1);
  28283. this.sortLightsByPriority();
  28284. }
  28285. this.onLightRemovedObservable.notifyObservers(toRemove);
  28286. return index;
  28287. };
  28288. /**
  28289. * Remove a camera for the list of scene's cameras
  28290. * @param toRemove defines the camera to remove
  28291. * @returns the index where the camera was in the camera list
  28292. */
  28293. Scene.prototype.removeCamera = function (toRemove) {
  28294. var index = this.cameras.indexOf(toRemove);
  28295. if (index !== -1) {
  28296. // Remove from the scene if mesh found
  28297. this.cameras.splice(index, 1);
  28298. }
  28299. // Remove from activeCameras
  28300. var index2 = this.activeCameras.indexOf(toRemove);
  28301. if (index2 !== -1) {
  28302. // Remove from the scene if mesh found
  28303. this.activeCameras.splice(index2, 1);
  28304. }
  28305. // Reset the activeCamera
  28306. if (this.activeCamera === toRemove) {
  28307. if (this.cameras.length > 0) {
  28308. this.activeCamera = this.cameras[0];
  28309. }
  28310. else {
  28311. this.activeCamera = null;
  28312. }
  28313. }
  28314. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28315. return index;
  28316. };
  28317. /**
  28318. * Remove a particle system for the list of scene's particle systems
  28319. * @param toRemove defines the particle system to remove
  28320. * @returns the index where the particle system was in the particle system list
  28321. */
  28322. Scene.prototype.removeParticleSystem = function (toRemove) {
  28323. var index = this.particleSystems.indexOf(toRemove);
  28324. if (index !== -1) {
  28325. this.particleSystems.splice(index, 1);
  28326. }
  28327. return index;
  28328. };
  28329. /**
  28330. * Remove a animation for the list of scene's animations
  28331. * @param toRemove defines the animation to remove
  28332. * @returns the index where the animation was in the animation list
  28333. */
  28334. Scene.prototype.removeAnimation = function (toRemove) {
  28335. var index = this.animations.indexOf(toRemove);
  28336. if (index !== -1) {
  28337. this.animations.splice(index, 1);
  28338. }
  28339. return index;
  28340. };
  28341. /**
  28342. * Removes the given animation group from this scene.
  28343. * @param toRemove The animation group to remove
  28344. * @returns The index of the removed animation group
  28345. */
  28346. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28347. var index = this.animationGroups.indexOf(toRemove);
  28348. if (index !== -1) {
  28349. this.animationGroups.splice(index, 1);
  28350. }
  28351. return index;
  28352. };
  28353. /**
  28354. * Removes the given multi-material from this scene.
  28355. * @param toRemove The multi-material to remove
  28356. * @returns The index of the removed multi-material
  28357. */
  28358. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28359. var index = this.multiMaterials.indexOf(toRemove);
  28360. if (index !== -1) {
  28361. this.multiMaterials.splice(index, 1);
  28362. }
  28363. return index;
  28364. };
  28365. /**
  28366. * Removes the given material from this scene.
  28367. * @param toRemove The material to remove
  28368. * @returns The index of the removed material
  28369. */
  28370. Scene.prototype.removeMaterial = function (toRemove) {
  28371. var index = toRemove._indexInSceneMaterialArray;
  28372. if (index !== -1) {
  28373. if (index !== this.materials.length - 1) {
  28374. var lastMaterial = this.materials[this.materials.length - 1];
  28375. this.materials[index] = lastMaterial;
  28376. lastMaterial._indexInSceneMaterialArray = index;
  28377. }
  28378. toRemove._indexInSceneMaterialArray = -1;
  28379. this.materials.pop();
  28380. }
  28381. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28382. return index;
  28383. };
  28384. /**
  28385. * Removes the given action manager from this scene.
  28386. * @param toRemove The action manager to remove
  28387. * @returns The index of the removed action manager
  28388. */
  28389. Scene.prototype.removeActionManager = function (toRemove) {
  28390. var index = this.actionManagers.indexOf(toRemove);
  28391. if (index !== -1) {
  28392. this.actionManagers.splice(index, 1);
  28393. }
  28394. return index;
  28395. };
  28396. /**
  28397. * Removes the given texture from this scene.
  28398. * @param toRemove The texture to remove
  28399. * @returns The index of the removed texture
  28400. */
  28401. Scene.prototype.removeTexture = function (toRemove) {
  28402. var index = this.textures.indexOf(toRemove);
  28403. if (index !== -1) {
  28404. this.textures.splice(index, 1);
  28405. }
  28406. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28407. return index;
  28408. };
  28409. /**
  28410. * Adds the given light to this scene
  28411. * @param newLight The light to add
  28412. */
  28413. Scene.prototype.addLight = function (newLight) {
  28414. this.lights.push(newLight);
  28415. this.sortLightsByPriority();
  28416. // Add light to all meshes (To support if the light is removed and then readded)
  28417. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28418. var mesh = _a[_i];
  28419. if (mesh._lightSources.indexOf(newLight) === -1) {
  28420. mesh._lightSources.push(newLight);
  28421. mesh._resyncLightSources();
  28422. }
  28423. }
  28424. this.onNewLightAddedObservable.notifyObservers(newLight);
  28425. };
  28426. /**
  28427. * Sorts the list list based on light priorities
  28428. */
  28429. Scene.prototype.sortLightsByPriority = function () {
  28430. if (this.requireLightSorting) {
  28431. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28432. }
  28433. };
  28434. /**
  28435. * Adds the given camera to this scene
  28436. * @param newCamera The camera to add
  28437. */
  28438. Scene.prototype.addCamera = function (newCamera) {
  28439. this.cameras.push(newCamera);
  28440. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28441. };
  28442. /**
  28443. * Adds the given skeleton to this scene
  28444. * @param newSkeleton The skeleton to add
  28445. */
  28446. Scene.prototype.addSkeleton = function (newSkeleton) {
  28447. this.skeletons.push(newSkeleton);
  28448. };
  28449. /**
  28450. * Adds the given particle system to this scene
  28451. * @param newParticleSystem The particle system to add
  28452. */
  28453. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28454. this.particleSystems.push(newParticleSystem);
  28455. };
  28456. /**
  28457. * Adds the given animation to this scene
  28458. * @param newAnimation The animation to add
  28459. */
  28460. Scene.prototype.addAnimation = function (newAnimation) {
  28461. this.animations.push(newAnimation);
  28462. };
  28463. /**
  28464. * Adds the given animation group to this scene.
  28465. * @param newAnimationGroup The animation group to add
  28466. */
  28467. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28468. this.animationGroups.push(newAnimationGroup);
  28469. };
  28470. /**
  28471. * Adds the given multi-material to this scene
  28472. * @param newMultiMaterial The multi-material to add
  28473. */
  28474. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28475. this.multiMaterials.push(newMultiMaterial);
  28476. };
  28477. /**
  28478. * Adds the given material to this scene
  28479. * @param newMaterial The material to add
  28480. */
  28481. Scene.prototype.addMaterial = function (newMaterial) {
  28482. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28483. this.materials.push(newMaterial);
  28484. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28485. };
  28486. /**
  28487. * Adds the given morph target to this scene
  28488. * @param newMorphTargetManager The morph target to add
  28489. */
  28490. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28491. this.morphTargetManagers.push(newMorphTargetManager);
  28492. };
  28493. /**
  28494. * Adds the given geometry to this scene
  28495. * @param newGeometry The geometry to add
  28496. */
  28497. Scene.prototype.addGeometry = function (newGeometry) {
  28498. if (this.geometriesById) {
  28499. this.geometriesById[newGeometry.id] = this.geometries.length;
  28500. }
  28501. this.geometries.push(newGeometry);
  28502. };
  28503. /**
  28504. * Adds the given action manager to this scene
  28505. * @param newActionManager The action manager to add
  28506. */
  28507. Scene.prototype.addActionManager = function (newActionManager) {
  28508. this.actionManagers.push(newActionManager);
  28509. };
  28510. /**
  28511. * Adds the given texture to this scene.
  28512. * @param newTexture The texture to add
  28513. */
  28514. Scene.prototype.addTexture = function (newTexture) {
  28515. this.textures.push(newTexture);
  28516. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28517. };
  28518. /**
  28519. * Switch active camera
  28520. * @param newCamera defines the new active camera
  28521. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28522. */
  28523. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28524. if (attachControl === void 0) { attachControl = true; }
  28525. var canvas = this._engine.getRenderingCanvas();
  28526. if (!canvas) {
  28527. return;
  28528. }
  28529. if (this.activeCamera) {
  28530. this.activeCamera.detachControl(canvas);
  28531. }
  28532. this.activeCamera = newCamera;
  28533. if (attachControl) {
  28534. newCamera.attachControl(canvas);
  28535. }
  28536. };
  28537. /**
  28538. * sets the active camera of the scene using its ID
  28539. * @param id defines the camera's ID
  28540. * @return the new active camera or null if none found.
  28541. */
  28542. Scene.prototype.setActiveCameraByID = function (id) {
  28543. var camera = this.getCameraByID(id);
  28544. if (camera) {
  28545. this.activeCamera = camera;
  28546. return camera;
  28547. }
  28548. return null;
  28549. };
  28550. /**
  28551. * sets the active camera of the scene using its name
  28552. * @param name defines the camera's name
  28553. * @returns the new active camera or null if none found.
  28554. */
  28555. Scene.prototype.setActiveCameraByName = function (name) {
  28556. var camera = this.getCameraByName(name);
  28557. if (camera) {
  28558. this.activeCamera = camera;
  28559. return camera;
  28560. }
  28561. return null;
  28562. };
  28563. /**
  28564. * get an animation group using its name
  28565. * @param name defines the material's name
  28566. * @return the animation group or null if none found.
  28567. */
  28568. Scene.prototype.getAnimationGroupByName = function (name) {
  28569. for (var index = 0; index < this.animationGroups.length; index++) {
  28570. if (this.animationGroups[index].name === name) {
  28571. return this.animationGroups[index];
  28572. }
  28573. }
  28574. return null;
  28575. };
  28576. /**
  28577. * get a material using its id
  28578. * @param id defines the material's ID
  28579. * @return the material or null if none found.
  28580. */
  28581. Scene.prototype.getMaterialByID = function (id) {
  28582. for (var index = 0; index < this.materials.length; index++) {
  28583. if (this.materials[index].id === id) {
  28584. return this.materials[index];
  28585. }
  28586. }
  28587. return null;
  28588. };
  28589. /**
  28590. * Gets a material using its name
  28591. * @param name defines the material's name
  28592. * @return the material or null if none found.
  28593. */
  28594. Scene.prototype.getMaterialByName = function (name) {
  28595. for (var index = 0; index < this.materials.length; index++) {
  28596. if (this.materials[index].name === name) {
  28597. return this.materials[index];
  28598. }
  28599. }
  28600. return null;
  28601. };
  28602. /**
  28603. * Gets a camera using its id
  28604. * @param id defines the id to look for
  28605. * @returns the camera or null if not found
  28606. */
  28607. Scene.prototype.getCameraByID = function (id) {
  28608. for (var index = 0; index < this.cameras.length; index++) {
  28609. if (this.cameras[index].id === id) {
  28610. return this.cameras[index];
  28611. }
  28612. }
  28613. return null;
  28614. };
  28615. /**
  28616. * Gets a camera using its unique id
  28617. * @param uniqueId defines the unique id to look for
  28618. * @returns the camera or null if not found
  28619. */
  28620. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28621. for (var index = 0; index < this.cameras.length; index++) {
  28622. if (this.cameras[index].uniqueId === uniqueId) {
  28623. return this.cameras[index];
  28624. }
  28625. }
  28626. return null;
  28627. };
  28628. /**
  28629. * Gets a camera using its name
  28630. * @param name defines the camera's name
  28631. * @return the camera or null if none found.
  28632. */
  28633. Scene.prototype.getCameraByName = function (name) {
  28634. for (var index = 0; index < this.cameras.length; index++) {
  28635. if (this.cameras[index].name === name) {
  28636. return this.cameras[index];
  28637. }
  28638. }
  28639. return null;
  28640. };
  28641. /**
  28642. * Gets a bone using its id
  28643. * @param id defines the bone's id
  28644. * @return the bone or null if not found
  28645. */
  28646. Scene.prototype.getBoneByID = function (id) {
  28647. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28648. var skeleton = this.skeletons[skeletonIndex];
  28649. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28650. if (skeleton.bones[boneIndex].id === id) {
  28651. return skeleton.bones[boneIndex];
  28652. }
  28653. }
  28654. }
  28655. return null;
  28656. };
  28657. /**
  28658. * Gets a bone using its id
  28659. * @param name defines the bone's name
  28660. * @return the bone or null if not found
  28661. */
  28662. Scene.prototype.getBoneByName = function (name) {
  28663. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28664. var skeleton = this.skeletons[skeletonIndex];
  28665. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28666. if (skeleton.bones[boneIndex].name === name) {
  28667. return skeleton.bones[boneIndex];
  28668. }
  28669. }
  28670. }
  28671. return null;
  28672. };
  28673. /**
  28674. * Gets a light node using its name
  28675. * @param name defines the the light's name
  28676. * @return the light or null if none found.
  28677. */
  28678. Scene.prototype.getLightByName = function (name) {
  28679. for (var index = 0; index < this.lights.length; index++) {
  28680. if (this.lights[index].name === name) {
  28681. return this.lights[index];
  28682. }
  28683. }
  28684. return null;
  28685. };
  28686. /**
  28687. * Gets a light node using its id
  28688. * @param id defines the light's id
  28689. * @return the light or null if none found.
  28690. */
  28691. Scene.prototype.getLightByID = function (id) {
  28692. for (var index = 0; index < this.lights.length; index++) {
  28693. if (this.lights[index].id === id) {
  28694. return this.lights[index];
  28695. }
  28696. }
  28697. return null;
  28698. };
  28699. /**
  28700. * Gets a light node using its scene-generated unique ID
  28701. * @param uniqueId defines the light's unique id
  28702. * @return the light or null if none found.
  28703. */
  28704. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28705. for (var index = 0; index < this.lights.length; index++) {
  28706. if (this.lights[index].uniqueId === uniqueId) {
  28707. return this.lights[index];
  28708. }
  28709. }
  28710. return null;
  28711. };
  28712. /**
  28713. * Gets a particle system by id
  28714. * @param id defines the particle system id
  28715. * @return the corresponding system or null if none found
  28716. */
  28717. Scene.prototype.getParticleSystemByID = function (id) {
  28718. for (var index = 0; index < this.particleSystems.length; index++) {
  28719. if (this.particleSystems[index].id === id) {
  28720. return this.particleSystems[index];
  28721. }
  28722. }
  28723. return null;
  28724. };
  28725. /**
  28726. * Gets a geometry using its ID
  28727. * @param id defines the geometry's id
  28728. * @return the geometry or null if none found.
  28729. */
  28730. Scene.prototype.getGeometryByID = function (id) {
  28731. if (this.geometriesById) {
  28732. var index_1 = this.geometriesById[id];
  28733. if (index_1 !== undefined) {
  28734. return this.geometries[index_1];
  28735. }
  28736. }
  28737. else {
  28738. for (var index = 0; index < this.geometries.length; index++) {
  28739. if (this.geometries[index].id === id) {
  28740. return this.geometries[index];
  28741. }
  28742. }
  28743. }
  28744. return null;
  28745. };
  28746. Scene.prototype._getGeometryByUniqueID = function (id) {
  28747. for (var index = 0; index < this.geometries.length; index++) {
  28748. if (this.geometries[index].uniqueId === id) {
  28749. return this.geometries[index];
  28750. }
  28751. }
  28752. return null;
  28753. };
  28754. /**
  28755. * Add a new geometry to this scene
  28756. * @param geometry defines the geometry to be added to the scene.
  28757. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28758. * @return a boolean defining if the geometry was added or not
  28759. */
  28760. Scene.prototype.pushGeometry = function (geometry, force) {
  28761. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28762. return false;
  28763. }
  28764. this.addGeometry(geometry);
  28765. //notify the collision coordinator
  28766. if (this.collisionCoordinator) {
  28767. this.collisionCoordinator.onGeometryAdded(geometry);
  28768. }
  28769. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28770. return true;
  28771. };
  28772. /**
  28773. * Removes an existing geometry
  28774. * @param geometry defines the geometry to be removed from the scene
  28775. * @return a boolean defining if the geometry was removed or not
  28776. */
  28777. Scene.prototype.removeGeometry = function (geometry) {
  28778. var index;
  28779. if (this.geometriesById) {
  28780. index = this.geometriesById[geometry.id];
  28781. if (index === undefined) {
  28782. return false;
  28783. }
  28784. }
  28785. else {
  28786. index = this.geometries.indexOf(geometry);
  28787. if (index < 0) {
  28788. return false;
  28789. }
  28790. }
  28791. if (index !== this.geometries.length - 1) {
  28792. var lastGeometry = this.geometries[this.geometries.length - 1];
  28793. this.geometries[index] = lastGeometry;
  28794. if (this.geometriesById) {
  28795. this.geometriesById[lastGeometry.id] = index;
  28796. this.geometriesById[geometry.id] = undefined;
  28797. }
  28798. }
  28799. this.geometries.pop();
  28800. //notify the collision coordinator
  28801. if (this.collisionCoordinator) {
  28802. this.collisionCoordinator.onGeometryDeleted(geometry);
  28803. }
  28804. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28805. return true;
  28806. };
  28807. /**
  28808. * Gets the list of geometries attached to the scene
  28809. * @returns an array of Geometry
  28810. */
  28811. Scene.prototype.getGeometries = function () {
  28812. return this.geometries;
  28813. };
  28814. /**
  28815. * Gets the first added mesh found of a given ID
  28816. * @param id defines the id to search for
  28817. * @return the mesh found or null if not found at all
  28818. */
  28819. Scene.prototype.getMeshByID = function (id) {
  28820. for (var index = 0; index < this.meshes.length; index++) {
  28821. if (this.meshes[index].id === id) {
  28822. return this.meshes[index];
  28823. }
  28824. }
  28825. return null;
  28826. };
  28827. /**
  28828. * Gets a list of meshes using their id
  28829. * @param id defines the id to search for
  28830. * @returns a list of meshes
  28831. */
  28832. Scene.prototype.getMeshesByID = function (id) {
  28833. return this.meshes.filter(function (m) {
  28834. return m.id === id;
  28835. });
  28836. };
  28837. /**
  28838. * Gets the first added transform node found of a given ID
  28839. * @param id defines the id to search for
  28840. * @return the found transform node or null if not found at all.
  28841. */
  28842. Scene.prototype.getTransformNodeByID = function (id) {
  28843. for (var index = 0; index < this.transformNodes.length; index++) {
  28844. if (this.transformNodes[index].id === id) {
  28845. return this.transformNodes[index];
  28846. }
  28847. }
  28848. return null;
  28849. };
  28850. /**
  28851. * Gets a list of transform nodes using their id
  28852. * @param id defines the id to search for
  28853. * @returns a list of transform nodes
  28854. */
  28855. Scene.prototype.getTransformNodesByID = function (id) {
  28856. return this.transformNodes.filter(function (m) {
  28857. return m.id === id;
  28858. });
  28859. };
  28860. /**
  28861. * Gets a mesh with its auto-generated unique id
  28862. * @param uniqueId defines the unique id to search for
  28863. * @return the found mesh or null if not found at all.
  28864. */
  28865. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28866. for (var index = 0; index < this.meshes.length; index++) {
  28867. if (this.meshes[index].uniqueId === uniqueId) {
  28868. return this.meshes[index];
  28869. }
  28870. }
  28871. return null;
  28872. };
  28873. /**
  28874. * Gets a the last added mesh using a given id
  28875. * @param id defines the id to search for
  28876. * @return the found mesh or null if not found at all.
  28877. */
  28878. Scene.prototype.getLastMeshByID = function (id) {
  28879. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28880. if (this.meshes[index].id === id) {
  28881. return this.meshes[index];
  28882. }
  28883. }
  28884. return null;
  28885. };
  28886. /**
  28887. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28888. * @param id defines the id to search for
  28889. * @return the found node or null if not found at all
  28890. */
  28891. Scene.prototype.getLastEntryByID = function (id) {
  28892. var index;
  28893. for (index = this.meshes.length - 1; index >= 0; index--) {
  28894. if (this.meshes[index].id === id) {
  28895. return this.meshes[index];
  28896. }
  28897. }
  28898. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28899. if (this.transformNodes[index].id === id) {
  28900. return this.transformNodes[index];
  28901. }
  28902. }
  28903. for (index = this.cameras.length - 1; index >= 0; index--) {
  28904. if (this.cameras[index].id === id) {
  28905. return this.cameras[index];
  28906. }
  28907. }
  28908. for (index = this.lights.length - 1; index >= 0; index--) {
  28909. if (this.lights[index].id === id) {
  28910. return this.lights[index];
  28911. }
  28912. }
  28913. return null;
  28914. };
  28915. /**
  28916. * Gets a node (Mesh, Camera, Light) using a given id
  28917. * @param id defines the id to search for
  28918. * @return the found node or null if not found at all
  28919. */
  28920. Scene.prototype.getNodeByID = function (id) {
  28921. var mesh = this.getMeshByID(id);
  28922. if (mesh) {
  28923. return mesh;
  28924. }
  28925. var transformNode = this.getTransformNodeByID(id);
  28926. if (transformNode) {
  28927. return transformNode;
  28928. }
  28929. var light = this.getLightByID(id);
  28930. if (light) {
  28931. return light;
  28932. }
  28933. var camera = this.getCameraByID(id);
  28934. if (camera) {
  28935. return camera;
  28936. }
  28937. var bone = this.getBoneByID(id);
  28938. if (bone) {
  28939. return bone;
  28940. }
  28941. return null;
  28942. };
  28943. /**
  28944. * Gets a node (Mesh, Camera, Light) using a given name
  28945. * @param name defines the name to search for
  28946. * @return the found node or null if not found at all.
  28947. */
  28948. Scene.prototype.getNodeByName = function (name) {
  28949. var mesh = this.getMeshByName(name);
  28950. if (mesh) {
  28951. return mesh;
  28952. }
  28953. var transformNode = this.getTransformNodeByName(name);
  28954. if (transformNode) {
  28955. return transformNode;
  28956. }
  28957. var light = this.getLightByName(name);
  28958. if (light) {
  28959. return light;
  28960. }
  28961. var camera = this.getCameraByName(name);
  28962. if (camera) {
  28963. return camera;
  28964. }
  28965. var bone = this.getBoneByName(name);
  28966. if (bone) {
  28967. return bone;
  28968. }
  28969. return null;
  28970. };
  28971. /**
  28972. * Gets a mesh using a given name
  28973. * @param name defines the name to search for
  28974. * @return the found mesh or null if not found at all.
  28975. */
  28976. Scene.prototype.getMeshByName = function (name) {
  28977. for (var index = 0; index < this.meshes.length; index++) {
  28978. if (this.meshes[index].name === name) {
  28979. return this.meshes[index];
  28980. }
  28981. }
  28982. return null;
  28983. };
  28984. /**
  28985. * Gets a transform node using a given name
  28986. * @param name defines the name to search for
  28987. * @return the found transform node or null if not found at all.
  28988. */
  28989. Scene.prototype.getTransformNodeByName = function (name) {
  28990. for (var index = 0; index < this.transformNodes.length; index++) {
  28991. if (this.transformNodes[index].name === name) {
  28992. return this.transformNodes[index];
  28993. }
  28994. }
  28995. return null;
  28996. };
  28997. /**
  28998. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28999. * @param id defines the id to search for
  29000. * @return the found skeleton or null if not found at all.
  29001. */
  29002. Scene.prototype.getLastSkeletonByID = function (id) {
  29003. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  29004. if (this.skeletons[index].id === id) {
  29005. return this.skeletons[index];
  29006. }
  29007. }
  29008. return null;
  29009. };
  29010. /**
  29011. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  29012. * @param id defines the id to search for
  29013. * @return the found skeleton or null if not found at all.
  29014. */
  29015. Scene.prototype.getSkeletonById = function (id) {
  29016. for (var index = 0; index < this.skeletons.length; index++) {
  29017. if (this.skeletons[index].id === id) {
  29018. return this.skeletons[index];
  29019. }
  29020. }
  29021. return null;
  29022. };
  29023. /**
  29024. * Gets a skeleton using a given name
  29025. * @param name defines the name to search for
  29026. * @return the found skeleton or null if not found at all.
  29027. */
  29028. Scene.prototype.getSkeletonByName = function (name) {
  29029. for (var index = 0; index < this.skeletons.length; index++) {
  29030. if (this.skeletons[index].name === name) {
  29031. return this.skeletons[index];
  29032. }
  29033. }
  29034. return null;
  29035. };
  29036. /**
  29037. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  29038. * @param id defines the id to search for
  29039. * @return the found morph target manager or null if not found at all.
  29040. */
  29041. Scene.prototype.getMorphTargetManagerById = function (id) {
  29042. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  29043. if (this.morphTargetManagers[index].uniqueId === id) {
  29044. return this.morphTargetManagers[index];
  29045. }
  29046. }
  29047. return null;
  29048. };
  29049. /**
  29050. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  29051. * @param id defines the id to search for
  29052. * @return the found morph target or null if not found at all.
  29053. */
  29054. Scene.prototype.getMorphTargetById = function (id) {
  29055. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  29056. var morphTargetManager = this.morphTargetManagers[managerIndex];
  29057. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29058. var target = morphTargetManager.getTarget(index);
  29059. if (target.id === id) {
  29060. return target;
  29061. }
  29062. }
  29063. }
  29064. return null;
  29065. };
  29066. /**
  29067. * Gets a boolean indicating if the given mesh is active
  29068. * @param mesh defines the mesh to look for
  29069. * @returns true if the mesh is in the active list
  29070. */
  29071. Scene.prototype.isActiveMesh = function (mesh) {
  29072. return (this._activeMeshes.indexOf(mesh) !== -1);
  29073. };
  29074. Object.defineProperty(Scene.prototype, "uid", {
  29075. /**
  29076. * Return a unique id as a string which can serve as an identifier for the scene
  29077. */
  29078. get: function () {
  29079. if (!this._uid) {
  29080. this._uid = BABYLON.Tools.RandomId();
  29081. }
  29082. return this._uid;
  29083. },
  29084. enumerable: true,
  29085. configurable: true
  29086. });
  29087. /**
  29088. * Add an externaly attached data from its key.
  29089. * This method call will fail and return false, if such key already exists.
  29090. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29091. * @param key the unique key that identifies the data
  29092. * @param data the data object to associate to the key for this Engine instance
  29093. * @return true if no such key were already present and the data was added successfully, false otherwise
  29094. */
  29095. Scene.prototype.addExternalData = function (key, data) {
  29096. if (!this._externalData) {
  29097. this._externalData = new BABYLON.StringDictionary();
  29098. }
  29099. return this._externalData.add(key, data);
  29100. };
  29101. /**
  29102. * Get an externaly attached data from its key
  29103. * @param key the unique key that identifies the data
  29104. * @return the associated data, if present (can be null), or undefined if not present
  29105. */
  29106. Scene.prototype.getExternalData = function (key) {
  29107. if (!this._externalData) {
  29108. return null;
  29109. }
  29110. return this._externalData.get(key);
  29111. };
  29112. /**
  29113. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29114. * @param key the unique key that identifies the data
  29115. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29116. * @return the associated data, can be null if the factory returned null.
  29117. */
  29118. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29119. if (!this._externalData) {
  29120. this._externalData = new BABYLON.StringDictionary();
  29121. }
  29122. return this._externalData.getOrAddWithFactory(key, factory);
  29123. };
  29124. /**
  29125. * Remove an externaly attached data from the Engine instance
  29126. * @param key the unique key that identifies the data
  29127. * @return true if the data was successfully removed, false if it doesn't exist
  29128. */
  29129. Scene.prototype.removeExternalData = function (key) {
  29130. return this._externalData.remove(key);
  29131. };
  29132. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29133. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29134. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29135. var step = _a[_i];
  29136. step.action(mesh, subMesh);
  29137. }
  29138. var material = subMesh.getMaterial();
  29139. if (material !== null && material !== undefined) {
  29140. // Render targets
  29141. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29142. if (this._processedMaterials.indexOf(material) === -1) {
  29143. this._processedMaterials.push(material);
  29144. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29145. }
  29146. }
  29147. // Dispatch
  29148. this._activeIndices.addCount(subMesh.indexCount, false);
  29149. this._renderingManager.dispatch(subMesh, mesh, material);
  29150. }
  29151. }
  29152. };
  29153. /**
  29154. * Clear the processed materials smart array preventing retention point in material dispose.
  29155. */
  29156. Scene.prototype.freeProcessedMaterials = function () {
  29157. this._processedMaterials.dispose();
  29158. };
  29159. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29160. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29161. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29162. * when disposing several meshes in a row or a hierarchy of meshes.
  29163. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29164. */
  29165. get: function () {
  29166. return this._preventFreeActiveMeshesAndRenderingGroups;
  29167. },
  29168. set: function (value) {
  29169. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29170. return;
  29171. }
  29172. if (value) {
  29173. this.freeActiveMeshes();
  29174. this.freeRenderingGroups();
  29175. }
  29176. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29177. },
  29178. enumerable: true,
  29179. configurable: true
  29180. });
  29181. /**
  29182. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29183. */
  29184. Scene.prototype.freeActiveMeshes = function () {
  29185. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29186. return;
  29187. }
  29188. this._activeMeshes.dispose();
  29189. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29190. this.activeCamera._activeMeshes.dispose();
  29191. }
  29192. if (this.activeCameras) {
  29193. for (var i = 0; i < this.activeCameras.length; i++) {
  29194. var activeCamera = this.activeCameras[i];
  29195. if (activeCamera && activeCamera._activeMeshes) {
  29196. activeCamera._activeMeshes.dispose();
  29197. }
  29198. }
  29199. }
  29200. };
  29201. /**
  29202. * Clear the info related to rendering groups preventing retention points during dispose.
  29203. */
  29204. Scene.prototype.freeRenderingGroups = function () {
  29205. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29206. return;
  29207. }
  29208. if (this._renderingManager) {
  29209. this._renderingManager.freeRenderingGroups();
  29210. }
  29211. if (this.textures) {
  29212. for (var i = 0; i < this.textures.length; i++) {
  29213. var texture = this.textures[i];
  29214. if (texture && texture.renderList) {
  29215. texture.freeRenderingGroups();
  29216. }
  29217. }
  29218. }
  29219. };
  29220. /** @hidden */
  29221. Scene.prototype._isInIntermediateRendering = function () {
  29222. return this._intermediateRendering;
  29223. };
  29224. /**
  29225. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29226. * @returns the current scene
  29227. */
  29228. Scene.prototype.freezeActiveMeshes = function () {
  29229. if (!this.activeCamera) {
  29230. return this;
  29231. }
  29232. if (!this._frustumPlanes) {
  29233. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29234. }
  29235. this._evaluateActiveMeshes();
  29236. this._activeMeshesFrozen = true;
  29237. return this;
  29238. };
  29239. /**
  29240. * Use this function to restart evaluating active meshes on every frame
  29241. * @returns the current scene
  29242. */
  29243. Scene.prototype.unfreezeActiveMeshes = function () {
  29244. this._activeMeshesFrozen = false;
  29245. return this;
  29246. };
  29247. Scene.prototype._evaluateActiveMeshes = function () {
  29248. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29249. return;
  29250. }
  29251. if (!this.activeCamera) {
  29252. return;
  29253. }
  29254. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29255. this.activeCamera._activeMeshes.reset();
  29256. this._activeMeshes.reset();
  29257. this._renderingManager.reset();
  29258. this._processedMaterials.reset();
  29259. this._activeParticleSystems.reset();
  29260. this._activeSkeletons.reset();
  29261. this._softwareSkinnedMeshes.reset();
  29262. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29263. var step = _a[_i];
  29264. step.action();
  29265. }
  29266. // Determine mesh candidates
  29267. var meshes = this.getActiveMeshCandidates();
  29268. // Check each mesh
  29269. var len = meshes.length;
  29270. for (var i = 0; i < len; i++) {
  29271. var mesh = meshes.data[i];
  29272. if (mesh.isBlocked) {
  29273. continue;
  29274. }
  29275. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29276. if (!mesh.isReady() || !mesh.isEnabled()) {
  29277. continue;
  29278. }
  29279. mesh.computeWorldMatrix();
  29280. // Intersections
  29281. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29282. this._meshesForIntersections.pushNoDuplicate(mesh);
  29283. }
  29284. // Switch to current LOD
  29285. var meshLOD = mesh.getLOD(this.activeCamera);
  29286. if (meshLOD === undefined || meshLOD === null) {
  29287. continue;
  29288. }
  29289. mesh._preActivate();
  29290. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29291. this._activeMeshes.push(mesh);
  29292. this.activeCamera._activeMeshes.push(mesh);
  29293. mesh._activate(this._renderId);
  29294. if (meshLOD !== mesh) {
  29295. meshLOD._activate(this._renderId);
  29296. }
  29297. this._activeMesh(mesh, meshLOD);
  29298. }
  29299. }
  29300. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29301. // Particle systems
  29302. if (this.particlesEnabled) {
  29303. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29304. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29305. var particleSystem = this.particleSystems[particleIndex];
  29306. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29307. continue;
  29308. }
  29309. var emitter = particleSystem.emitter;
  29310. if (!emitter.position || emitter.isEnabled()) {
  29311. this._activeParticleSystems.push(particleSystem);
  29312. particleSystem.animate();
  29313. this._renderingManager.dispatchParticles(particleSystem);
  29314. }
  29315. }
  29316. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29317. }
  29318. };
  29319. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29320. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29321. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29322. mesh.skeleton.prepare();
  29323. }
  29324. if (!mesh.computeBonesUsingShaders) {
  29325. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29326. }
  29327. }
  29328. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29329. var step = _a[_i];
  29330. step.action(sourceMesh, mesh);
  29331. }
  29332. if (mesh !== undefined && mesh !== null
  29333. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29334. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29335. var len = subMeshes.length;
  29336. for (var i = 0; i < len; i++) {
  29337. var subMesh = subMeshes.data[i];
  29338. this._evaluateSubMesh(subMesh, mesh);
  29339. }
  29340. }
  29341. };
  29342. /**
  29343. * Update the transform matrix to update from the current active camera
  29344. * @param force defines a boolean used to force the update even if cache is up to date
  29345. */
  29346. Scene.prototype.updateTransformMatrix = function (force) {
  29347. if (!this.activeCamera) {
  29348. return;
  29349. }
  29350. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29351. };
  29352. /**
  29353. * 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)
  29354. * @param alternateCamera defines the camera to use
  29355. */
  29356. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29357. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29358. };
  29359. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29360. if (camera && camera._skipRendering) {
  29361. return;
  29362. }
  29363. var engine = this._engine;
  29364. this.activeCamera = camera;
  29365. if (!this.activeCamera) {
  29366. throw new Error("Active camera not set");
  29367. }
  29368. // Viewport
  29369. engine.setViewport(this.activeCamera.viewport);
  29370. // Camera
  29371. this.resetCachedMaterial();
  29372. this._renderId++;
  29373. this.updateTransformMatrix();
  29374. if (camera._alternateCamera) {
  29375. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29376. this._alternateRendering = true;
  29377. }
  29378. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29379. // Meshes
  29380. this._evaluateActiveMeshes();
  29381. // Software skinning
  29382. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29383. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29384. mesh.applySkeleton(mesh.skeleton);
  29385. }
  29386. // Render targets
  29387. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29388. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29389. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29390. }
  29391. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29392. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29393. }
  29394. // Collects render targets from external components.
  29395. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29396. var step = _a[_i];
  29397. step.action(this._renderTargets);
  29398. }
  29399. if (this.renderTargetsEnabled) {
  29400. this._intermediateRendering = true;
  29401. if (this._renderTargets.length > 0) {
  29402. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29403. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29404. var renderTarget = this._renderTargets.data[renderIndex];
  29405. if (renderTarget._shouldRender()) {
  29406. this._renderId++;
  29407. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29408. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29409. }
  29410. }
  29411. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29412. this._renderId++;
  29413. }
  29414. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29415. var step = _c[_b];
  29416. step.action(this.activeCamera);
  29417. }
  29418. this._intermediateRendering = false;
  29419. if (this.activeCamera.outputRenderTarget) {
  29420. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29421. if (internalTexture) {
  29422. engine.bindFramebuffer(internalTexture);
  29423. }
  29424. else {
  29425. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29426. }
  29427. }
  29428. else {
  29429. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29430. }
  29431. }
  29432. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29433. // Prepare Frame
  29434. if (this.postProcessManager) {
  29435. this.postProcessManager._prepareFrame();
  29436. }
  29437. // Before Camera Draw
  29438. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29439. var step = _e[_d];
  29440. step.action(this.activeCamera);
  29441. }
  29442. // Render
  29443. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29444. this._renderingManager.render(null, null, true, true);
  29445. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29446. // After Camera Draw
  29447. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29448. var step = _g[_f];
  29449. step.action(this.activeCamera);
  29450. }
  29451. // Finalize frame
  29452. if (this.postProcessManager) {
  29453. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29454. }
  29455. // Reset some special arrays
  29456. this._renderTargets.reset();
  29457. this._alternateRendering = false;
  29458. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29459. };
  29460. Scene.prototype._processSubCameras = function (camera) {
  29461. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29462. this._renderForCamera(camera);
  29463. return;
  29464. }
  29465. // rig cameras
  29466. for (var index = 0; index < camera._rigCameras.length; index++) {
  29467. this._renderForCamera(camera._rigCameras[index], camera);
  29468. }
  29469. this.activeCamera = camera;
  29470. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29471. };
  29472. Scene.prototype._checkIntersections = function () {
  29473. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29474. var sourceMesh = this._meshesForIntersections.data[index];
  29475. if (!sourceMesh.actionManager) {
  29476. continue;
  29477. }
  29478. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29479. var action = sourceMesh.actionManager.actions[actionIndex];
  29480. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29481. var parameters = action.getTriggerParameter();
  29482. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29483. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29484. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29485. if (areIntersecting && currentIntersectionInProgress === -1) {
  29486. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29487. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29488. sourceMesh._intersectionsInProgress.push(otherMesh);
  29489. }
  29490. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29491. sourceMesh._intersectionsInProgress.push(otherMesh);
  29492. }
  29493. }
  29494. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29495. //They intersected, and now they don't.
  29496. //is this trigger an exit trigger? execute an event.
  29497. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29498. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29499. }
  29500. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29501. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29502. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29503. return otherMesh === parameterMesh;
  29504. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29505. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29506. }
  29507. }
  29508. }
  29509. }
  29510. }
  29511. };
  29512. /** @hidden */
  29513. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29514. // Do nothing. Code will be replaced if physics engine component is referenced
  29515. };
  29516. /**
  29517. * Render the scene
  29518. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29519. */
  29520. Scene.prototype.render = function (updateCameras) {
  29521. if (updateCameras === void 0) { updateCameras = true; }
  29522. if (this.isDisposed) {
  29523. return;
  29524. }
  29525. this._frameId++;
  29526. // Register components that have been associated lately to the scene.
  29527. this._registerTransientComponents();
  29528. this._activeParticles.fetchNewFrame();
  29529. this._totalVertices.fetchNewFrame();
  29530. this._activeIndices.fetchNewFrame();
  29531. this._activeBones.fetchNewFrame();
  29532. this._meshesForIntersections.reset();
  29533. this.resetCachedMaterial();
  29534. this.onBeforeAnimationsObservable.notifyObservers(this);
  29535. // Actions
  29536. if (this.actionManager) {
  29537. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29538. }
  29539. if (this._engine.isDeterministicLockStep()) {
  29540. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29541. var defaultFPS = (60.0 / 1000.0);
  29542. var defaultFrameTime = this.getDeterministicFrameTime();
  29543. var stepsTaken = 0;
  29544. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29545. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29546. internalSteps = Math.min(internalSteps, maxSubSteps);
  29547. do {
  29548. this.onBeforeStepObservable.notifyObservers(this);
  29549. // Animations
  29550. this._animationRatio = defaultFrameTime * defaultFPS;
  29551. this._animate();
  29552. this.onAfterAnimationsObservable.notifyObservers(this);
  29553. // Physics
  29554. this._advancePhysicsEngineStep(defaultFrameTime);
  29555. this.onAfterStepObservable.notifyObservers(this);
  29556. this._currentStepId++;
  29557. stepsTaken++;
  29558. deltaTime -= defaultFrameTime;
  29559. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29560. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29561. }
  29562. else {
  29563. // Animations
  29564. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29565. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29566. this._animate();
  29567. this.onAfterAnimationsObservable.notifyObservers(this);
  29568. // Physics
  29569. this._advancePhysicsEngineStep(deltaTime);
  29570. }
  29571. // Before camera update steps
  29572. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29573. var step = _a[_i];
  29574. step.action();
  29575. }
  29576. // Update Cameras
  29577. if (updateCameras) {
  29578. if (this.activeCameras.length > 0) {
  29579. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29580. var camera = this.activeCameras[cameraIndex];
  29581. camera.update();
  29582. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29583. // rig cameras
  29584. for (var index = 0; index < camera._rigCameras.length; index++) {
  29585. camera._rigCameras[index].update();
  29586. }
  29587. }
  29588. }
  29589. }
  29590. else if (this.activeCamera) {
  29591. this.activeCamera.update();
  29592. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29593. // rig cameras
  29594. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29595. this.activeCamera._rigCameras[index].update();
  29596. }
  29597. }
  29598. }
  29599. }
  29600. // Before render
  29601. this.onBeforeRenderObservable.notifyObservers(this);
  29602. // Customs render targets
  29603. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29604. var engine = this.getEngine();
  29605. var currentActiveCamera = this.activeCamera;
  29606. if (this.renderTargetsEnabled) {
  29607. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29608. this._intermediateRendering = true;
  29609. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29610. var renderTarget = this.customRenderTargets[customIndex];
  29611. if (renderTarget._shouldRender()) {
  29612. this._renderId++;
  29613. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29614. if (!this.activeCamera) {
  29615. throw new Error("Active camera not set");
  29616. }
  29617. // Viewport
  29618. engine.setViewport(this.activeCamera.viewport);
  29619. // Camera
  29620. this.updateTransformMatrix();
  29621. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29622. }
  29623. }
  29624. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29625. this._intermediateRendering = false;
  29626. this._renderId++;
  29627. }
  29628. // Restore back buffer
  29629. if (this.customRenderTargets.length > 0) {
  29630. engine.restoreDefaultFramebuffer();
  29631. }
  29632. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29633. this.activeCamera = currentActiveCamera;
  29634. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29635. var step = _c[_b];
  29636. step.action();
  29637. }
  29638. // Clear
  29639. if (this.autoClearDepthAndStencil || this.autoClear) {
  29640. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29641. }
  29642. // Collects render targets from external components.
  29643. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29644. var step = _e[_d];
  29645. step.action(this._renderTargets);
  29646. }
  29647. // Multi-cameras?
  29648. if (this.activeCameras.length > 0) {
  29649. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29650. if (cameraIndex > 0) {
  29651. this._engine.clear(null, false, true, true);
  29652. }
  29653. this._processSubCameras(this.activeCameras[cameraIndex]);
  29654. }
  29655. }
  29656. else {
  29657. if (!this.activeCamera) {
  29658. throw new Error("No camera defined");
  29659. }
  29660. this._processSubCameras(this.activeCamera);
  29661. }
  29662. // Intersection checks
  29663. this._checkIntersections();
  29664. // Executes the after render stage actions.
  29665. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29666. var step = _g[_f];
  29667. step.action();
  29668. }
  29669. // After render
  29670. if (this.afterRender) {
  29671. this.afterRender();
  29672. }
  29673. this.onAfterRenderObservable.notifyObservers(this);
  29674. // Cleaning
  29675. if (this._toBeDisposed.length) {
  29676. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29677. var data = this._toBeDisposed[index];
  29678. if (data) {
  29679. data.dispose();
  29680. }
  29681. }
  29682. this._toBeDisposed = [];
  29683. }
  29684. if (this.dumpNextRenderTargets) {
  29685. this.dumpNextRenderTargets = false;
  29686. }
  29687. this._activeBones.addCount(0, true);
  29688. this._activeIndices.addCount(0, true);
  29689. this._activeParticles.addCount(0, true);
  29690. };
  29691. /**
  29692. * Freeze all materials
  29693. * A frozen material will not be updatable but should be faster to render
  29694. */
  29695. Scene.prototype.freezeMaterials = function () {
  29696. for (var i = 0; i < this.materials.length; i++) {
  29697. this.materials[i].freeze();
  29698. }
  29699. };
  29700. /**
  29701. * Unfreeze all materials
  29702. * A frozen material will not be updatable but should be faster to render
  29703. */
  29704. Scene.prototype.unfreezeMaterials = function () {
  29705. for (var i = 0; i < this.materials.length; i++) {
  29706. this.materials[i].unfreeze();
  29707. }
  29708. };
  29709. /**
  29710. * Releases all held ressources
  29711. */
  29712. Scene.prototype.dispose = function () {
  29713. this.beforeRender = null;
  29714. this.afterRender = null;
  29715. this.skeletons = [];
  29716. this.morphTargetManagers = [];
  29717. this._transientComponents = [];
  29718. this._isReadyForMeshStage.clear();
  29719. this._beforeEvaluateActiveMeshStage.clear();
  29720. this._evaluateSubMeshStage.clear();
  29721. this._activeMeshStage.clear();
  29722. this._cameraDrawRenderTargetStage.clear();
  29723. this._beforeCameraDrawStage.clear();
  29724. this._beforeRenderTargetDrawStage.clear();
  29725. this._beforeRenderingGroupDrawStage.clear();
  29726. this._beforeRenderingMeshStage.clear();
  29727. this._afterRenderingMeshStage.clear();
  29728. this._afterRenderingGroupDrawStage.clear();
  29729. this._afterCameraDrawStage.clear();
  29730. this._afterRenderTargetDrawStage.clear();
  29731. this._afterRenderStage.clear();
  29732. this._beforeCameraUpdateStage.clear();
  29733. this._beforeClearStage.clear();
  29734. this._gatherRenderTargetsStage.clear();
  29735. this._gatherActiveCameraRenderTargetsStage.clear();
  29736. this._pointerMoveStage.clear();
  29737. this._pointerDownStage.clear();
  29738. this._pointerUpStage.clear();
  29739. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29740. var component = _a[_i];
  29741. component.dispose();
  29742. }
  29743. this.importedMeshesFiles = new Array();
  29744. this.stopAllAnimations();
  29745. this.resetCachedMaterial();
  29746. // Smart arrays
  29747. if (this.activeCamera) {
  29748. this.activeCamera._activeMeshes.dispose();
  29749. this.activeCamera = null;
  29750. }
  29751. this._activeMeshes.dispose();
  29752. this._renderingManager.dispose();
  29753. this._processedMaterials.dispose();
  29754. this._activeParticleSystems.dispose();
  29755. this._activeSkeletons.dispose();
  29756. this._softwareSkinnedMeshes.dispose();
  29757. this._renderTargets.dispose();
  29758. this._registeredForLateAnimationBindings.dispose();
  29759. this._meshesForIntersections.dispose();
  29760. this._toBeDisposed = [];
  29761. // Abort active requests
  29762. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29763. var request = _c[_b];
  29764. request.abort();
  29765. }
  29766. // Events
  29767. this.onDisposeObservable.notifyObservers(this);
  29768. this.onDisposeObservable.clear();
  29769. this.onBeforeRenderObservable.clear();
  29770. this.onAfterRenderObservable.clear();
  29771. this.onBeforeRenderTargetsRenderObservable.clear();
  29772. this.onAfterRenderTargetsRenderObservable.clear();
  29773. this.onAfterStepObservable.clear();
  29774. this.onBeforeStepObservable.clear();
  29775. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29776. this.onAfterActiveMeshesEvaluationObservable.clear();
  29777. this.onBeforeParticlesRenderingObservable.clear();
  29778. this.onAfterParticlesRenderingObservable.clear();
  29779. this.onBeforeDrawPhaseObservable.clear();
  29780. this.onAfterDrawPhaseObservable.clear();
  29781. this.onBeforeAnimationsObservable.clear();
  29782. this.onAfterAnimationsObservable.clear();
  29783. this.onDataLoadedObservable.clear();
  29784. this.onBeforeRenderingGroupObservable.clear();
  29785. this.onAfterRenderingGroupObservable.clear();
  29786. this.onMeshImportedObservable.clear();
  29787. this.onBeforeCameraRenderObservable.clear();
  29788. this.onAfterCameraRenderObservable.clear();
  29789. this.onReadyObservable.clear();
  29790. this.onNewCameraAddedObservable.clear();
  29791. this.onCameraRemovedObservable.clear();
  29792. this.onNewLightAddedObservable.clear();
  29793. this.onLightRemovedObservable.clear();
  29794. this.onNewGeometryAddedObservable.clear();
  29795. this.onGeometryRemovedObservable.clear();
  29796. this.onNewTransformNodeAddedObservable.clear();
  29797. this.onTransformNodeRemovedObservable.clear();
  29798. this.onNewMeshAddedObservable.clear();
  29799. this.onMeshRemovedObservable.clear();
  29800. this.onNewMaterialAddedObservable.clear();
  29801. this.onMaterialRemovedObservable.clear();
  29802. this.onNewTextureAddedObservable.clear();
  29803. this.onTextureRemovedObservable.clear();
  29804. this.onPrePointerObservable.clear();
  29805. this.onPointerObservable.clear();
  29806. this.onPreKeyboardObservable.clear();
  29807. this.onKeyboardObservable.clear();
  29808. this.onActiveCameraChanged.clear();
  29809. this.detachControl();
  29810. // Detach cameras
  29811. var canvas = this._engine.getRenderingCanvas();
  29812. if (canvas) {
  29813. var index;
  29814. for (index = 0; index < this.cameras.length; index++) {
  29815. this.cameras[index].detachControl(canvas);
  29816. }
  29817. }
  29818. // Release animation groups
  29819. while (this.animationGroups.length) {
  29820. this.animationGroups[0].dispose();
  29821. }
  29822. // Release lights
  29823. while (this.lights.length) {
  29824. this.lights[0].dispose();
  29825. }
  29826. // Release meshes
  29827. while (this.meshes.length) {
  29828. this.meshes[0].dispose(true);
  29829. }
  29830. while (this.transformNodes.length) {
  29831. this.removeTransformNode(this.transformNodes[0]);
  29832. }
  29833. // Release cameras
  29834. while (this.cameras.length) {
  29835. this.cameras[0].dispose();
  29836. }
  29837. // Release materials
  29838. if (this.defaultMaterial) {
  29839. this.defaultMaterial.dispose();
  29840. }
  29841. while (this.multiMaterials.length) {
  29842. this.multiMaterials[0].dispose();
  29843. }
  29844. while (this.materials.length) {
  29845. this.materials[0].dispose();
  29846. }
  29847. // Release particles
  29848. while (this.particleSystems.length) {
  29849. this.particleSystems[0].dispose();
  29850. }
  29851. // Release postProcesses
  29852. while (this.postProcesses.length) {
  29853. this.postProcesses[0].dispose();
  29854. }
  29855. // Release textures
  29856. while (this.textures.length) {
  29857. this.textures[0].dispose();
  29858. }
  29859. // Release UBO
  29860. this._sceneUbo.dispose();
  29861. if (this._alternateSceneUbo) {
  29862. this._alternateSceneUbo.dispose();
  29863. }
  29864. // Post-processes
  29865. this.postProcessManager.dispose();
  29866. // Remove from engine
  29867. index = this._engine.scenes.indexOf(this);
  29868. if (index > -1) {
  29869. this._engine.scenes.splice(index, 1);
  29870. }
  29871. this._engine.wipeCaches(true);
  29872. this._isDisposed = true;
  29873. };
  29874. Object.defineProperty(Scene.prototype, "isDisposed", {
  29875. /**
  29876. * Gets if the scene is already disposed
  29877. */
  29878. get: function () {
  29879. return this._isDisposed;
  29880. },
  29881. enumerable: true,
  29882. configurable: true
  29883. });
  29884. /**
  29885. * Call this function to reduce memory footprint of the scene.
  29886. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29887. */
  29888. Scene.prototype.clearCachedVertexData = function () {
  29889. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29890. var mesh = this.meshes[meshIndex];
  29891. var geometry = mesh.geometry;
  29892. if (geometry) {
  29893. geometry._indices = [];
  29894. for (var vbName in geometry._vertexBuffers) {
  29895. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29896. continue;
  29897. }
  29898. geometry._vertexBuffers[vbName]._buffer._data = null;
  29899. }
  29900. }
  29901. }
  29902. };
  29903. /**
  29904. * This function will remove the local cached buffer data from texture.
  29905. * It will save memory but will prevent the texture from being rebuilt
  29906. */
  29907. Scene.prototype.cleanCachedTextureBuffer = function () {
  29908. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29909. var baseTexture = _a[_i];
  29910. var buffer = baseTexture._buffer;
  29911. if (buffer) {
  29912. baseTexture._buffer = null;
  29913. }
  29914. }
  29915. };
  29916. /**
  29917. * Get the world extend vectors with an optional filter
  29918. *
  29919. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29920. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29921. */
  29922. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29923. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29924. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29925. filterPredicate = filterPredicate || (function () { return true; });
  29926. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29927. mesh.computeWorldMatrix(true);
  29928. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29929. return;
  29930. }
  29931. var boundingInfo = mesh.getBoundingInfo();
  29932. var minBox = boundingInfo.boundingBox.minimumWorld;
  29933. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29934. BABYLON.Tools.CheckExtends(minBox, min, max);
  29935. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29936. });
  29937. return {
  29938. min: min,
  29939. max: max
  29940. };
  29941. };
  29942. // Picking
  29943. /**
  29944. * Creates a ray that can be used to pick in the scene
  29945. * @param x defines the x coordinate of the origin (on-screen)
  29946. * @param y defines the y coordinate of the origin (on-screen)
  29947. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29948. * @param camera defines the camera to use for the picking
  29949. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29950. * @returns a Ray
  29951. */
  29952. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29953. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29954. var result = BABYLON.Ray.Zero();
  29955. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29956. return result;
  29957. };
  29958. /**
  29959. * Creates a ray that can be used to pick in the scene
  29960. * @param x defines the x coordinate of the origin (on-screen)
  29961. * @param y defines the y coordinate of the origin (on-screen)
  29962. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29963. * @param result defines the ray where to store the picking ray
  29964. * @param camera defines the camera to use for the picking
  29965. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29966. * @returns the current scene
  29967. */
  29968. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29969. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29970. var engine = this._engine;
  29971. if (!camera) {
  29972. if (!this.activeCamera) {
  29973. throw new Error("Active camera not set");
  29974. }
  29975. camera = this.activeCamera;
  29976. }
  29977. var cameraViewport = camera.viewport;
  29978. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29979. // Moving coordinates to local viewport world
  29980. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29981. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29982. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  29983. return this;
  29984. };
  29985. /**
  29986. * Creates a ray that can be used to pick in the scene
  29987. * @param x defines the x coordinate of the origin (on-screen)
  29988. * @param y defines the y coordinate of the origin (on-screen)
  29989. * @param camera defines the camera to use for the picking
  29990. * @returns a Ray
  29991. */
  29992. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29993. var result = BABYLON.Ray.Zero();
  29994. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29995. return result;
  29996. };
  29997. /**
  29998. * Creates a ray that can be used to pick in the scene
  29999. * @param x defines the x coordinate of the origin (on-screen)
  30000. * @param y defines the y coordinate of the origin (on-screen)
  30001. * @param result defines the ray where to store the picking ray
  30002. * @param camera defines the camera to use for the picking
  30003. * @returns the current scene
  30004. */
  30005. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  30006. if (!BABYLON.PickingInfo) {
  30007. return this;
  30008. }
  30009. var engine = this._engine;
  30010. if (!camera) {
  30011. if (!this.activeCamera) {
  30012. throw new Error("Active camera not set");
  30013. }
  30014. camera = this.activeCamera;
  30015. }
  30016. var cameraViewport = camera.viewport;
  30017. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30018. var identity = BABYLON.Matrix.Identity();
  30019. // Moving coordinates to local viewport world
  30020. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30021. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30022. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  30023. return this;
  30024. };
  30025. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  30026. if (!BABYLON.PickingInfo) {
  30027. return null;
  30028. }
  30029. var pickingInfo = null;
  30030. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30031. var mesh = this.meshes[meshIndex];
  30032. if (predicate) {
  30033. if (!predicate(mesh)) {
  30034. continue;
  30035. }
  30036. }
  30037. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30038. continue;
  30039. }
  30040. var world = mesh.getWorldMatrix();
  30041. var ray = rayFunction(world);
  30042. var result = mesh.intersects(ray, fastCheck);
  30043. if (!result || !result.hit) {
  30044. continue;
  30045. }
  30046. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  30047. continue;
  30048. }
  30049. pickingInfo = result;
  30050. if (fastCheck) {
  30051. break;
  30052. }
  30053. }
  30054. return pickingInfo || new BABYLON.PickingInfo();
  30055. };
  30056. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  30057. if (!BABYLON.PickingInfo) {
  30058. return null;
  30059. }
  30060. var pickingInfos = new Array();
  30061. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30062. var mesh = this.meshes[meshIndex];
  30063. if (predicate) {
  30064. if (!predicate(mesh)) {
  30065. continue;
  30066. }
  30067. }
  30068. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30069. continue;
  30070. }
  30071. var world = mesh.getWorldMatrix();
  30072. var ray = rayFunction(world);
  30073. var result = mesh.intersects(ray, false);
  30074. if (!result || !result.hit) {
  30075. continue;
  30076. }
  30077. pickingInfos.push(result);
  30078. }
  30079. return pickingInfos;
  30080. };
  30081. /** Launch a ray to try to pick a mesh in the scene
  30082. * @param x position on screen
  30083. * @param y position on screen
  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. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30086. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30087. * @returns a PickingInfo
  30088. */
  30089. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30090. var _this = this;
  30091. if (!BABYLON.PickingInfo) {
  30092. return null;
  30093. }
  30094. var result = this._internalPick(function (world) {
  30095. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30096. return _this._tempPickingRay;
  30097. }, predicate, fastCheck);
  30098. if (result) {
  30099. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30100. }
  30101. return result;
  30102. };
  30103. /** Use the given ray to pick a mesh in the scene
  30104. * @param ray The ray to use to pick meshes
  30105. * @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
  30106. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30107. * @returns a PickingInfo
  30108. */
  30109. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30110. var _this = this;
  30111. var result = this._internalPick(function (world) {
  30112. if (!_this._pickWithRayInverseMatrix) {
  30113. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30114. }
  30115. world.invertToRef(_this._pickWithRayInverseMatrix);
  30116. if (!_this._cachedRayForTransform) {
  30117. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30118. }
  30119. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30120. return _this._cachedRayForTransform;
  30121. }, predicate, fastCheck);
  30122. if (result) {
  30123. result.ray = ray;
  30124. }
  30125. return result;
  30126. };
  30127. /**
  30128. * Launch a ray to try to pick a mesh in the scene
  30129. * @param x X position on screen
  30130. * @param y Y position on screen
  30131. * @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
  30132. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30133. * @returns an array of PickingInfo
  30134. */
  30135. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30136. var _this = this;
  30137. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30138. };
  30139. /**
  30140. * Launch a ray to try to pick a mesh in the scene
  30141. * @param ray Ray to use
  30142. * @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
  30143. * @returns an array of PickingInfo
  30144. */
  30145. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30146. var _this = this;
  30147. return this._internalMultiPick(function (world) {
  30148. if (!_this._pickWithRayInverseMatrix) {
  30149. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30150. }
  30151. world.invertToRef(_this._pickWithRayInverseMatrix);
  30152. if (!_this._cachedRayForTransform) {
  30153. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30154. }
  30155. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30156. return _this._cachedRayForTransform;
  30157. }, predicate);
  30158. };
  30159. /**
  30160. * Force the value of meshUnderPointer
  30161. * @param mesh defines the mesh to use
  30162. */
  30163. Scene.prototype.setPointerOverMesh = function (mesh) {
  30164. if (this._pointerOverMesh === mesh) {
  30165. return;
  30166. }
  30167. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30168. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30169. }
  30170. this._pointerOverMesh = mesh;
  30171. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30172. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30173. }
  30174. };
  30175. /**
  30176. * Gets the mesh under the pointer
  30177. * @returns a Mesh or null if no mesh is under the pointer
  30178. */
  30179. Scene.prototype.getPointerOverMesh = function () {
  30180. return this._pointerOverMesh;
  30181. };
  30182. // Misc.
  30183. /** @hidden */
  30184. Scene.prototype._rebuildGeometries = function () {
  30185. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30186. var geometry = _a[_i];
  30187. geometry._rebuild();
  30188. }
  30189. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30190. var mesh = _c[_b];
  30191. mesh._rebuild();
  30192. }
  30193. if (this.postProcessManager) {
  30194. this.postProcessManager._rebuild();
  30195. }
  30196. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30197. var component = _e[_d];
  30198. component.rebuild();
  30199. }
  30200. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30201. var system = _g[_f];
  30202. system.rebuild();
  30203. }
  30204. };
  30205. /** @hidden */
  30206. Scene.prototype._rebuildTextures = function () {
  30207. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30208. var texture = _a[_i];
  30209. texture._rebuild();
  30210. }
  30211. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30212. };
  30213. // Tags
  30214. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30215. if (tagsQuery === undefined) {
  30216. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30217. return list;
  30218. }
  30219. var listByTags = [];
  30220. forEach = forEach || (function (item) { return; });
  30221. for (var i in list) {
  30222. var item = list[i];
  30223. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30224. listByTags.push(item);
  30225. forEach(item);
  30226. }
  30227. }
  30228. return listByTags;
  30229. };
  30230. /**
  30231. * Get a list of meshes by tags
  30232. * @param tagsQuery defines the tags query to use
  30233. * @param forEach defines a predicate used to filter results
  30234. * @returns an array of Mesh
  30235. */
  30236. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30237. return this._getByTags(this.meshes, tagsQuery, forEach);
  30238. };
  30239. /**
  30240. * Get a list of cameras by tags
  30241. * @param tagsQuery defines the tags query to use
  30242. * @param forEach defines a predicate used to filter results
  30243. * @returns an array of Camera
  30244. */
  30245. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30246. return this._getByTags(this.cameras, tagsQuery, forEach);
  30247. };
  30248. /**
  30249. * Get a list of lights by tags
  30250. * @param tagsQuery defines the tags query to use
  30251. * @param forEach defines a predicate used to filter results
  30252. * @returns an array of Light
  30253. */
  30254. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30255. return this._getByTags(this.lights, tagsQuery, forEach);
  30256. };
  30257. /**
  30258. * Get a list of materials by tags
  30259. * @param tagsQuery defines the tags query to use
  30260. * @param forEach defines a predicate used to filter results
  30261. * @returns an array of Material
  30262. */
  30263. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30264. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30265. };
  30266. /**
  30267. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30268. * This allowed control for front to back rendering or reversly depending of the special needs.
  30269. *
  30270. * @param renderingGroupId The rendering group id corresponding to its index
  30271. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30272. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30273. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30274. */
  30275. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30276. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30277. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30278. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30279. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30280. };
  30281. /**
  30282. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30283. *
  30284. * @param renderingGroupId The rendering group id corresponding to its index
  30285. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30286. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30287. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30288. */
  30289. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30290. if (depth === void 0) { depth = true; }
  30291. if (stencil === void 0) { stencil = true; }
  30292. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30293. };
  30294. /**
  30295. * Gets the current auto clear configuration for one rendering group of the rendering
  30296. * manager.
  30297. * @param index the rendering group index to get the information for
  30298. * @returns The auto clear setup for the requested rendering group
  30299. */
  30300. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30301. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30302. };
  30303. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30304. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30305. get: function () {
  30306. return this._blockMaterialDirtyMechanism;
  30307. },
  30308. set: function (value) {
  30309. if (this._blockMaterialDirtyMechanism === value) {
  30310. return;
  30311. }
  30312. this._blockMaterialDirtyMechanism = value;
  30313. if (!value) { // Do a complete update
  30314. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30315. }
  30316. },
  30317. enumerable: true,
  30318. configurable: true
  30319. });
  30320. /**
  30321. * Will flag all materials as dirty to trigger new shader compilation
  30322. * @param flag defines the flag used to specify which material part must be marked as dirty
  30323. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30324. */
  30325. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30326. if (this._blockMaterialDirtyMechanism) {
  30327. return;
  30328. }
  30329. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30330. var material = _a[_i];
  30331. if (predicate && !predicate(material)) {
  30332. continue;
  30333. }
  30334. material.markAsDirty(flag);
  30335. }
  30336. };
  30337. /** @hidden */
  30338. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30339. var _this = this;
  30340. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30341. this._activeRequests.push(request);
  30342. request.onCompleteObservable.add(function (request) {
  30343. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30344. });
  30345. return request;
  30346. };
  30347. /** @hidden */
  30348. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30349. var _this = this;
  30350. return new Promise(function (resolve, reject) {
  30351. _this._loadFile(url, function (data) {
  30352. resolve(data);
  30353. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30354. reject(exception);
  30355. });
  30356. });
  30357. };
  30358. // Statics
  30359. Scene._uniqueIdCounter = 0;
  30360. /** The fog is deactivated */
  30361. Scene.FOGMODE_NONE = 0;
  30362. /** The fog density is following an exponential function */
  30363. Scene.FOGMODE_EXP = 1;
  30364. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30365. Scene.FOGMODE_EXP2 = 2;
  30366. /** The fog density is following a linear function. */
  30367. Scene.FOGMODE_LINEAR = 3;
  30368. /**
  30369. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30370. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30371. */
  30372. Scene.MinDeltaTime = 1.0;
  30373. /**
  30374. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30375. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30376. */
  30377. Scene.MaxDeltaTime = 1000.0;
  30378. /** The distance in pixel that you have to move to prevent some events */
  30379. Scene.DragMovementThreshold = 10; // in pixels
  30380. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30381. Scene.LongPressDelay = 500; // in milliseconds
  30382. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30383. Scene.DoubleClickDelay = 300; // in milliseconds
  30384. /** If you need to check double click without raising a single click at first click, enable this flag */
  30385. Scene.ExclusiveDoubleClickMode = false;
  30386. return Scene;
  30387. }(BABYLON.AbstractScene));
  30388. BABYLON.Scene = Scene;
  30389. })(BABYLON || (BABYLON = {}));
  30390. //# sourceMappingURL=babylon.scene.js.map
  30391. var BABYLON;
  30392. (function (BABYLON) {
  30393. /**
  30394. * Set of assets to keep when moving a scene into an asset container.
  30395. */
  30396. var KeepAssets = /** @class */ (function (_super) {
  30397. __extends(KeepAssets, _super);
  30398. function KeepAssets() {
  30399. return _super !== null && _super.apply(this, arguments) || this;
  30400. }
  30401. return KeepAssets;
  30402. }(BABYLON.AbstractScene));
  30403. BABYLON.KeepAssets = KeepAssets;
  30404. /**
  30405. * Container with a set of assets that can be added or removed from a scene.
  30406. */
  30407. var AssetContainer = /** @class */ (function (_super) {
  30408. __extends(AssetContainer, _super);
  30409. /**
  30410. * Instantiates an AssetContainer.
  30411. * @param scene The scene the AssetContainer belongs to.
  30412. */
  30413. function AssetContainer(scene) {
  30414. var _this = _super.call(this) || this;
  30415. _this.scene = scene;
  30416. _this["sounds"] = [];
  30417. _this["effectLayers"] = [];
  30418. _this["layers"] = [];
  30419. _this["lensFlareSystems"] = [];
  30420. _this["proceduralTextures"] = [];
  30421. _this["reflectionProbes"] = [];
  30422. return _this;
  30423. }
  30424. /**
  30425. * Adds all the assets from the container to the scene.
  30426. */
  30427. AssetContainer.prototype.addAllToScene = function () {
  30428. var _this = this;
  30429. this.cameras.forEach(function (o) {
  30430. _this.scene.addCamera(o);
  30431. });
  30432. this.lights.forEach(function (o) {
  30433. _this.scene.addLight(o);
  30434. });
  30435. this.meshes.forEach(function (o) {
  30436. _this.scene.addMesh(o);
  30437. });
  30438. this.skeletons.forEach(function (o) {
  30439. _this.scene.addSkeleton(o);
  30440. });
  30441. this.animations.forEach(function (o) {
  30442. _this.scene.addAnimation(o);
  30443. });
  30444. this.animationGroups.forEach(function (o) {
  30445. _this.scene.addAnimationGroup(o);
  30446. });
  30447. this.multiMaterials.forEach(function (o) {
  30448. _this.scene.addMultiMaterial(o);
  30449. });
  30450. this.materials.forEach(function (o) {
  30451. _this.scene.addMaterial(o);
  30452. });
  30453. this.morphTargetManagers.forEach(function (o) {
  30454. _this.scene.addMorphTargetManager(o);
  30455. });
  30456. this.geometries.forEach(function (o) {
  30457. _this.scene.addGeometry(o);
  30458. });
  30459. this.transformNodes.forEach(function (o) {
  30460. _this.scene.addTransformNode(o);
  30461. });
  30462. this.actionManagers.forEach(function (o) {
  30463. _this.scene.addActionManager(o);
  30464. });
  30465. this.textures.forEach(function (o) {
  30466. _this.scene.addTexture(o);
  30467. });
  30468. this.reflectionProbes.forEach(function (o) {
  30469. _this.scene.addReflectionProbe(o);
  30470. });
  30471. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30472. var component = _a[_i];
  30473. component.addFromContainer(this);
  30474. }
  30475. };
  30476. /**
  30477. * Removes all the assets in the container from the scene
  30478. */
  30479. AssetContainer.prototype.removeAllFromScene = function () {
  30480. var _this = this;
  30481. this.cameras.forEach(function (o) {
  30482. _this.scene.removeCamera(o);
  30483. });
  30484. this.lights.forEach(function (o) {
  30485. _this.scene.removeLight(o);
  30486. });
  30487. this.meshes.forEach(function (o) {
  30488. _this.scene.removeMesh(o);
  30489. });
  30490. this.skeletons.forEach(function (o) {
  30491. _this.scene.removeSkeleton(o);
  30492. });
  30493. this.animations.forEach(function (o) {
  30494. _this.scene.removeAnimation(o);
  30495. });
  30496. this.animationGroups.forEach(function (o) {
  30497. _this.scene.removeAnimationGroup(o);
  30498. });
  30499. this.multiMaterials.forEach(function (o) {
  30500. _this.scene.removeMultiMaterial(o);
  30501. });
  30502. this.materials.forEach(function (o) {
  30503. _this.scene.removeMaterial(o);
  30504. });
  30505. this.morphTargetManagers.forEach(function (o) {
  30506. _this.scene.removeMorphTargetManager(o);
  30507. });
  30508. this.geometries.forEach(function (o) {
  30509. _this.scene.removeGeometry(o);
  30510. });
  30511. this.transformNodes.forEach(function (o) {
  30512. _this.scene.removeTransformNode(o);
  30513. });
  30514. this.actionManagers.forEach(function (o) {
  30515. _this.scene.removeActionManager(o);
  30516. });
  30517. this.textures.forEach(function (o) {
  30518. _this.scene.removeTexture(o);
  30519. });
  30520. this.reflectionProbes.forEach(function (o) {
  30521. _this.scene.removeReflectionProbe(o);
  30522. });
  30523. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30524. var component = _a[_i];
  30525. component.removeFromContainer(this);
  30526. }
  30527. };
  30528. /**
  30529. * Disposes all the assets in the container
  30530. */
  30531. AssetContainer.prototype.dispose = function () {
  30532. this.cameras.forEach(function (o) {
  30533. o.dispose();
  30534. });
  30535. this.lights.forEach(function (o) {
  30536. o.dispose();
  30537. });
  30538. this.meshes.forEach(function (o) {
  30539. o.dispose();
  30540. });
  30541. this.skeletons.forEach(function (o) {
  30542. o.dispose();
  30543. });
  30544. this.animationGroups.forEach(function (o) {
  30545. o.dispose();
  30546. });
  30547. this.multiMaterials.forEach(function (o) {
  30548. o.dispose();
  30549. });
  30550. this.materials.forEach(function (o) {
  30551. o.dispose();
  30552. });
  30553. this.geometries.forEach(function (o) {
  30554. o.dispose();
  30555. });
  30556. this.transformNodes.forEach(function (o) {
  30557. o.dispose();
  30558. });
  30559. this.actionManagers.forEach(function (o) {
  30560. o.dispose();
  30561. });
  30562. this.textures.forEach(function (o) {
  30563. o.dispose();
  30564. });
  30565. this.reflectionProbes.forEach(function (o) {
  30566. o.dispose();
  30567. });
  30568. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30569. var component = _a[_i];
  30570. component.dispose();
  30571. }
  30572. };
  30573. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30574. if (!sourceAssets) {
  30575. return;
  30576. }
  30577. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30578. var asset = sourceAssets_1[_i];
  30579. var move = true;
  30580. if (keepAssets) {
  30581. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30582. var keepAsset = keepAssets_1[_a];
  30583. if (asset === keepAsset) {
  30584. move = false;
  30585. break;
  30586. }
  30587. }
  30588. }
  30589. if (move) {
  30590. targetAssets.push(asset);
  30591. }
  30592. }
  30593. };
  30594. /**
  30595. * Removes all the assets contained in the scene and adds them to the container.
  30596. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30597. */
  30598. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30599. if (keepAssets === undefined) {
  30600. keepAssets = new KeepAssets();
  30601. }
  30602. for (var key in this) {
  30603. if (this.hasOwnProperty(key)) {
  30604. this[key] = this[key] || [];
  30605. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30606. }
  30607. }
  30608. this.removeAllFromScene();
  30609. };
  30610. /**
  30611. * 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.
  30612. * @returns the root mesh
  30613. */
  30614. AssetContainer.prototype.createRootMesh = function () {
  30615. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30616. this.meshes.forEach(function (m) {
  30617. if (!m.parent) {
  30618. rootMesh.addChild(m);
  30619. }
  30620. });
  30621. this.meshes.unshift(rootMesh);
  30622. return rootMesh;
  30623. };
  30624. return AssetContainer;
  30625. }(BABYLON.AbstractScene));
  30626. BABYLON.AssetContainer = AssetContainer;
  30627. })(BABYLON || (BABYLON = {}));
  30628. //# sourceMappingURL=babylon.assetContainer.js.map
  30629. var BABYLON;
  30630. (function (BABYLON) {
  30631. /**
  30632. * Class used to store data that will be store in GPU memory
  30633. */
  30634. var Buffer = /** @class */ (function () {
  30635. /**
  30636. * Constructor
  30637. * @param engine the engine
  30638. * @param data the data to use for this buffer
  30639. * @param updatable whether the data is updatable
  30640. * @param stride the stride (optional)
  30641. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30642. * @param instanced whether the buffer is instanced (optional)
  30643. * @param useBytes set to true if the stride in in bytes (optional)
  30644. */
  30645. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30646. if (stride === void 0) { stride = 0; }
  30647. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30648. if (instanced === void 0) { instanced = false; }
  30649. if (useBytes === void 0) { useBytes = false; }
  30650. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30651. this._engine = engine.getScene().getEngine();
  30652. }
  30653. else {
  30654. this._engine = engine;
  30655. }
  30656. this._updatable = updatable;
  30657. this._instanced = instanced;
  30658. this._data = data;
  30659. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30660. if (!postponeInternalCreation) { // by default
  30661. this.create();
  30662. }
  30663. }
  30664. /**
  30665. * Create a new VertexBuffer based on the current buffer
  30666. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30667. * @param offset defines offset in the buffer (0 by default)
  30668. * @param size defines the size in floats of attributes (position is 3 for instance)
  30669. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30670. * @param instanced defines if the vertex buffer contains indexed data
  30671. * @param useBytes defines if the offset and stride are in bytes
  30672. * @returns the new vertex buffer
  30673. */
  30674. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30675. if (useBytes === void 0) { useBytes = false; }
  30676. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30677. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30678. // a lot of these parameters are ignored as they are overriden by the buffer
  30679. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30680. };
  30681. // Properties
  30682. /**
  30683. * Gets a boolean indicating if the Buffer is updatable?
  30684. * @returns true if the buffer is updatable
  30685. */
  30686. Buffer.prototype.isUpdatable = function () {
  30687. return this._updatable;
  30688. };
  30689. /**
  30690. * Gets current buffer's data
  30691. * @returns a DataArray or null
  30692. */
  30693. Buffer.prototype.getData = function () {
  30694. return this._data;
  30695. };
  30696. /**
  30697. * Gets underlying native buffer
  30698. * @returns underlying native buffer
  30699. */
  30700. Buffer.prototype.getBuffer = function () {
  30701. return this._buffer;
  30702. };
  30703. /**
  30704. * Gets the stride in float32 units (i.e. byte stride / 4).
  30705. * May not be an integer if the byte stride is not divisible by 4.
  30706. * DEPRECATED. Use byteStride instead.
  30707. * @returns the stride in float32 units
  30708. */
  30709. Buffer.prototype.getStrideSize = function () {
  30710. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30711. };
  30712. // Methods
  30713. /**
  30714. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30715. * @param data defines the data to store
  30716. */
  30717. Buffer.prototype.create = function (data) {
  30718. if (data === void 0) { data = null; }
  30719. if (!data && this._buffer) {
  30720. return; // nothing to do
  30721. }
  30722. data = data || this._data;
  30723. if (!data) {
  30724. return;
  30725. }
  30726. if (!this._buffer) { // create buffer
  30727. if (this._updatable) {
  30728. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30729. this._data = data;
  30730. }
  30731. else {
  30732. this._buffer = this._engine.createVertexBuffer(data);
  30733. }
  30734. }
  30735. else if (this._updatable) { // update buffer
  30736. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30737. this._data = data;
  30738. }
  30739. };
  30740. /** @hidden */
  30741. Buffer.prototype._rebuild = function () {
  30742. this._buffer = null;
  30743. this.create(this._data);
  30744. };
  30745. /**
  30746. * Update current buffer data
  30747. * @param data defines the data to store
  30748. */
  30749. Buffer.prototype.update = function (data) {
  30750. this.create(data);
  30751. };
  30752. /**
  30753. * Updates the data directly.
  30754. * @param data the new data
  30755. * @param offset the new offset
  30756. * @param vertexCount the vertex count (optional)
  30757. * @param useBytes set to true if the offset is in bytes
  30758. */
  30759. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30760. if (useBytes === void 0) { useBytes = false; }
  30761. if (!this._buffer) {
  30762. return;
  30763. }
  30764. if (this._updatable) { // update buffer
  30765. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30766. this._data = null;
  30767. }
  30768. };
  30769. /**
  30770. * Release all resources
  30771. */
  30772. Buffer.prototype.dispose = function () {
  30773. if (!this._buffer) {
  30774. return;
  30775. }
  30776. if (this._engine._releaseBuffer(this._buffer)) {
  30777. this._buffer = null;
  30778. }
  30779. };
  30780. return Buffer;
  30781. }());
  30782. BABYLON.Buffer = Buffer;
  30783. })(BABYLON || (BABYLON = {}));
  30784. //# sourceMappingURL=babylon.buffer.js.map
  30785. var BABYLON;
  30786. (function (BABYLON) {
  30787. /**
  30788. * Specialized buffer used to store vertex data
  30789. */
  30790. var VertexBuffer = /** @class */ (function () {
  30791. /**
  30792. * Constructor
  30793. * @param engine the engine
  30794. * @param data the data to use for this vertex buffer
  30795. * @param kind the vertex buffer kind
  30796. * @param updatable whether the data is updatable
  30797. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30798. * @param stride the stride (optional)
  30799. * @param instanced whether the buffer is instanced (optional)
  30800. * @param offset the offset of the data (optional)
  30801. * @param size the number of components (optional)
  30802. * @param type the type of the component (optional)
  30803. * @param normalized whether the data contains normalized data (optional)
  30804. * @param useBytes set to true if stride and offset are in bytes (optional)
  30805. */
  30806. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30807. if (normalized === void 0) { normalized = false; }
  30808. if (useBytes === void 0) { useBytes = false; }
  30809. if (data instanceof BABYLON.Buffer) {
  30810. this._buffer = data;
  30811. this._ownsBuffer = false;
  30812. }
  30813. else {
  30814. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30815. this._ownsBuffer = true;
  30816. }
  30817. this._kind = kind;
  30818. if (type == undefined) {
  30819. var data_1 = this.getData();
  30820. this.type = VertexBuffer.FLOAT;
  30821. if (data_1 instanceof Int8Array) {
  30822. this.type = VertexBuffer.BYTE;
  30823. }
  30824. else if (data_1 instanceof Uint8Array) {
  30825. this.type = VertexBuffer.UNSIGNED_BYTE;
  30826. }
  30827. else if (data_1 instanceof Int16Array) {
  30828. this.type = VertexBuffer.SHORT;
  30829. }
  30830. else if (data_1 instanceof Uint16Array) {
  30831. this.type = VertexBuffer.UNSIGNED_SHORT;
  30832. }
  30833. else if (data_1 instanceof Int32Array) {
  30834. this.type = VertexBuffer.INT;
  30835. }
  30836. else if (data_1 instanceof Uint32Array) {
  30837. this.type = VertexBuffer.UNSIGNED_INT;
  30838. }
  30839. }
  30840. else {
  30841. this.type = type;
  30842. }
  30843. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30844. if (useBytes) {
  30845. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30846. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30847. this.byteOffset = offset || 0;
  30848. }
  30849. else {
  30850. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30851. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30852. this.byteOffset = (offset || 0) * typeByteLength;
  30853. }
  30854. this.normalized = normalized;
  30855. this._instanced = instanced !== undefined ? instanced : false;
  30856. this._instanceDivisor = instanced ? 1 : 0;
  30857. }
  30858. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30859. /**
  30860. * Gets or sets the instance divisor when in instanced mode
  30861. */
  30862. get: function () {
  30863. return this._instanceDivisor;
  30864. },
  30865. set: function (value) {
  30866. this._instanceDivisor = value;
  30867. if (value == 0) {
  30868. this._instanced = false;
  30869. }
  30870. else {
  30871. this._instanced = true;
  30872. }
  30873. },
  30874. enumerable: true,
  30875. configurable: true
  30876. });
  30877. /** @hidden */
  30878. VertexBuffer.prototype._rebuild = function () {
  30879. if (!this._buffer) {
  30880. return;
  30881. }
  30882. this._buffer._rebuild();
  30883. };
  30884. /**
  30885. * Returns the kind of the VertexBuffer (string)
  30886. * @returns a string
  30887. */
  30888. VertexBuffer.prototype.getKind = function () {
  30889. return this._kind;
  30890. };
  30891. // Properties
  30892. /**
  30893. * Gets a boolean indicating if the VertexBuffer is updatable?
  30894. * @returns true if the buffer is updatable
  30895. */
  30896. VertexBuffer.prototype.isUpdatable = function () {
  30897. return this._buffer.isUpdatable();
  30898. };
  30899. /**
  30900. * Gets current buffer's data
  30901. * @returns a DataArray or null
  30902. */
  30903. VertexBuffer.prototype.getData = function () {
  30904. return this._buffer.getData();
  30905. };
  30906. /**
  30907. * Gets underlying native buffer
  30908. * @returns underlying native buffer
  30909. */
  30910. VertexBuffer.prototype.getBuffer = function () {
  30911. return this._buffer.getBuffer();
  30912. };
  30913. /**
  30914. * Gets the stride in float32 units (i.e. byte stride / 4).
  30915. * May not be an integer if the byte stride is not divisible by 4.
  30916. * DEPRECATED. Use byteStride instead.
  30917. * @returns the stride in float32 units
  30918. */
  30919. VertexBuffer.prototype.getStrideSize = function () {
  30920. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30921. };
  30922. /**
  30923. * Returns the offset as a multiple of the type byte length.
  30924. * DEPRECATED. Use byteOffset instead.
  30925. * @returns the offset in bytes
  30926. */
  30927. VertexBuffer.prototype.getOffset = function () {
  30928. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30929. };
  30930. /**
  30931. * Returns the number of components per vertex attribute (integer)
  30932. * @returns the size in float
  30933. */
  30934. VertexBuffer.prototype.getSize = function () {
  30935. return this._size;
  30936. };
  30937. /**
  30938. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30939. * @returns true if this buffer is instanced
  30940. */
  30941. VertexBuffer.prototype.getIsInstanced = function () {
  30942. return this._instanced;
  30943. };
  30944. /**
  30945. * Returns the instancing divisor, zero for non-instanced (integer).
  30946. * @returns a number
  30947. */
  30948. VertexBuffer.prototype.getInstanceDivisor = function () {
  30949. return this._instanceDivisor;
  30950. };
  30951. // Methods
  30952. /**
  30953. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30954. * @param data defines the data to store
  30955. */
  30956. VertexBuffer.prototype.create = function (data) {
  30957. this._buffer.create(data);
  30958. };
  30959. /**
  30960. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30961. * This function will create a new buffer if the current one is not updatable
  30962. * @param data defines the data to store
  30963. */
  30964. VertexBuffer.prototype.update = function (data) {
  30965. this._buffer.update(data);
  30966. };
  30967. /**
  30968. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30969. * Returns the directly updated WebGLBuffer.
  30970. * @param data the new data
  30971. * @param offset the new offset
  30972. * @param useBytes set to true if the offset is in bytes
  30973. */
  30974. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30975. if (useBytes === void 0) { useBytes = false; }
  30976. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30977. };
  30978. /**
  30979. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30980. */
  30981. VertexBuffer.prototype.dispose = function () {
  30982. if (this._ownsBuffer) {
  30983. this._buffer.dispose();
  30984. }
  30985. };
  30986. /**
  30987. * Enumerates each value of this vertex buffer as numbers.
  30988. * @param count the number of values to enumerate
  30989. * @param callback the callback function called for each value
  30990. */
  30991. VertexBuffer.prototype.forEach = function (count, callback) {
  30992. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30993. };
  30994. /**
  30995. * Deduces the stride given a kind.
  30996. * @param kind The kind string to deduce
  30997. * @returns The deduced stride
  30998. */
  30999. VertexBuffer.DeduceStride = function (kind) {
  31000. switch (kind) {
  31001. case VertexBuffer.UVKind:
  31002. case VertexBuffer.UV2Kind:
  31003. case VertexBuffer.UV3Kind:
  31004. case VertexBuffer.UV4Kind:
  31005. case VertexBuffer.UV5Kind:
  31006. case VertexBuffer.UV6Kind:
  31007. return 2;
  31008. case VertexBuffer.NormalKind:
  31009. case VertexBuffer.PositionKind:
  31010. return 3;
  31011. case VertexBuffer.ColorKind:
  31012. case VertexBuffer.MatricesIndicesKind:
  31013. case VertexBuffer.MatricesIndicesExtraKind:
  31014. case VertexBuffer.MatricesWeightsKind:
  31015. case VertexBuffer.MatricesWeightsExtraKind:
  31016. case VertexBuffer.TangentKind:
  31017. return 4;
  31018. default:
  31019. throw new Error("Invalid kind '" + kind + "'");
  31020. }
  31021. };
  31022. /**
  31023. * Gets the byte length of the given type.
  31024. * @param type the type
  31025. * @returns the number of bytes
  31026. */
  31027. VertexBuffer.GetTypeByteLength = function (type) {
  31028. switch (type) {
  31029. case VertexBuffer.BYTE:
  31030. case VertexBuffer.UNSIGNED_BYTE:
  31031. return 1;
  31032. case VertexBuffer.SHORT:
  31033. case VertexBuffer.UNSIGNED_SHORT:
  31034. return 2;
  31035. case VertexBuffer.INT:
  31036. case VertexBuffer.FLOAT:
  31037. return 4;
  31038. default:
  31039. throw new Error("Invalid type '" + type + "'");
  31040. }
  31041. };
  31042. /**
  31043. * Enumerates each value of the given parameters as numbers.
  31044. * @param data the data to enumerate
  31045. * @param byteOffset the byte offset of the data
  31046. * @param byteStride the byte stride of the data
  31047. * @param componentCount the number of components per element
  31048. * @param componentType the type of the component
  31049. * @param count the total number of components
  31050. * @param normalized whether the data is normalized
  31051. * @param callback the callback function called for each value
  31052. */
  31053. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  31054. if (data instanceof Array) {
  31055. var offset = byteOffset / 4;
  31056. var stride = byteStride / 4;
  31057. for (var index = 0; index < count; index += componentCount) {
  31058. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31059. callback(data[offset + componentIndex], index + componentIndex);
  31060. }
  31061. offset += stride;
  31062. }
  31063. }
  31064. else {
  31065. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  31066. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  31067. for (var index = 0; index < count; index += componentCount) {
  31068. var componentByteOffset = byteOffset;
  31069. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31070. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31071. callback(value, index + componentIndex);
  31072. componentByteOffset += componentByteLength;
  31073. }
  31074. byteOffset += byteStride;
  31075. }
  31076. }
  31077. };
  31078. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31079. switch (type) {
  31080. case VertexBuffer.BYTE: {
  31081. var value = dataView.getInt8(byteOffset);
  31082. if (normalized) {
  31083. value = Math.max(value / 127, -1);
  31084. }
  31085. return value;
  31086. }
  31087. case VertexBuffer.UNSIGNED_BYTE: {
  31088. var value = dataView.getUint8(byteOffset);
  31089. if (normalized) {
  31090. value = value / 255;
  31091. }
  31092. return value;
  31093. }
  31094. case VertexBuffer.SHORT: {
  31095. var value = dataView.getInt16(byteOffset, true);
  31096. if (normalized) {
  31097. value = Math.max(value / 16383, -1);
  31098. }
  31099. return value;
  31100. }
  31101. case VertexBuffer.UNSIGNED_SHORT: {
  31102. var value = dataView.getUint16(byteOffset, true);
  31103. if (normalized) {
  31104. value = value / 65535;
  31105. }
  31106. return value;
  31107. }
  31108. case VertexBuffer.FLOAT: {
  31109. return dataView.getFloat32(byteOffset, true);
  31110. }
  31111. default: {
  31112. throw new Error("Invalid component type " + type);
  31113. }
  31114. }
  31115. };
  31116. /**
  31117. * The byte type.
  31118. */
  31119. VertexBuffer.BYTE = 5120;
  31120. /**
  31121. * The unsigned byte type.
  31122. */
  31123. VertexBuffer.UNSIGNED_BYTE = 5121;
  31124. /**
  31125. * The short type.
  31126. */
  31127. VertexBuffer.SHORT = 5122;
  31128. /**
  31129. * The unsigned short type.
  31130. */
  31131. VertexBuffer.UNSIGNED_SHORT = 5123;
  31132. /**
  31133. * The integer type.
  31134. */
  31135. VertexBuffer.INT = 5124;
  31136. /**
  31137. * The unsigned integer type.
  31138. */
  31139. VertexBuffer.UNSIGNED_INT = 5125;
  31140. /**
  31141. * The float type.
  31142. */
  31143. VertexBuffer.FLOAT = 5126;
  31144. // Enums
  31145. /**
  31146. * Positions
  31147. */
  31148. VertexBuffer.PositionKind = "position";
  31149. /**
  31150. * Normals
  31151. */
  31152. VertexBuffer.NormalKind = "normal";
  31153. /**
  31154. * Tangents
  31155. */
  31156. VertexBuffer.TangentKind = "tangent";
  31157. /**
  31158. * Texture coordinates
  31159. */
  31160. VertexBuffer.UVKind = "uv";
  31161. /**
  31162. * Texture coordinates 2
  31163. */
  31164. VertexBuffer.UV2Kind = "uv2";
  31165. /**
  31166. * Texture coordinates 3
  31167. */
  31168. VertexBuffer.UV3Kind = "uv3";
  31169. /**
  31170. * Texture coordinates 4
  31171. */
  31172. VertexBuffer.UV4Kind = "uv4";
  31173. /**
  31174. * Texture coordinates 5
  31175. */
  31176. VertexBuffer.UV5Kind = "uv5";
  31177. /**
  31178. * Texture coordinates 6
  31179. */
  31180. VertexBuffer.UV6Kind = "uv6";
  31181. /**
  31182. * Colors
  31183. */
  31184. VertexBuffer.ColorKind = "color";
  31185. /**
  31186. * Matrix indices (for bones)
  31187. */
  31188. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31189. /**
  31190. * Matrix weights (for bones)
  31191. */
  31192. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31193. /**
  31194. * Additional matrix indices (for bones)
  31195. */
  31196. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31197. /**
  31198. * Additional matrix weights (for bones)
  31199. */
  31200. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31201. return VertexBuffer;
  31202. }());
  31203. BABYLON.VertexBuffer = VertexBuffer;
  31204. })(BABYLON || (BABYLON = {}));
  31205. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31206. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31207. var BABYLON;
  31208. (function (BABYLON) {
  31209. /**
  31210. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31211. */
  31212. var DummyInternalTextureTracker = /** @class */ (function () {
  31213. function DummyInternalTextureTracker() {
  31214. /**
  31215. * Gets or set the previous tracker in the list
  31216. */
  31217. this.previous = null;
  31218. /**
  31219. * Gets or set the next tracker in the list
  31220. */
  31221. this.next = null;
  31222. }
  31223. return DummyInternalTextureTracker;
  31224. }());
  31225. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31226. })(BABYLON || (BABYLON = {}));
  31227. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31228. var BABYLON;
  31229. (function (BABYLON) {
  31230. /**
  31231. * Class used to store data associated with WebGL texture data for the engine
  31232. * This class should not be used directly
  31233. */
  31234. var InternalTexture = /** @class */ (function () {
  31235. /**
  31236. * Creates a new InternalTexture
  31237. * @param engine defines the engine to use
  31238. * @param dataSource defines the type of data that will be used
  31239. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31240. */
  31241. function InternalTexture(engine, dataSource, delayAllocation) {
  31242. if (delayAllocation === void 0) { delayAllocation = false; }
  31243. /**
  31244. * Observable called when the texture is loaded
  31245. */
  31246. this.onLoadedObservable = new BABYLON.Observable();
  31247. /**
  31248. * Gets or set the previous tracker in the list
  31249. */
  31250. this.previous = null;
  31251. /**
  31252. * Gets or set the next tracker in the list
  31253. */
  31254. this.next = null;
  31255. // Private
  31256. /** @hidden */
  31257. this._initialSlot = -1;
  31258. /** @hidden */
  31259. this._designatedSlot = -1;
  31260. /** @hidden */
  31261. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31262. /** @hidden */
  31263. this._comparisonFunction = 0;
  31264. /** @hidden */
  31265. this._sphericalPolynomial = null;
  31266. /** @hidden */
  31267. this._lodGenerationScale = 0;
  31268. /** @hidden */
  31269. this._lodGenerationOffset = 0;
  31270. /** @hidden */
  31271. this._isRGBD = false;
  31272. /** @hidden */
  31273. this._references = 1;
  31274. this._engine = engine;
  31275. this._dataSource = dataSource;
  31276. if (!delayAllocation) {
  31277. this._webGLTexture = engine._createTexture();
  31278. }
  31279. }
  31280. /**
  31281. * Gets the Engine the texture belongs to.
  31282. * @returns The babylon engine
  31283. */
  31284. InternalTexture.prototype.getEngine = function () {
  31285. return this._engine;
  31286. };
  31287. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31288. /**
  31289. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31290. */
  31291. get: function () {
  31292. return this._dataSource;
  31293. },
  31294. enumerable: true,
  31295. configurable: true
  31296. });
  31297. /**
  31298. * Increments the number of references (ie. the number of Texture that point to it)
  31299. */
  31300. InternalTexture.prototype.incrementReferences = function () {
  31301. this._references++;
  31302. };
  31303. /**
  31304. * Change the size of the texture (not the size of the content)
  31305. * @param width defines the new width
  31306. * @param height defines the new height
  31307. * @param depth defines the new depth (1 by default)
  31308. */
  31309. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31310. if (depth === void 0) { depth = 1; }
  31311. this.width = width;
  31312. this.height = height;
  31313. this.depth = depth;
  31314. this.baseWidth = width;
  31315. this.baseHeight = height;
  31316. this.baseDepth = depth;
  31317. this._size = width * height * depth;
  31318. };
  31319. /** @hidden */
  31320. InternalTexture.prototype._rebuild = function () {
  31321. var _this = this;
  31322. var proxy;
  31323. this.isReady = false;
  31324. this._cachedCoordinatesMode = null;
  31325. this._cachedWrapU = null;
  31326. this._cachedWrapV = null;
  31327. this._cachedAnisotropicFilteringLevel = null;
  31328. switch (this._dataSource) {
  31329. case InternalTexture.DATASOURCE_TEMP:
  31330. return;
  31331. case InternalTexture.DATASOURCE_URL:
  31332. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31333. proxy._swapAndDie(_this);
  31334. _this.isReady = true;
  31335. }, null, this._buffer, undefined, this.format);
  31336. return;
  31337. case InternalTexture.DATASOURCE_RAW:
  31338. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31339. proxy._swapAndDie(this);
  31340. this.isReady = true;
  31341. return;
  31342. case InternalTexture.DATASOURCE_RAW3D:
  31343. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31344. proxy._swapAndDie(this);
  31345. this.isReady = true;
  31346. return;
  31347. case InternalTexture.DATASOURCE_DYNAMIC:
  31348. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31349. proxy._swapAndDie(this);
  31350. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31351. // The engine will make sure to update content so no need to flag it as isReady = true
  31352. return;
  31353. case InternalTexture.DATASOURCE_RENDERTARGET:
  31354. var options = new BABYLON.RenderTargetCreationOptions();
  31355. options.generateDepthBuffer = this._generateDepthBuffer;
  31356. options.generateMipMaps = this.generateMipMaps;
  31357. options.generateStencilBuffer = this._generateStencilBuffer;
  31358. options.samplingMode = this.samplingMode;
  31359. options.type = this.type;
  31360. if (this.isCube) {
  31361. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31362. }
  31363. else {
  31364. var size = {
  31365. width: this.width,
  31366. height: this.height
  31367. };
  31368. proxy = this._engine.createRenderTargetTexture(size, options);
  31369. }
  31370. proxy._swapAndDie(this);
  31371. this.isReady = true;
  31372. return;
  31373. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31374. var depthTextureOptions = {
  31375. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31376. comparisonFunction: this._comparisonFunction,
  31377. generateStencil: this._generateStencilBuffer,
  31378. isCube: this.isCube
  31379. };
  31380. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31381. proxy._swapAndDie(this);
  31382. this.isReady = true;
  31383. return;
  31384. case InternalTexture.DATASOURCE_CUBE:
  31385. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31386. proxy._swapAndDie(_this);
  31387. _this.isReady = true;
  31388. }, null, this.format, this._extension);
  31389. return;
  31390. case InternalTexture.DATASOURCE_CUBERAW:
  31391. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31392. proxy._swapAndDie(this);
  31393. this.isReady = true;
  31394. return;
  31395. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31396. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31397. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31398. proxy._swapAndDie(_this);
  31399. _this.isReady = true;
  31400. });
  31401. return;
  31402. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31403. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31404. if (proxy) {
  31405. proxy._swapAndDie(_this);
  31406. }
  31407. _this.isReady = true;
  31408. }, null, this.format, this._extension);
  31409. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31410. return;
  31411. }
  31412. };
  31413. /** @hidden */
  31414. InternalTexture.prototype._swapAndDie = function (target) {
  31415. target._webGLTexture = this._webGLTexture;
  31416. if (this._framebuffer) {
  31417. target._framebuffer = this._framebuffer;
  31418. }
  31419. if (this._depthStencilBuffer) {
  31420. target._depthStencilBuffer = this._depthStencilBuffer;
  31421. }
  31422. if (this._lodTextureHigh) {
  31423. if (target._lodTextureHigh) {
  31424. target._lodTextureHigh.dispose();
  31425. }
  31426. target._lodTextureHigh = this._lodTextureHigh;
  31427. }
  31428. if (this._lodTextureMid) {
  31429. if (target._lodTextureMid) {
  31430. target._lodTextureMid.dispose();
  31431. }
  31432. target._lodTextureMid = this._lodTextureMid;
  31433. }
  31434. if (this._lodTextureLow) {
  31435. if (target._lodTextureLow) {
  31436. target._lodTextureLow.dispose();
  31437. }
  31438. target._lodTextureLow = this._lodTextureLow;
  31439. }
  31440. var cache = this._engine.getLoadedTexturesCache();
  31441. var index = cache.indexOf(this);
  31442. if (index !== -1) {
  31443. cache.splice(index, 1);
  31444. }
  31445. };
  31446. /**
  31447. * Dispose the current allocated resources
  31448. */
  31449. InternalTexture.prototype.dispose = function () {
  31450. if (!this._webGLTexture) {
  31451. return;
  31452. }
  31453. this._references--;
  31454. if (this._references === 0) {
  31455. this._engine._releaseTexture(this);
  31456. this._webGLTexture = null;
  31457. this.previous = null;
  31458. this.next = null;
  31459. }
  31460. };
  31461. /**
  31462. * The source of the texture data is unknown
  31463. */
  31464. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31465. /**
  31466. * Texture data comes from an URL
  31467. */
  31468. InternalTexture.DATASOURCE_URL = 1;
  31469. /**
  31470. * Texture data is only used for temporary storage
  31471. */
  31472. InternalTexture.DATASOURCE_TEMP = 2;
  31473. /**
  31474. * Texture data comes from raw data (ArrayBuffer)
  31475. */
  31476. InternalTexture.DATASOURCE_RAW = 3;
  31477. /**
  31478. * Texture content is dynamic (video or dynamic texture)
  31479. */
  31480. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31481. /**
  31482. * Texture content is generated by rendering to it
  31483. */
  31484. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31485. /**
  31486. * Texture content is part of a multi render target process
  31487. */
  31488. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31489. /**
  31490. * Texture data comes from a cube data file
  31491. */
  31492. InternalTexture.DATASOURCE_CUBE = 7;
  31493. /**
  31494. * Texture data comes from a raw cube data
  31495. */
  31496. InternalTexture.DATASOURCE_CUBERAW = 8;
  31497. /**
  31498. * Texture data come from a prefiltered cube data file
  31499. */
  31500. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31501. /**
  31502. * Texture content is raw 3D data
  31503. */
  31504. InternalTexture.DATASOURCE_RAW3D = 10;
  31505. /**
  31506. * Texture content is a depth texture
  31507. */
  31508. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31509. /**
  31510. * Texture data comes from a raw cube data encoded with RGBD
  31511. */
  31512. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31513. return InternalTexture;
  31514. }());
  31515. BABYLON.InternalTexture = InternalTexture;
  31516. })(BABYLON || (BABYLON = {}));
  31517. //# sourceMappingURL=babylon.internalTexture.js.map
  31518. var BABYLON;
  31519. (function (BABYLON) {
  31520. /**
  31521. * Base class of all the textures in babylon.
  31522. * It groups all the common properties the materials, post process, lights... might need
  31523. * in order to make a correct use of the texture.
  31524. */
  31525. var BaseTexture = /** @class */ (function () {
  31526. /**
  31527. * Instantiates a new BaseTexture.
  31528. * Base class of all the textures in babylon.
  31529. * It groups all the common properties the materials, post process, lights... might need
  31530. * in order to make a correct use of the texture.
  31531. * @param scene Define the scene the texture blongs to
  31532. */
  31533. function BaseTexture(scene) {
  31534. /**
  31535. * Gets or sets an object used to store user defined information.
  31536. */
  31537. this.metadata = null;
  31538. this._hasAlpha = false;
  31539. /**
  31540. * Defines if the alpha value should be determined via the rgb values.
  31541. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31542. */
  31543. this.getAlphaFromRGB = false;
  31544. /**
  31545. * Intensity or strength of the texture.
  31546. * It is commonly used by materials to fine tune the intensity of the texture
  31547. */
  31548. this.level = 1;
  31549. /**
  31550. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31551. * This is part of the texture as textures usually maps to one uv set.
  31552. */
  31553. this.coordinatesIndex = 0;
  31554. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31555. /**
  31556. * | Value | Type | Description |
  31557. * | ----- | ------------------ | ----------- |
  31558. * | 0 | CLAMP_ADDRESSMODE | |
  31559. * | 1 | WRAP_ADDRESSMODE | |
  31560. * | 2 | MIRROR_ADDRESSMODE | |
  31561. */
  31562. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31563. /**
  31564. * | Value | Type | Description |
  31565. * | ----- | ------------------ | ----------- |
  31566. * | 0 | CLAMP_ADDRESSMODE | |
  31567. * | 1 | WRAP_ADDRESSMODE | |
  31568. * | 2 | MIRROR_ADDRESSMODE | |
  31569. */
  31570. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31571. /**
  31572. * | Value | Type | Description |
  31573. * | ----- | ------------------ | ----------- |
  31574. * | 0 | CLAMP_ADDRESSMODE | |
  31575. * | 1 | WRAP_ADDRESSMODE | |
  31576. * | 2 | MIRROR_ADDRESSMODE | |
  31577. */
  31578. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31579. /**
  31580. * With compliant hardware and browser (supporting anisotropic filtering)
  31581. * this defines the level of anisotropic filtering in the texture.
  31582. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31583. */
  31584. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31585. /**
  31586. * Define if the texture is a cube texture or if false a 2d texture.
  31587. */
  31588. this.isCube = false;
  31589. /**
  31590. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31591. */
  31592. this.is3D = false;
  31593. /**
  31594. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31595. * HDR texture are usually stored in linear space.
  31596. * This only impacts the PBR and Background materials
  31597. */
  31598. this.gammaSpace = true;
  31599. /**
  31600. * Is Z inverted in the texture (useful in a cube texture).
  31601. */
  31602. this.invertZ = false;
  31603. /**
  31604. * @hidden
  31605. */
  31606. this.lodLevelInAlpha = false;
  31607. /**
  31608. * Define if the texture is a render target.
  31609. */
  31610. this.isRenderTarget = false;
  31611. /**
  31612. * Define the list of animation attached to the texture.
  31613. */
  31614. this.animations = new Array();
  31615. /**
  31616. * An event triggered when the texture is disposed.
  31617. */
  31618. this.onDisposeObservable = new BABYLON.Observable();
  31619. /**
  31620. * Define the current state of the loading sequence when in delayed load mode.
  31621. */
  31622. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31623. this._cachedSize = BABYLON.Size.Zero();
  31624. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31625. if (this._scene) {
  31626. this._scene.addTexture(this);
  31627. this.uniqueId = this._scene.getUniqueId();
  31628. }
  31629. this._uid = null;
  31630. }
  31631. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31632. get: function () {
  31633. return this._hasAlpha;
  31634. },
  31635. /**
  31636. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31637. */
  31638. set: function (value) {
  31639. if (this._hasAlpha === value) {
  31640. return;
  31641. }
  31642. this._hasAlpha = value;
  31643. if (this._scene) {
  31644. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31645. }
  31646. },
  31647. enumerable: true,
  31648. configurable: true
  31649. });
  31650. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31651. get: function () {
  31652. return this._coordinatesMode;
  31653. },
  31654. /**
  31655. * How a texture is mapped.
  31656. *
  31657. * | Value | Type | Description |
  31658. * | ----- | ----------------------------------- | ----------- |
  31659. * | 0 | EXPLICIT_MODE | |
  31660. * | 1 | SPHERICAL_MODE | |
  31661. * | 2 | PLANAR_MODE | |
  31662. * | 3 | CUBIC_MODE | |
  31663. * | 4 | PROJECTION_MODE | |
  31664. * | 5 | SKYBOX_MODE | |
  31665. * | 6 | INVCUBIC_MODE | |
  31666. * | 7 | EQUIRECTANGULAR_MODE | |
  31667. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31668. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31669. */
  31670. set: function (value) {
  31671. if (this._coordinatesMode === value) {
  31672. return;
  31673. }
  31674. this._coordinatesMode = value;
  31675. if (this._scene) {
  31676. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31677. }
  31678. },
  31679. enumerable: true,
  31680. configurable: true
  31681. });
  31682. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31683. /**
  31684. * Gets whether or not the texture contains RGBD data.
  31685. */
  31686. get: function () {
  31687. return this._texture != null && this._texture._isRGBD;
  31688. },
  31689. enumerable: true,
  31690. configurable: true
  31691. });
  31692. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31693. /**
  31694. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31695. */
  31696. get: function () {
  31697. if (this._texture) {
  31698. return this._texture._lodGenerationOffset;
  31699. }
  31700. return 0.0;
  31701. },
  31702. set: function (value) {
  31703. if (this._texture) {
  31704. this._texture._lodGenerationOffset = value;
  31705. }
  31706. },
  31707. enumerable: true,
  31708. configurable: true
  31709. });
  31710. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31711. /**
  31712. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31713. */
  31714. get: function () {
  31715. if (this._texture) {
  31716. return this._texture._lodGenerationScale;
  31717. }
  31718. return 0.0;
  31719. },
  31720. set: function (value) {
  31721. if (this._texture) {
  31722. this._texture._lodGenerationScale = value;
  31723. }
  31724. },
  31725. enumerable: true,
  31726. configurable: true
  31727. });
  31728. Object.defineProperty(BaseTexture.prototype, "uid", {
  31729. /**
  31730. * Define the unique id of the texture in the scene.
  31731. */
  31732. get: function () {
  31733. if (!this._uid) {
  31734. this._uid = BABYLON.Tools.RandomId();
  31735. }
  31736. return this._uid;
  31737. },
  31738. enumerable: true,
  31739. configurable: true
  31740. });
  31741. /**
  31742. * Return a string representation of the texture.
  31743. * @returns the texture as a string
  31744. */
  31745. BaseTexture.prototype.toString = function () {
  31746. return this.name;
  31747. };
  31748. /**
  31749. * Get the class name of the texture.
  31750. * @returns "BaseTexture"
  31751. */
  31752. BaseTexture.prototype.getClassName = function () {
  31753. return "BaseTexture";
  31754. };
  31755. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31756. /**
  31757. * Callback triggered when the texture has been disposed.
  31758. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31759. */
  31760. set: function (callback) {
  31761. if (this._onDisposeObserver) {
  31762. this.onDisposeObservable.remove(this._onDisposeObserver);
  31763. }
  31764. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31765. },
  31766. enumerable: true,
  31767. configurable: true
  31768. });
  31769. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31770. /**
  31771. * Define if the texture is preventinga material to render or not.
  31772. * If not and the texture is not ready, the engine will use a default black texture instead.
  31773. */
  31774. get: function () {
  31775. return true;
  31776. },
  31777. enumerable: true,
  31778. configurable: true
  31779. });
  31780. /**
  31781. * Get the scene the texture belongs to.
  31782. * @returns the scene or null if undefined
  31783. */
  31784. BaseTexture.prototype.getScene = function () {
  31785. return this._scene;
  31786. };
  31787. /**
  31788. * Get the texture transform matrix used to offset tile the texture for istance.
  31789. * @returns the transformation matrix
  31790. */
  31791. BaseTexture.prototype.getTextureMatrix = function () {
  31792. return BABYLON.Matrix.IdentityReadOnly;
  31793. };
  31794. /**
  31795. * Get the texture reflection matrix used to rotate/transform the reflection.
  31796. * @returns the reflection matrix
  31797. */
  31798. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31799. return BABYLON.Matrix.IdentityReadOnly;
  31800. };
  31801. /**
  31802. * Get the underlying lower level texture from Babylon.
  31803. * @returns the insternal texture
  31804. */
  31805. BaseTexture.prototype.getInternalTexture = function () {
  31806. return this._texture;
  31807. };
  31808. /**
  31809. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31810. * @returns true if ready or not blocking
  31811. */
  31812. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31813. return !this.isBlocking || this.isReady();
  31814. };
  31815. /**
  31816. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31817. * @returns true if fully ready
  31818. */
  31819. BaseTexture.prototype.isReady = function () {
  31820. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31821. this.delayLoad();
  31822. return false;
  31823. }
  31824. if (this._texture) {
  31825. return this._texture.isReady;
  31826. }
  31827. return false;
  31828. };
  31829. /**
  31830. * Get the size of the texture.
  31831. * @returns the texture size.
  31832. */
  31833. BaseTexture.prototype.getSize = function () {
  31834. if (this._texture) {
  31835. if (this._texture.width) {
  31836. this._cachedSize.width = this._texture.width;
  31837. this._cachedSize.height = this._texture.height;
  31838. return this._cachedSize;
  31839. }
  31840. if (this._texture._size) {
  31841. this._cachedSize.width = this._texture._size;
  31842. this._cachedSize.height = this._texture._size;
  31843. return this._cachedSize;
  31844. }
  31845. }
  31846. return this._cachedSize;
  31847. };
  31848. /**
  31849. * Get the base size of the texture.
  31850. * It can be different from the size if the texture has been resized for POT for instance
  31851. * @returns the base size
  31852. */
  31853. BaseTexture.prototype.getBaseSize = function () {
  31854. if (!this.isReady() || !this._texture) {
  31855. return BABYLON.Size.Zero();
  31856. }
  31857. if (this._texture._size) {
  31858. return new BABYLON.Size(this._texture._size, this._texture._size);
  31859. }
  31860. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31861. };
  31862. /**
  31863. * Scales the texture if is `canRescale()`
  31864. * @param ratio the resize factor we want to use to rescale
  31865. */
  31866. BaseTexture.prototype.scale = function (ratio) {
  31867. };
  31868. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31869. /**
  31870. * Get if the texture can rescale.
  31871. */
  31872. get: function () {
  31873. return false;
  31874. },
  31875. enumerable: true,
  31876. configurable: true
  31877. });
  31878. /** @hidden */
  31879. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31880. if (!this._scene) {
  31881. return null;
  31882. }
  31883. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31884. for (var index = 0; index < texturesCache.length; index++) {
  31885. var texturesCacheEntry = texturesCache[index];
  31886. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31887. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31888. texturesCacheEntry.incrementReferences();
  31889. return texturesCacheEntry;
  31890. }
  31891. }
  31892. }
  31893. return null;
  31894. };
  31895. /** @hidden */
  31896. BaseTexture.prototype._rebuild = function () {
  31897. };
  31898. /**
  31899. * Triggers the load sequence in delayed load mode.
  31900. */
  31901. BaseTexture.prototype.delayLoad = function () {
  31902. };
  31903. /**
  31904. * Clones the texture.
  31905. * @returns the cloned texture
  31906. */
  31907. BaseTexture.prototype.clone = function () {
  31908. return null;
  31909. };
  31910. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31911. /**
  31912. * Get the texture underlying type (INT, FLOAT...)
  31913. */
  31914. get: function () {
  31915. if (!this._texture) {
  31916. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31917. }
  31918. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31919. },
  31920. enumerable: true,
  31921. configurable: true
  31922. });
  31923. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31924. /**
  31925. * Get the texture underlying format (RGB, RGBA...)
  31926. */
  31927. get: function () {
  31928. if (!this._texture) {
  31929. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31930. }
  31931. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31932. },
  31933. enumerable: true,
  31934. configurable: true
  31935. });
  31936. /**
  31937. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31938. * This will returns an RGBA array buffer containing either in values (0-255) or
  31939. * float values (0-1) depending of the underlying buffer type.
  31940. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31941. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31942. * @param buffer defines a user defined buffer to fill with data (can be null)
  31943. * @returns The Array buffer containing the pixels data.
  31944. */
  31945. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31946. if (faceIndex === void 0) { faceIndex = 0; }
  31947. if (level === void 0) { level = 0; }
  31948. if (buffer === void 0) { buffer = null; }
  31949. if (!this._texture) {
  31950. return null;
  31951. }
  31952. var size = this.getSize();
  31953. var width = size.width;
  31954. var height = size.height;
  31955. var scene = this.getScene();
  31956. if (!scene) {
  31957. return null;
  31958. }
  31959. var engine = scene.getEngine();
  31960. if (level != 0) {
  31961. width = width / Math.pow(2, level);
  31962. height = height / Math.pow(2, level);
  31963. width = Math.round(width);
  31964. height = Math.round(height);
  31965. }
  31966. if (this._texture.isCube) {
  31967. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31968. }
  31969. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31970. };
  31971. /**
  31972. * Release and destroy the underlying lower level texture aka internalTexture.
  31973. */
  31974. BaseTexture.prototype.releaseInternalTexture = function () {
  31975. if (this._texture) {
  31976. this._texture.dispose();
  31977. this._texture = null;
  31978. }
  31979. };
  31980. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31981. /**
  31982. * Get the polynomial representation of the texture data.
  31983. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31984. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31985. */
  31986. get: function () {
  31987. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31988. return null;
  31989. }
  31990. if (!this._texture._sphericalPolynomial) {
  31991. this._texture._sphericalPolynomial =
  31992. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31993. }
  31994. return this._texture._sphericalPolynomial;
  31995. },
  31996. set: function (value) {
  31997. if (this._texture) {
  31998. this._texture._sphericalPolynomial = value;
  31999. }
  32000. },
  32001. enumerable: true,
  32002. configurable: true
  32003. });
  32004. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  32005. /** @hidden */
  32006. get: function () {
  32007. if (this._texture) {
  32008. return this._texture._lodTextureHigh;
  32009. }
  32010. return null;
  32011. },
  32012. enumerable: true,
  32013. configurable: true
  32014. });
  32015. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  32016. /** @hidden */
  32017. get: function () {
  32018. if (this._texture) {
  32019. return this._texture._lodTextureMid;
  32020. }
  32021. return null;
  32022. },
  32023. enumerable: true,
  32024. configurable: true
  32025. });
  32026. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  32027. /** @hidden */
  32028. get: function () {
  32029. if (this._texture) {
  32030. return this._texture._lodTextureLow;
  32031. }
  32032. return null;
  32033. },
  32034. enumerable: true,
  32035. configurable: true
  32036. });
  32037. /**
  32038. * Dispose the texture and release its associated resources.
  32039. */
  32040. BaseTexture.prototype.dispose = function () {
  32041. if (!this._scene) {
  32042. return;
  32043. }
  32044. // Animations
  32045. this._scene.stopAnimation(this);
  32046. // Remove from scene
  32047. this._scene._removePendingData(this);
  32048. var index = this._scene.textures.indexOf(this);
  32049. if (index >= 0) {
  32050. this._scene.textures.splice(index, 1);
  32051. }
  32052. this._scene.onTextureRemovedObservable.notifyObservers(this);
  32053. if (this._texture === undefined) {
  32054. return;
  32055. }
  32056. // Release
  32057. this.releaseInternalTexture();
  32058. // Callback
  32059. this.onDisposeObservable.notifyObservers(this);
  32060. this.onDisposeObservable.clear();
  32061. };
  32062. /**
  32063. * Serialize the texture into a JSON representation that can be parsed later on.
  32064. * @returns the JSON representation of the texture
  32065. */
  32066. BaseTexture.prototype.serialize = function () {
  32067. if (!this.name) {
  32068. return null;
  32069. }
  32070. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32071. // Animations
  32072. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32073. return serializationObject;
  32074. };
  32075. /**
  32076. * Helper function to be called back once a list of texture contains only ready textures.
  32077. * @param textures Define the list of textures to wait for
  32078. * @param callback Define the callback triggered once the entire list will be ready
  32079. */
  32080. BaseTexture.WhenAllReady = function (textures, callback) {
  32081. var numRemaining = textures.length;
  32082. if (numRemaining === 0) {
  32083. callback();
  32084. return;
  32085. }
  32086. var _loop_1 = function () {
  32087. texture = textures[i];
  32088. if (texture.isReady()) {
  32089. if (--numRemaining === 0) {
  32090. callback();
  32091. }
  32092. }
  32093. else {
  32094. onLoadObservable = texture.onLoadObservable;
  32095. var onLoadCallback_1 = function () {
  32096. onLoadObservable.removeCallback(onLoadCallback_1);
  32097. if (--numRemaining === 0) {
  32098. callback();
  32099. }
  32100. };
  32101. onLoadObservable.add(onLoadCallback_1);
  32102. }
  32103. };
  32104. var texture, onLoadObservable;
  32105. for (var i = 0; i < textures.length; i++) {
  32106. _loop_1();
  32107. }
  32108. };
  32109. /**
  32110. * Default anisotropic filtering level for the application.
  32111. * It is set to 4 as a good tradeoff between perf and quality.
  32112. */
  32113. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32114. __decorate([
  32115. BABYLON.serialize()
  32116. ], BaseTexture.prototype, "uniqueId", void 0);
  32117. __decorate([
  32118. BABYLON.serialize()
  32119. ], BaseTexture.prototype, "name", void 0);
  32120. __decorate([
  32121. BABYLON.serialize()
  32122. ], BaseTexture.prototype, "metadata", void 0);
  32123. __decorate([
  32124. BABYLON.serialize("hasAlpha")
  32125. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32126. __decorate([
  32127. BABYLON.serialize()
  32128. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32129. __decorate([
  32130. BABYLON.serialize()
  32131. ], BaseTexture.prototype, "level", void 0);
  32132. __decorate([
  32133. BABYLON.serialize()
  32134. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32135. __decorate([
  32136. BABYLON.serialize("coordinatesMode")
  32137. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32138. __decorate([
  32139. BABYLON.serialize()
  32140. ], BaseTexture.prototype, "wrapU", void 0);
  32141. __decorate([
  32142. BABYLON.serialize()
  32143. ], BaseTexture.prototype, "wrapV", void 0);
  32144. __decorate([
  32145. BABYLON.serialize()
  32146. ], BaseTexture.prototype, "wrapR", void 0);
  32147. __decorate([
  32148. BABYLON.serialize()
  32149. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32150. __decorate([
  32151. BABYLON.serialize()
  32152. ], BaseTexture.prototype, "isCube", void 0);
  32153. __decorate([
  32154. BABYLON.serialize()
  32155. ], BaseTexture.prototype, "is3D", void 0);
  32156. __decorate([
  32157. BABYLON.serialize()
  32158. ], BaseTexture.prototype, "gammaSpace", void 0);
  32159. __decorate([
  32160. BABYLON.serialize()
  32161. ], BaseTexture.prototype, "invertZ", void 0);
  32162. __decorate([
  32163. BABYLON.serialize()
  32164. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32165. __decorate([
  32166. BABYLON.serialize()
  32167. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32168. __decorate([
  32169. BABYLON.serialize()
  32170. ], BaseTexture.prototype, "lodGenerationScale", null);
  32171. __decorate([
  32172. BABYLON.serialize()
  32173. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32174. return BaseTexture;
  32175. }());
  32176. BABYLON.BaseTexture = BaseTexture;
  32177. })(BABYLON || (BABYLON = {}));
  32178. //# sourceMappingURL=babylon.baseTexture.js.map
  32179. var BABYLON;
  32180. (function (BABYLON) {
  32181. /**
  32182. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32183. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32184. */
  32185. var Texture = /** @class */ (function (_super) {
  32186. __extends(Texture, _super);
  32187. /**
  32188. * Instantiates a new texture.
  32189. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32190. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32191. * @param url define the url of the picture to load as a texture
  32192. * @param scene define the scene the texture will belong to
  32193. * @param noMipmap define if the texture will require mip maps or not
  32194. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32195. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32196. * @param onLoad define a callback triggered when the texture has been loaded
  32197. * @param onError define a callback triggered when an error occurred during the loading session
  32198. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32199. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32200. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32201. */
  32202. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32203. if (noMipmap === void 0) { noMipmap = false; }
  32204. if (invertY === void 0) { invertY = true; }
  32205. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32206. if (onLoad === void 0) { onLoad = null; }
  32207. if (onError === void 0) { onError = null; }
  32208. if (buffer === void 0) { buffer = null; }
  32209. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32210. var _this = _super.call(this, scene) || this;
  32211. /**
  32212. * Define an offset on the texture to offset the u coordinates of the UVs
  32213. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32214. */
  32215. _this.uOffset = 0;
  32216. /**
  32217. * Define an offset on the texture to offset the v coordinates of the UVs
  32218. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32219. */
  32220. _this.vOffset = 0;
  32221. /**
  32222. * Define an offset on the texture to scale the u coordinates of the UVs
  32223. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32224. */
  32225. _this.uScale = 1.0;
  32226. /**
  32227. * Define an offset on the texture to scale the v coordinates of the UVs
  32228. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32229. */
  32230. _this.vScale = 1.0;
  32231. /**
  32232. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32233. * @see http://doc.babylonjs.com/how_to/more_materials
  32234. */
  32235. _this.uAng = 0;
  32236. /**
  32237. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32238. * @see http://doc.babylonjs.com/how_to/more_materials
  32239. */
  32240. _this.vAng = 0;
  32241. /**
  32242. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32243. * @see http://doc.babylonjs.com/how_to/more_materials
  32244. */
  32245. _this.wAng = 0;
  32246. /**
  32247. * Defines the center of rotation (U)
  32248. */
  32249. _this.uRotationCenter = 0.5;
  32250. /**
  32251. * Defines the center of rotation (V)
  32252. */
  32253. _this.vRotationCenter = 0.5;
  32254. /**
  32255. * Defines the center of rotation (W)
  32256. */
  32257. _this.wRotationCenter = 0.5;
  32258. /**
  32259. * Observable triggered once the texture has been loaded.
  32260. */
  32261. _this.onLoadObservable = new BABYLON.Observable();
  32262. _this._isBlocking = true;
  32263. _this.name = url || "";
  32264. _this.url = url;
  32265. _this._noMipmap = noMipmap;
  32266. _this._invertY = invertY;
  32267. _this._samplingMode = samplingMode;
  32268. _this._buffer = buffer;
  32269. _this._deleteBuffer = deleteBuffer;
  32270. if (format) {
  32271. _this._format = format;
  32272. }
  32273. scene = _this.getScene();
  32274. if (!scene) {
  32275. return _this;
  32276. }
  32277. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32278. var load = function () {
  32279. if (_this.onLoadObservable.hasObservers()) {
  32280. _this.onLoadObservable.notifyObservers(_this);
  32281. }
  32282. if (onLoad) {
  32283. onLoad();
  32284. }
  32285. if (!_this.isBlocking && scene) {
  32286. scene.resetCachedMaterial();
  32287. }
  32288. };
  32289. if (!_this.url) {
  32290. _this._delayedOnLoad = load;
  32291. _this._delayedOnError = onError;
  32292. return _this;
  32293. }
  32294. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32295. if (!_this._texture) {
  32296. if (!scene.useDelayedTextureLoading) {
  32297. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32298. if (deleteBuffer) {
  32299. delete _this._buffer;
  32300. }
  32301. }
  32302. else {
  32303. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32304. _this._delayedOnLoad = load;
  32305. _this._delayedOnError = onError;
  32306. }
  32307. }
  32308. else {
  32309. if (_this._texture.isReady) {
  32310. BABYLON.Tools.SetImmediate(function () { return load(); });
  32311. }
  32312. else {
  32313. _this._texture.onLoadedObservable.add(load);
  32314. }
  32315. }
  32316. return _this;
  32317. }
  32318. Object.defineProperty(Texture.prototype, "noMipmap", {
  32319. /**
  32320. * Are mip maps generated for this texture or not.
  32321. */
  32322. get: function () {
  32323. return this._noMipmap;
  32324. },
  32325. enumerable: true,
  32326. configurable: true
  32327. });
  32328. Object.defineProperty(Texture.prototype, "isBlocking", {
  32329. get: function () {
  32330. return this._isBlocking;
  32331. },
  32332. /**
  32333. * Is the texture preventing material to render while loading.
  32334. * If false, a default texture will be used instead of the loading one during the preparation step.
  32335. */
  32336. set: function (value) {
  32337. this._isBlocking = value;
  32338. },
  32339. enumerable: true,
  32340. configurable: true
  32341. });
  32342. Object.defineProperty(Texture.prototype, "samplingMode", {
  32343. /**
  32344. * Get the current sampling mode associated with the texture.
  32345. */
  32346. get: function () {
  32347. return this._samplingMode;
  32348. },
  32349. enumerable: true,
  32350. configurable: true
  32351. });
  32352. Object.defineProperty(Texture.prototype, "invertY", {
  32353. /**
  32354. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32355. */
  32356. get: function () {
  32357. return this._invertY;
  32358. },
  32359. enumerable: true,
  32360. configurable: true
  32361. });
  32362. /**
  32363. * Update the url (and optional buffer) of this texture if url was null during construction.
  32364. * @param url the url of the texture
  32365. * @param buffer the buffer of the texture (defaults to null)
  32366. */
  32367. Texture.prototype.updateURL = function (url, buffer) {
  32368. if (buffer === void 0) { buffer = null; }
  32369. if (this.url) {
  32370. throw new Error("URL is already set");
  32371. }
  32372. this.url = url;
  32373. this._buffer = buffer;
  32374. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32375. this.delayLoad();
  32376. };
  32377. /**
  32378. * Finish the loading sequence of a texture flagged as delayed load.
  32379. * @hidden
  32380. */
  32381. Texture.prototype.delayLoad = function () {
  32382. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32383. return;
  32384. }
  32385. var scene = this.getScene();
  32386. if (!scene) {
  32387. return;
  32388. }
  32389. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32390. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32391. if (!this._texture) {
  32392. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32393. if (this._deleteBuffer) {
  32394. delete this._buffer;
  32395. }
  32396. }
  32397. else {
  32398. if (this._delayedOnLoad) {
  32399. if (this._texture.isReady) {
  32400. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32401. }
  32402. else {
  32403. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32404. }
  32405. }
  32406. }
  32407. this._delayedOnLoad = null;
  32408. this._delayedOnError = null;
  32409. };
  32410. /**
  32411. * Update the sampling mode of the texture.
  32412. * Default is Trilinear mode.
  32413. *
  32414. * | Value | Type | Description |
  32415. * | ----- | ------------------ | ----------- |
  32416. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  32417. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  32418. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  32419. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  32420. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  32421. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  32422. * | 7 | NEAREST_LINEAR | |
  32423. * | 8 | NEAREST_NEAREST | |
  32424. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  32425. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  32426. * | 11 | LINEAR_LINEAR | |
  32427. * | 12 | LINEAR_NEAREST | |
  32428. *
  32429. * > _mag_: magnification filter (close to the viewer)
  32430. * > _min_: minification filter (far from the viewer)
  32431. * > _mip_: filter used between mip map levels
  32432. *@param samplingMode Define the new sampling mode of the texture
  32433. */
  32434. Texture.prototype.updateSamplingMode = function (samplingMode) {
  32435. if (!this._texture) {
  32436. return;
  32437. }
  32438. var scene = this.getScene();
  32439. if (!scene) {
  32440. return;
  32441. }
  32442. this._samplingMode = samplingMode;
  32443. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  32444. };
  32445. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32446. x *= this.uScale;
  32447. y *= this.vScale;
  32448. x -= this.uRotationCenter * this.uScale;
  32449. y -= this.vRotationCenter * this.vScale;
  32450. z -= this.wRotationCenter;
  32451. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32452. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32453. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32454. t.z += this.wRotationCenter;
  32455. };
  32456. /**
  32457. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32458. * @returns the transform matrix of the texture.
  32459. */
  32460. Texture.prototype.getTextureMatrix = function () {
  32461. var _this = this;
  32462. if (this.uOffset === this._cachedUOffset &&
  32463. this.vOffset === this._cachedVOffset &&
  32464. this.uScale === this._cachedUScale &&
  32465. this.vScale === this._cachedVScale &&
  32466. this.uAng === this._cachedUAng &&
  32467. this.vAng === this._cachedVAng &&
  32468. this.wAng === this._cachedWAng) {
  32469. return this._cachedTextureMatrix;
  32470. }
  32471. this._cachedUOffset = this.uOffset;
  32472. this._cachedVOffset = this.vOffset;
  32473. this._cachedUScale = this.uScale;
  32474. this._cachedVScale = this.vScale;
  32475. this._cachedUAng = this.uAng;
  32476. this._cachedVAng = this.vAng;
  32477. this._cachedWAng = this.wAng;
  32478. if (!this._cachedTextureMatrix) {
  32479. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32480. this._rowGenerationMatrix = new BABYLON.Matrix();
  32481. this._t0 = BABYLON.Vector3.Zero();
  32482. this._t1 = BABYLON.Vector3.Zero();
  32483. this._t2 = BABYLON.Vector3.Zero();
  32484. }
  32485. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32486. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32487. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32488. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32489. this._t1.subtractInPlace(this._t0);
  32490. this._t2.subtractInPlace(this._t0);
  32491. 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);
  32492. var scene = this.getScene();
  32493. if (!scene) {
  32494. return this._cachedTextureMatrix;
  32495. }
  32496. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32497. return mat.hasTexture(_this);
  32498. });
  32499. return this._cachedTextureMatrix;
  32500. };
  32501. /**
  32502. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32503. * @returns The reflection texture transform
  32504. */
  32505. Texture.prototype.getReflectionTextureMatrix = function () {
  32506. var _this = this;
  32507. var scene = this.getScene();
  32508. if (!scene) {
  32509. return this._cachedTextureMatrix;
  32510. }
  32511. if (this.uOffset === this._cachedUOffset &&
  32512. this.vOffset === this._cachedVOffset &&
  32513. this.uScale === this._cachedUScale &&
  32514. this.vScale === this._cachedVScale &&
  32515. this.coordinatesMode === this._cachedCoordinatesMode) {
  32516. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32517. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32518. return this._cachedTextureMatrix;
  32519. }
  32520. }
  32521. else {
  32522. return this._cachedTextureMatrix;
  32523. }
  32524. }
  32525. if (!this._cachedTextureMatrix) {
  32526. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32527. }
  32528. if (!this._projectionModeMatrix) {
  32529. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32530. }
  32531. this._cachedUOffset = this.uOffset;
  32532. this._cachedVOffset = this.vOffset;
  32533. this._cachedUScale = this.uScale;
  32534. this._cachedVScale = this.vScale;
  32535. this._cachedCoordinatesMode = this.coordinatesMode;
  32536. switch (this.coordinatesMode) {
  32537. case Texture.PLANAR_MODE:
  32538. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32539. this._cachedTextureMatrix[0] = this.uScale;
  32540. this._cachedTextureMatrix[5] = this.vScale;
  32541. this._cachedTextureMatrix[12] = this.uOffset;
  32542. this._cachedTextureMatrix[13] = this.vOffset;
  32543. break;
  32544. case Texture.PROJECTION_MODE:
  32545. 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);
  32546. var projectionMatrix = scene.getProjectionMatrix();
  32547. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32548. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32549. break;
  32550. default:
  32551. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32552. break;
  32553. }
  32554. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32555. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32556. });
  32557. return this._cachedTextureMatrix;
  32558. };
  32559. /**
  32560. * Clones the texture.
  32561. * @returns the cloned texture
  32562. */
  32563. Texture.prototype.clone = function () {
  32564. var _this = this;
  32565. return BABYLON.SerializationHelper.Clone(function () {
  32566. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32567. }, this);
  32568. };
  32569. /**
  32570. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32571. * @returns The JSON representation of the texture
  32572. */
  32573. Texture.prototype.serialize = function () {
  32574. var serializationObject = _super.prototype.serialize.call(this);
  32575. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32576. serializationObject.base64String = this._buffer;
  32577. serializationObject.name = serializationObject.name.replace("data:", "");
  32578. }
  32579. serializationObject.invertY = this._invertY;
  32580. serializationObject.samplingMode = this.samplingMode;
  32581. return serializationObject;
  32582. };
  32583. /**
  32584. * Get the current class name of the texture useful for serialization or dynamic coding.
  32585. * @returns "Texture"
  32586. */
  32587. Texture.prototype.getClassName = function () {
  32588. return "Texture";
  32589. };
  32590. /**
  32591. * Dispose the texture and release its associated resources.
  32592. */
  32593. Texture.prototype.dispose = function () {
  32594. _super.prototype.dispose.call(this);
  32595. this.onLoadObservable.clear();
  32596. this._delayedOnLoad = null;
  32597. this._delayedOnError = null;
  32598. };
  32599. /**
  32600. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32601. * @param parsedTexture Define the JSON representation of the texture
  32602. * @param scene Define the scene the parsed texture should be instantiated in
  32603. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32604. * @returns The parsed texture if successful
  32605. */
  32606. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32607. if (parsedTexture.customType) {
  32608. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32609. // Update Sampling Mode
  32610. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32611. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32612. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32613. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32614. }
  32615. }
  32616. return parsedCustomTexture;
  32617. }
  32618. if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
  32619. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32620. }
  32621. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32622. return null;
  32623. }
  32624. var texture = BABYLON.SerializationHelper.Parse(function () {
  32625. var generateMipMaps = true;
  32626. if (parsedTexture.noMipmap) {
  32627. generateMipMaps = false;
  32628. }
  32629. if (parsedTexture.mirrorPlane) {
  32630. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32631. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32632. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32633. return mirrorTexture;
  32634. }
  32635. else if (parsedTexture.isRenderTarget) {
  32636. var renderTargetTexture = null;
  32637. if (parsedTexture.isCube) {
  32638. // Search for an existing reflection probe (which contains a cube render target texture)
  32639. if (scene.reflectionProbes) {
  32640. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  32641. var probe = scene.reflectionProbes[index];
  32642. if (probe.name === parsedTexture.name) {
  32643. return probe.cubeTexture;
  32644. }
  32645. }
  32646. }
  32647. }
  32648. else {
  32649. renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32650. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32651. }
  32652. return renderTargetTexture;
  32653. }
  32654. else {
  32655. var texture;
  32656. if (parsedTexture.base64String) {
  32657. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32658. }
  32659. else {
  32660. var url = rootUrl + parsedTexture.name;
  32661. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32662. url = parsedTexture.url;
  32663. }
  32664. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32665. }
  32666. return texture;
  32667. }
  32668. }, parsedTexture, scene);
  32669. // Update Sampling Mode
  32670. if (parsedTexture.samplingMode) {
  32671. var sampling = parsedTexture.samplingMode;
  32672. if (texture && texture._samplingMode !== sampling) {
  32673. texture.updateSamplingMode(sampling);
  32674. }
  32675. }
  32676. // Animations
  32677. if (texture && parsedTexture.animations) {
  32678. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32679. var parsedAnimation = parsedTexture.animations[animationIndex];
  32680. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32681. }
  32682. }
  32683. return texture;
  32684. };
  32685. /**
  32686. * Creates a texture from its base 64 representation.
  32687. * @param data Define the base64 payload without the data: prefix
  32688. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32689. * @param scene Define the scene the texture should belong to
  32690. * @param noMipmap Forces the texture to not create mip map information if true
  32691. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32692. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32693. * @param onLoad define a callback triggered when the texture has been loaded
  32694. * @param onError define a callback triggered when an error occurred during the loading session
  32695. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32696. * @returns the created texture
  32697. */
  32698. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32699. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32700. if (onLoad === void 0) { onLoad = null; }
  32701. if (onError === void 0) { onError = null; }
  32702. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32703. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32704. };
  32705. /**
  32706. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32707. * @param data Define the base64 payload without the data: prefix
  32708. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32709. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32710. * @param scene Define the scene the texture should belong to
  32711. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32712. * @param noMipmap Forces the texture to not create mip map information if true
  32713. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32714. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32715. * @param onLoad define a callback triggered when the texture has been loaded
  32716. * @param onError define a callback triggered when an error occurred during the loading session
  32717. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32718. * @returns the created texture
  32719. */
  32720. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32721. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32722. if (noMipmap === void 0) { noMipmap = false; }
  32723. if (invertY === void 0) { invertY = true; }
  32724. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32725. if (onLoad === void 0) { onLoad = null; }
  32726. if (onError === void 0) { onError = null; }
  32727. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32728. if (name.substr(0, 5) !== "data:") {
  32729. name = "data:" + name;
  32730. }
  32731. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32732. };
  32733. /** nearest is mag = nearest and min = nearest and mip = linear */
  32734. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32735. /** nearest is mag = nearest and min = nearest and mip = linear */
  32736. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32737. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32738. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32739. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32740. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32741. /** Trilinear is mag = linear and min = linear and mip = linear */
  32742. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32743. /** Trilinear is mag = linear and min = linear and mip = linear */
  32744. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32745. /** mag = nearest and min = nearest and mip = nearest */
  32746. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32747. /** mag = nearest and min = linear and mip = nearest */
  32748. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32749. /** mag = nearest and min = linear and mip = linear */
  32750. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32751. /** mag = nearest and min = linear and mip = none */
  32752. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32753. /** mag = nearest and min = nearest and mip = none */
  32754. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32755. /** mag = linear and min = nearest and mip = nearest */
  32756. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32757. /** mag = linear and min = nearest and mip = linear */
  32758. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32759. /** mag = linear and min = linear and mip = none */
  32760. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32761. /** mag = linear and min = nearest and mip = none */
  32762. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32763. /** Explicit coordinates mode */
  32764. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32765. /** Spherical coordinates mode */
  32766. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32767. /** Planar coordinates mode */
  32768. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32769. /** Cubic coordinates mode */
  32770. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32771. /** Projection coordinates mode */
  32772. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32773. /** Inverse Cubic coordinates mode */
  32774. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32775. /** Inverse Cubic coordinates mode */
  32776. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32777. /** Equirectangular coordinates mode */
  32778. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32779. /** Equirectangular Fixed coordinates mode */
  32780. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32781. /** Equirectangular Fixed Mirrored coordinates mode */
  32782. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32783. /** Texture is not repeating outside of 0..1 UVs */
  32784. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32785. /** Texture is repeating outside of 0..1 UVs */
  32786. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32787. /** Texture is repeating and mirrored */
  32788. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32789. /**
  32790. * 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
  32791. */
  32792. Texture.UseSerializedUrlIfAny = false;
  32793. __decorate([
  32794. BABYLON.serialize()
  32795. ], Texture.prototype, "url", void 0);
  32796. __decorate([
  32797. BABYLON.serialize()
  32798. ], Texture.prototype, "uOffset", void 0);
  32799. __decorate([
  32800. BABYLON.serialize()
  32801. ], Texture.prototype, "vOffset", void 0);
  32802. __decorate([
  32803. BABYLON.serialize()
  32804. ], Texture.prototype, "uScale", void 0);
  32805. __decorate([
  32806. BABYLON.serialize()
  32807. ], Texture.prototype, "vScale", void 0);
  32808. __decorate([
  32809. BABYLON.serialize()
  32810. ], Texture.prototype, "uAng", void 0);
  32811. __decorate([
  32812. BABYLON.serialize()
  32813. ], Texture.prototype, "vAng", void 0);
  32814. __decorate([
  32815. BABYLON.serialize()
  32816. ], Texture.prototype, "wAng", void 0);
  32817. __decorate([
  32818. BABYLON.serialize()
  32819. ], Texture.prototype, "uRotationCenter", void 0);
  32820. __decorate([
  32821. BABYLON.serialize()
  32822. ], Texture.prototype, "vRotationCenter", void 0);
  32823. __decorate([
  32824. BABYLON.serialize()
  32825. ], Texture.prototype, "wRotationCenter", void 0);
  32826. __decorate([
  32827. BABYLON.serialize()
  32828. ], Texture.prototype, "isBlocking", null);
  32829. return Texture;
  32830. }(BABYLON.BaseTexture));
  32831. BABYLON.Texture = Texture;
  32832. })(BABYLON || (BABYLON = {}));
  32833. //# sourceMappingURL=babylon.texture.js.map
  32834. var BABYLON;
  32835. (function (BABYLON) {
  32836. /**
  32837. * @hidden
  32838. **/
  32839. var _CreationDataStorage = /** @class */ (function () {
  32840. function _CreationDataStorage() {
  32841. }
  32842. return _CreationDataStorage;
  32843. }());
  32844. BABYLON._CreationDataStorage = _CreationDataStorage;
  32845. /**
  32846. * @hidden
  32847. **/
  32848. var _InstanceDataStorage = /** @class */ (function () {
  32849. function _InstanceDataStorage() {
  32850. this.visibleInstances = {};
  32851. this.renderIdForInstances = new Array();
  32852. this.batchCache = new _InstancesBatch();
  32853. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32854. }
  32855. return _InstanceDataStorage;
  32856. }());
  32857. /**
  32858. * @hidden
  32859. **/
  32860. var _InstancesBatch = /** @class */ (function () {
  32861. function _InstancesBatch() {
  32862. this.mustReturn = false;
  32863. this.visibleInstances = new Array();
  32864. this.renderSelf = new Array();
  32865. }
  32866. return _InstancesBatch;
  32867. }());
  32868. BABYLON._InstancesBatch = _InstancesBatch;
  32869. /**
  32870. * Class used to represent renderable models
  32871. */
  32872. var Mesh = /** @class */ (function (_super) {
  32873. __extends(Mesh, _super);
  32874. /**
  32875. * @constructor
  32876. * @param name The value used by scene.getMeshByName() to do a lookup.
  32877. * @param scene The scene to add this mesh to.
  32878. * @param parent The parent of this mesh, if it has one
  32879. * @param source An optional Mesh from which geometry is shared, cloned.
  32880. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32881. * When false, achieved by calling a clone(), also passing False.
  32882. * This will make creation of children, recursive.
  32883. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32884. */
  32885. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32886. if (scene === void 0) { scene = null; }
  32887. if (parent === void 0) { parent = null; }
  32888. if (source === void 0) { source = null; }
  32889. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32890. var _this = _super.call(this, name, scene) || this;
  32891. // Members
  32892. /**
  32893. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32894. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32895. */
  32896. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32897. /**
  32898. * Gets the list of instances created from this mesh
  32899. * it is not supposed to be modified manually.
  32900. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32901. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32902. */
  32903. _this.instances = new Array();
  32904. _this._LODLevels = new Array();
  32905. /** @hidden */
  32906. _this._instanceDataStorage = new _InstanceDataStorage();
  32907. // Use by builder only to know what orientation were the mesh build in.
  32908. /** @hidden */
  32909. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32910. /**
  32911. * Use this property to change the original side orientation defined at construction time
  32912. */
  32913. _this.overrideMaterialSideOrientation = null;
  32914. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32915. // Will be used to save a source mesh reference, If any
  32916. _this._source = null;
  32917. scene = _this.getScene();
  32918. if (source) {
  32919. // Geometry
  32920. if (source._geometry) {
  32921. source._geometry.applyToMesh(_this);
  32922. }
  32923. // Deep copy
  32924. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32925. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32926. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32927. ], ["_poseMatrix"]);
  32928. // Source mesh
  32929. _this._source = source;
  32930. if (scene.useClonedMeshhMap) {
  32931. if (!source.meshMap) {
  32932. source.meshMap = {};
  32933. }
  32934. source.meshMap[_this.uniqueId] = _this;
  32935. }
  32936. // Construction Params
  32937. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32938. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32939. _this._creationDataStorage = source._creationDataStorage;
  32940. // Animation ranges
  32941. if (_this._source._ranges) {
  32942. var ranges = _this._source._ranges;
  32943. for (var name in ranges) {
  32944. if (!ranges.hasOwnProperty(name)) {
  32945. continue;
  32946. }
  32947. if (!ranges[name]) {
  32948. continue;
  32949. }
  32950. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32951. }
  32952. }
  32953. // Metadata
  32954. if (source.metadata && source.metadata.clone) {
  32955. _this.metadata = source.metadata.clone();
  32956. }
  32957. else {
  32958. _this.metadata = source.metadata;
  32959. }
  32960. // Tags
  32961. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32962. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32963. }
  32964. // Parent
  32965. _this.parent = source.parent;
  32966. // Pivot
  32967. _this.setPivotMatrix(source.getPivotMatrix());
  32968. _this.id = name + "." + source.id;
  32969. // Material
  32970. _this.material = source.material;
  32971. var index;
  32972. if (!doNotCloneChildren) {
  32973. // Children
  32974. var directDescendants = source.getDescendants(true);
  32975. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32976. var child = directDescendants[index_1];
  32977. if (child.clone) {
  32978. child.clone(name + "." + child.name, _this);
  32979. }
  32980. }
  32981. }
  32982. // Physics clone
  32983. var physicsEngine = _this.getScene().getPhysicsEngine();
  32984. if (clonePhysicsImpostor && physicsEngine) {
  32985. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32986. if (impostor) {
  32987. _this.physicsImpostor = impostor.clone(_this);
  32988. }
  32989. }
  32990. // Particles
  32991. for (index = 0; index < scene.particleSystems.length; index++) {
  32992. var system = scene.particleSystems[index];
  32993. if (system.emitter === source) {
  32994. system.clone(system.name, _this);
  32995. }
  32996. }
  32997. _this.refreshBoundingInfo();
  32998. _this.computeWorldMatrix(true);
  32999. }
  33000. // Parent
  33001. if (parent !== null) {
  33002. _this.parent = parent;
  33003. }
  33004. return _this;
  33005. }
  33006. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  33007. /**
  33008. * An event triggered before rendering the mesh
  33009. */
  33010. get: function () {
  33011. if (!this._onBeforeRenderObservable) {
  33012. this._onBeforeRenderObservable = new BABYLON.Observable();
  33013. }
  33014. return this._onBeforeRenderObservable;
  33015. },
  33016. enumerable: true,
  33017. configurable: true
  33018. });
  33019. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  33020. /**
  33021. * An event triggered after rendering the mesh
  33022. */
  33023. get: function () {
  33024. if (!this._onAfterRenderObservable) {
  33025. this._onAfterRenderObservable = new BABYLON.Observable();
  33026. }
  33027. return this._onAfterRenderObservable;
  33028. },
  33029. enumerable: true,
  33030. configurable: true
  33031. });
  33032. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  33033. /**
  33034. * An event triggered before drawing the mesh
  33035. */
  33036. get: function () {
  33037. if (!this._onBeforeDrawObservable) {
  33038. this._onBeforeDrawObservable = new BABYLON.Observable();
  33039. }
  33040. return this._onBeforeDrawObservable;
  33041. },
  33042. enumerable: true,
  33043. configurable: true
  33044. });
  33045. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  33046. /**
  33047. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  33048. */
  33049. set: function (callback) {
  33050. if (this._onBeforeDrawObserver) {
  33051. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  33052. }
  33053. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  33054. },
  33055. enumerable: true,
  33056. configurable: true
  33057. });
  33058. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  33059. /**
  33060. * Gets or sets the morph target manager
  33061. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  33062. */
  33063. get: function () {
  33064. return this._morphTargetManager;
  33065. },
  33066. set: function (value) {
  33067. if (this._morphTargetManager === value) {
  33068. return;
  33069. }
  33070. this._morphTargetManager = value;
  33071. this._syncGeometryWithMorphTargetManager();
  33072. },
  33073. enumerable: true,
  33074. configurable: true
  33075. });
  33076. Object.defineProperty(Mesh.prototype, "source", {
  33077. /**
  33078. * Gets the source mesh (the one used to clone this one from)
  33079. */
  33080. get: function () {
  33081. return this._source;
  33082. },
  33083. enumerable: true,
  33084. configurable: true
  33085. });
  33086. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33087. /**
  33088. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33089. */
  33090. get: function () {
  33091. return this._unIndexed;
  33092. },
  33093. set: function (value) {
  33094. if (this._unIndexed !== value) {
  33095. this._unIndexed = value;
  33096. this._markSubMeshesAsAttributesDirty();
  33097. }
  33098. },
  33099. enumerable: true,
  33100. configurable: true
  33101. });
  33102. // Methods
  33103. /**
  33104. * Gets the class name
  33105. * @returns the string "Mesh".
  33106. */
  33107. Mesh.prototype.getClassName = function () {
  33108. return "Mesh";
  33109. };
  33110. /**
  33111. * Returns a description of this mesh
  33112. * @param fullDetails define if full details about this mesh must be used
  33113. * @returns a descriptive string representing this mesh
  33114. */
  33115. Mesh.prototype.toString = function (fullDetails) {
  33116. var ret = _super.prototype.toString.call(this, fullDetails);
  33117. ret += ", n vertices: " + this.getTotalVertices();
  33118. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33119. if (this.animations) {
  33120. for (var i = 0; i < this.animations.length; i++) {
  33121. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33122. }
  33123. }
  33124. if (fullDetails) {
  33125. if (this._geometry) {
  33126. var ib = this.getIndices();
  33127. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33128. if (vb && ib) {
  33129. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33130. }
  33131. }
  33132. else {
  33133. ret += ", flat shading: UNKNOWN";
  33134. }
  33135. }
  33136. return ret;
  33137. };
  33138. /** @hidden */
  33139. Mesh.prototype._unBindEffect = function () {
  33140. _super.prototype._unBindEffect.call(this);
  33141. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33142. var instance = _a[_i];
  33143. instance._unBindEffect();
  33144. }
  33145. };
  33146. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33147. /**
  33148. * Gets a boolean indicating if this mesh has LOD
  33149. */
  33150. get: function () {
  33151. return this._LODLevels.length > 0;
  33152. },
  33153. enumerable: true,
  33154. configurable: true
  33155. });
  33156. /**
  33157. * Gets the list of MeshLODLevel associated with the current mesh
  33158. * @returns an array of MeshLODLevel
  33159. */
  33160. Mesh.prototype.getLODLevels = function () {
  33161. return this._LODLevels;
  33162. };
  33163. Mesh.prototype._sortLODLevels = function () {
  33164. this._LODLevels.sort(function (a, b) {
  33165. if (a.distance < b.distance) {
  33166. return 1;
  33167. }
  33168. if (a.distance > b.distance) {
  33169. return -1;
  33170. }
  33171. return 0;
  33172. });
  33173. };
  33174. /**
  33175. * Add a mesh as LOD level triggered at the given distance.
  33176. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33177. * @param distance The distance from the center of the object to show this level
  33178. * @param mesh The mesh to be added as LOD level (can be null)
  33179. * @return This mesh (for chaining)
  33180. */
  33181. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33182. if (mesh && mesh._masterMesh) {
  33183. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33184. return this;
  33185. }
  33186. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33187. this._LODLevels.push(level);
  33188. if (mesh) {
  33189. mesh._masterMesh = this;
  33190. }
  33191. this._sortLODLevels();
  33192. return this;
  33193. };
  33194. /**
  33195. * Returns the LOD level mesh at the passed distance or null if not found.
  33196. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33197. * @param distance The distance from the center of the object to show this level
  33198. * @returns a Mesh or `null`
  33199. */
  33200. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33201. for (var index = 0; index < this._LODLevels.length; index++) {
  33202. var level = this._LODLevels[index];
  33203. if (level.distance === distance) {
  33204. return level.mesh;
  33205. }
  33206. }
  33207. return null;
  33208. };
  33209. /**
  33210. * Remove a mesh from the LOD array
  33211. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33212. * @param mesh defines the mesh to be removed
  33213. * @return This mesh (for chaining)
  33214. */
  33215. Mesh.prototype.removeLODLevel = function (mesh) {
  33216. for (var index = 0; index < this._LODLevels.length; index++) {
  33217. if (this._LODLevels[index].mesh === mesh) {
  33218. this._LODLevels.splice(index, 1);
  33219. if (mesh) {
  33220. mesh._masterMesh = null;
  33221. }
  33222. }
  33223. }
  33224. this._sortLODLevels();
  33225. return this;
  33226. };
  33227. /**
  33228. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33229. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33230. * @param camera defines the camera to use to compute distance
  33231. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33232. * @return This mesh (for chaining)
  33233. */
  33234. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33235. if (!this._LODLevels || this._LODLevels.length === 0) {
  33236. return this;
  33237. }
  33238. var bSphere;
  33239. if (boundingSphere) {
  33240. bSphere = boundingSphere;
  33241. }
  33242. else {
  33243. var boundingInfo = this.getBoundingInfo();
  33244. bSphere = boundingInfo.boundingSphere;
  33245. }
  33246. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33247. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33248. if (this.onLODLevelSelection) {
  33249. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33250. }
  33251. return this;
  33252. }
  33253. for (var index = 0; index < this._LODLevels.length; index++) {
  33254. var level = this._LODLevels[index];
  33255. if (level.distance < distanceToCamera) {
  33256. if (level.mesh) {
  33257. level.mesh._preActivate();
  33258. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33259. }
  33260. if (this.onLODLevelSelection) {
  33261. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33262. }
  33263. return level.mesh;
  33264. }
  33265. }
  33266. if (this.onLODLevelSelection) {
  33267. this.onLODLevelSelection(distanceToCamera, this, this);
  33268. }
  33269. return this;
  33270. };
  33271. Object.defineProperty(Mesh.prototype, "geometry", {
  33272. /**
  33273. * Gets the mesh internal Geometry object
  33274. */
  33275. get: function () {
  33276. return this._geometry;
  33277. },
  33278. enumerable: true,
  33279. configurable: true
  33280. });
  33281. /**
  33282. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33283. * @returns the total number of vertices
  33284. */
  33285. Mesh.prototype.getTotalVertices = function () {
  33286. if (this._geometry === null || this._geometry === undefined) {
  33287. return 0;
  33288. }
  33289. return this._geometry.getTotalVertices();
  33290. };
  33291. /**
  33292. * Returns the content of an associated vertex buffer
  33293. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33294. * - BABYLON.VertexBuffer.PositionKind
  33295. * - BABYLON.VertexBuffer.UVKind
  33296. * - BABYLON.VertexBuffer.UV2Kind
  33297. * - BABYLON.VertexBuffer.UV3Kind
  33298. * - BABYLON.VertexBuffer.UV4Kind
  33299. * - BABYLON.VertexBuffer.UV5Kind
  33300. * - BABYLON.VertexBuffer.UV6Kind
  33301. * - BABYLON.VertexBuffer.ColorKind
  33302. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33303. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33304. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33305. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33306. * @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
  33307. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33308. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33309. */
  33310. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33311. if (!this._geometry) {
  33312. return null;
  33313. }
  33314. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33315. };
  33316. /**
  33317. * Returns the mesh VertexBuffer object from the requested `kind`
  33318. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33319. * - BABYLON.VertexBuffer.PositionKind
  33320. * - BABYLON.VertexBuffer.UVKind
  33321. * - BABYLON.VertexBuffer.UV2Kind
  33322. * - BABYLON.VertexBuffer.UV3Kind
  33323. * - BABYLON.VertexBuffer.UV4Kind
  33324. * - BABYLON.VertexBuffer.UV5Kind
  33325. * - BABYLON.VertexBuffer.UV6Kind
  33326. * - BABYLON.VertexBuffer.ColorKind
  33327. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33328. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33329. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33330. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33331. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33332. */
  33333. Mesh.prototype.getVertexBuffer = function (kind) {
  33334. if (!this._geometry) {
  33335. return null;
  33336. }
  33337. return this._geometry.getVertexBuffer(kind);
  33338. };
  33339. /**
  33340. * Tests if a specific vertex buffer is associated with this mesh
  33341. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33342. * - BABYLON.VertexBuffer.PositionKind
  33343. * - BABYLON.VertexBuffer.UVKind
  33344. * - BABYLON.VertexBuffer.UV2Kind
  33345. * - BABYLON.VertexBuffer.UV3Kind
  33346. * - BABYLON.VertexBuffer.UV4Kind
  33347. * - BABYLON.VertexBuffer.UV5Kind
  33348. * - BABYLON.VertexBuffer.UV6Kind
  33349. * - BABYLON.VertexBuffer.ColorKind
  33350. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33351. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33352. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33353. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33354. * @returns a boolean
  33355. */
  33356. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33357. if (!this._geometry) {
  33358. if (this._delayInfo) {
  33359. return this._delayInfo.indexOf(kind) !== -1;
  33360. }
  33361. return false;
  33362. }
  33363. return this._geometry.isVerticesDataPresent(kind);
  33364. };
  33365. /**
  33366. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33367. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33368. * - BABYLON.VertexBuffer.PositionKind
  33369. * - BABYLON.VertexBuffer.UVKind
  33370. * - BABYLON.VertexBuffer.UV2Kind
  33371. * - BABYLON.VertexBuffer.UV3Kind
  33372. * - BABYLON.VertexBuffer.UV4Kind
  33373. * - BABYLON.VertexBuffer.UV5Kind
  33374. * - BABYLON.VertexBuffer.UV6Kind
  33375. * - BABYLON.VertexBuffer.ColorKind
  33376. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33377. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33378. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33379. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33380. * @returns a boolean
  33381. */
  33382. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33383. if (!this._geometry) {
  33384. if (this._delayInfo) {
  33385. return this._delayInfo.indexOf(kind) !== -1;
  33386. }
  33387. return false;
  33388. }
  33389. return this._geometry.isVertexBufferUpdatable(kind);
  33390. };
  33391. /**
  33392. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33393. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33394. * - BABYLON.VertexBuffer.PositionKind
  33395. * - BABYLON.VertexBuffer.UVKind
  33396. * - BABYLON.VertexBuffer.UV2Kind
  33397. * - BABYLON.VertexBuffer.UV3Kind
  33398. * - BABYLON.VertexBuffer.UV4Kind
  33399. * - BABYLON.VertexBuffer.UV5Kind
  33400. * - BABYLON.VertexBuffer.UV6Kind
  33401. * - BABYLON.VertexBuffer.ColorKind
  33402. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33403. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33404. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33405. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33406. * @returns an array of strings
  33407. */
  33408. Mesh.prototype.getVerticesDataKinds = function () {
  33409. if (!this._geometry) {
  33410. var result = new Array();
  33411. if (this._delayInfo) {
  33412. this._delayInfo.forEach(function (kind, index, array) {
  33413. result.push(kind);
  33414. });
  33415. }
  33416. return result;
  33417. }
  33418. return this._geometry.getVerticesDataKinds();
  33419. };
  33420. /**
  33421. * Returns a positive integer : the total number of indices in this mesh geometry.
  33422. * @returns the numner of indices or zero if the mesh has no geometry.
  33423. */
  33424. Mesh.prototype.getTotalIndices = function () {
  33425. if (!this._geometry) {
  33426. return 0;
  33427. }
  33428. return this._geometry.getTotalIndices();
  33429. };
  33430. /**
  33431. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33432. * @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.
  33433. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33434. * @returns the indices array or an empty array if the mesh has no geometry
  33435. */
  33436. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33437. if (!this._geometry) {
  33438. return [];
  33439. }
  33440. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33441. };
  33442. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33443. get: function () {
  33444. return this._masterMesh !== null && this._masterMesh !== undefined;
  33445. },
  33446. enumerable: true,
  33447. configurable: true
  33448. });
  33449. /**
  33450. * Determine if the current mesh is ready to be rendered
  33451. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33452. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33453. * @returns true if all associated assets are ready (material, textures, shaders)
  33454. */
  33455. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33456. if (completeCheck === void 0) { completeCheck = false; }
  33457. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33458. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33459. return false;
  33460. }
  33461. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33462. return false;
  33463. }
  33464. if (!this.subMeshes || this.subMeshes.length === 0) {
  33465. return true;
  33466. }
  33467. if (!completeCheck) {
  33468. return true;
  33469. }
  33470. var engine = this.getEngine();
  33471. var scene = this.getScene();
  33472. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33473. this.computeWorldMatrix();
  33474. var mat = this.material || scene.defaultMaterial;
  33475. if (mat) {
  33476. if (mat._storeEffectOnSubMeshes) {
  33477. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33478. var subMesh = _a[_i];
  33479. var effectiveMaterial = subMesh.getMaterial();
  33480. if (effectiveMaterial) {
  33481. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33482. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33483. return false;
  33484. }
  33485. }
  33486. else {
  33487. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33488. return false;
  33489. }
  33490. }
  33491. }
  33492. }
  33493. }
  33494. else {
  33495. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33496. return false;
  33497. }
  33498. }
  33499. }
  33500. // Shadows
  33501. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33502. var light = _c[_b];
  33503. var generator = light.getShadowGenerator();
  33504. if (generator) {
  33505. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33506. var subMesh = _e[_d];
  33507. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33508. return false;
  33509. }
  33510. }
  33511. }
  33512. }
  33513. // LOD
  33514. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33515. var lod = _g[_f];
  33516. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33517. return false;
  33518. }
  33519. }
  33520. return true;
  33521. };
  33522. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33523. /**
  33524. * 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.
  33525. */
  33526. get: function () {
  33527. return this._areNormalsFrozen;
  33528. },
  33529. enumerable: true,
  33530. configurable: true
  33531. });
  33532. /**
  33533. * 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.
  33534. * @returns the current mesh
  33535. */
  33536. Mesh.prototype.freezeNormals = function () {
  33537. this._areNormalsFrozen = true;
  33538. return this;
  33539. };
  33540. /**
  33541. * 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
  33542. * @returns the current mesh
  33543. */
  33544. Mesh.prototype.unfreezeNormals = function () {
  33545. this._areNormalsFrozen = false;
  33546. return this;
  33547. };
  33548. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33549. /**
  33550. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33551. */
  33552. set: function (count) {
  33553. this._instanceDataStorage.overridenInstanceCount = count;
  33554. },
  33555. enumerable: true,
  33556. configurable: true
  33557. });
  33558. // Methods
  33559. /** @hidden */
  33560. Mesh.prototype._preActivate = function () {
  33561. var sceneRenderId = this.getScene().getRenderId();
  33562. if (this._preActivateId === sceneRenderId) {
  33563. return this;
  33564. }
  33565. this._preActivateId = sceneRenderId;
  33566. this._instanceDataStorage.visibleInstances = null;
  33567. return this;
  33568. };
  33569. /** @hidden */
  33570. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33571. if (this._instanceDataStorage.visibleInstances) {
  33572. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33573. }
  33574. return this;
  33575. };
  33576. /** @hidden */
  33577. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33578. if (!this._instanceDataStorage.visibleInstances) {
  33579. this._instanceDataStorage.visibleInstances = {
  33580. defaultRenderId: renderId,
  33581. selfDefaultRenderId: this._renderId
  33582. };
  33583. }
  33584. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33585. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33586. }
  33587. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33588. return this;
  33589. };
  33590. /**
  33591. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33592. * This means the mesh underlying bounding box and sphere are recomputed.
  33593. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33594. * @returns the current mesh
  33595. */
  33596. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33597. if (applySkeleton === void 0) { applySkeleton = false; }
  33598. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33599. return this;
  33600. }
  33601. var bias = this.geometry ? this.geometry.boundingBias : null;
  33602. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33603. return this;
  33604. };
  33605. /** @hidden */
  33606. Mesh.prototype._createGlobalSubMesh = function (force) {
  33607. var totalVertices = this.getTotalVertices();
  33608. if (!totalVertices || !this.getIndices()) {
  33609. return null;
  33610. }
  33611. // Check if we need to recreate the submeshes
  33612. if (this.subMeshes && this.subMeshes.length > 0) {
  33613. var ib = this.getIndices();
  33614. if (!ib) {
  33615. return null;
  33616. }
  33617. var totalIndices = ib.length;
  33618. var needToRecreate = false;
  33619. if (force) {
  33620. needToRecreate = true;
  33621. }
  33622. else {
  33623. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33624. var submesh = _a[_i];
  33625. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33626. needToRecreate = true;
  33627. break;
  33628. }
  33629. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33630. needToRecreate = true;
  33631. break;
  33632. }
  33633. }
  33634. }
  33635. if (!needToRecreate) {
  33636. return this.subMeshes[0];
  33637. }
  33638. }
  33639. this.releaseSubMeshes();
  33640. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33641. };
  33642. /**
  33643. * This function will subdivide the mesh into multiple submeshes
  33644. * @param count defines the expected number of submeshes
  33645. */
  33646. Mesh.prototype.subdivide = function (count) {
  33647. if (count < 1) {
  33648. return;
  33649. }
  33650. var totalIndices = this.getTotalIndices();
  33651. var subdivisionSize = (totalIndices / count) | 0;
  33652. var offset = 0;
  33653. // Ensure that subdivisionSize is a multiple of 3
  33654. while (subdivisionSize % 3 !== 0) {
  33655. subdivisionSize++;
  33656. }
  33657. this.releaseSubMeshes();
  33658. for (var index = 0; index < count; index++) {
  33659. if (offset >= totalIndices) {
  33660. break;
  33661. }
  33662. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33663. offset += subdivisionSize;
  33664. }
  33665. this.synchronizeInstances();
  33666. };
  33667. /**
  33668. * Copy a FloatArray into a specific associated vertex buffer
  33669. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33670. * - BABYLON.VertexBuffer.PositionKind
  33671. * - BABYLON.VertexBuffer.UVKind
  33672. * - BABYLON.VertexBuffer.UV2Kind
  33673. * - BABYLON.VertexBuffer.UV3Kind
  33674. * - BABYLON.VertexBuffer.UV4Kind
  33675. * - BABYLON.VertexBuffer.UV5Kind
  33676. * - BABYLON.VertexBuffer.UV6Kind
  33677. * - BABYLON.VertexBuffer.ColorKind
  33678. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33679. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33680. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33681. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33682. * @param data defines the data source
  33683. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33684. * @param stride defines the data stride size (can be null)
  33685. * @returns the current mesh
  33686. */
  33687. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33688. if (updatable === void 0) { updatable = false; }
  33689. if (!this._geometry) {
  33690. var vertexData = new BABYLON.VertexData();
  33691. vertexData.set(data, kind);
  33692. var scene = this.getScene();
  33693. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33694. }
  33695. else {
  33696. this._geometry.setVerticesData(kind, data, updatable, stride);
  33697. }
  33698. return this;
  33699. };
  33700. /**
  33701. * Flags an associated vertex buffer as updatable
  33702. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33703. * - BABYLON.VertexBuffer.PositionKind
  33704. * - BABYLON.VertexBuffer.UVKind
  33705. * - BABYLON.VertexBuffer.UV2Kind
  33706. * - BABYLON.VertexBuffer.UV3Kind
  33707. * - BABYLON.VertexBuffer.UV4Kind
  33708. * - BABYLON.VertexBuffer.UV5Kind
  33709. * - BABYLON.VertexBuffer.UV6Kind
  33710. * - BABYLON.VertexBuffer.ColorKind
  33711. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33712. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33713. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33714. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33715. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33716. */
  33717. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33718. if (updatable === void 0) { updatable = true; }
  33719. var vb = this.getVertexBuffer(kind);
  33720. if (!vb || vb.isUpdatable() === updatable) {
  33721. return;
  33722. }
  33723. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33724. };
  33725. /**
  33726. * Sets the mesh global Vertex Buffer
  33727. * @param buffer defines the buffer to use
  33728. * @returns the current mesh
  33729. */
  33730. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33731. if (!this._geometry) {
  33732. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33733. }
  33734. this._geometry.setVerticesBuffer(buffer);
  33735. return this;
  33736. };
  33737. /**
  33738. * Update a specific associated vertex buffer
  33739. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33740. * - BABYLON.VertexBuffer.PositionKind
  33741. * - BABYLON.VertexBuffer.UVKind
  33742. * - BABYLON.VertexBuffer.UV2Kind
  33743. * - BABYLON.VertexBuffer.UV3Kind
  33744. * - BABYLON.VertexBuffer.UV4Kind
  33745. * - BABYLON.VertexBuffer.UV5Kind
  33746. * - BABYLON.VertexBuffer.UV6Kind
  33747. * - BABYLON.VertexBuffer.ColorKind
  33748. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33749. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33750. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33751. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33752. * @param data defines the data source
  33753. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33754. * @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)
  33755. * @returns the current mesh
  33756. */
  33757. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33758. if (!this._geometry) {
  33759. return this;
  33760. }
  33761. if (!makeItUnique) {
  33762. this._geometry.updateVerticesData(kind, data, updateExtends);
  33763. }
  33764. else {
  33765. this.makeGeometryUnique();
  33766. this.updateVerticesData(kind, data, updateExtends, false);
  33767. }
  33768. return this;
  33769. };
  33770. /**
  33771. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33772. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33773. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33774. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33775. * @returns the current mesh
  33776. */
  33777. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33778. if (computeNormals === void 0) { computeNormals = true; }
  33779. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33780. if (!positions) {
  33781. return this;
  33782. }
  33783. positionFunction(positions);
  33784. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33785. if (computeNormals) {
  33786. var indices = this.getIndices();
  33787. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33788. if (!normals) {
  33789. return this;
  33790. }
  33791. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33792. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33793. }
  33794. return this;
  33795. };
  33796. /**
  33797. * Creates a un-shared specific occurence of the geometry for the mesh.
  33798. * @returns the current mesh
  33799. */
  33800. Mesh.prototype.makeGeometryUnique = function () {
  33801. if (!this._geometry) {
  33802. return this;
  33803. }
  33804. var oldGeometry = this._geometry;
  33805. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33806. oldGeometry.releaseForMesh(this, true);
  33807. geometry.applyToMesh(this);
  33808. return this;
  33809. };
  33810. /**
  33811. * Set the index buffer of this mesh
  33812. * @param indices defines the source data
  33813. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33814. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33815. * @returns the current mesh
  33816. */
  33817. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33818. if (totalVertices === void 0) { totalVertices = null; }
  33819. if (updatable === void 0) { updatable = false; }
  33820. if (!this._geometry) {
  33821. var vertexData = new BABYLON.VertexData();
  33822. vertexData.indices = indices;
  33823. var scene = this.getScene();
  33824. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33825. }
  33826. else {
  33827. this._geometry.setIndices(indices, totalVertices, updatable);
  33828. }
  33829. return this;
  33830. };
  33831. /**
  33832. * Update the current index buffer
  33833. * @param indices defines the source data
  33834. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33835. * @returns the current mesh
  33836. */
  33837. Mesh.prototype.updateIndices = function (indices, offset) {
  33838. if (!this._geometry) {
  33839. return this;
  33840. }
  33841. this._geometry.updateIndices(indices, offset);
  33842. return this;
  33843. };
  33844. /**
  33845. * Invert the geometry to move from a right handed system to a left handed one.
  33846. * @returns the current mesh
  33847. */
  33848. Mesh.prototype.toLeftHanded = function () {
  33849. if (!this._geometry) {
  33850. return this;
  33851. }
  33852. this._geometry.toLeftHanded();
  33853. return this;
  33854. };
  33855. /** @hidden */
  33856. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33857. if (!this._geometry) {
  33858. return this;
  33859. }
  33860. var engine = this.getScene().getEngine();
  33861. // Wireframe
  33862. var indexToBind;
  33863. if (this._unIndexed) {
  33864. indexToBind = null;
  33865. }
  33866. else {
  33867. switch (fillMode) {
  33868. case BABYLON.Material.PointFillMode:
  33869. indexToBind = null;
  33870. break;
  33871. case BABYLON.Material.WireFrameFillMode:
  33872. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33873. break;
  33874. default:
  33875. case BABYLON.Material.TriangleFillMode:
  33876. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33877. break;
  33878. }
  33879. }
  33880. // VBOs
  33881. this._geometry._bind(effect, indexToBind);
  33882. return this;
  33883. };
  33884. /** @hidden */
  33885. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33886. if (alternate === void 0) { alternate = false; }
  33887. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33888. return this;
  33889. }
  33890. if (this._onBeforeDrawObservable) {
  33891. this._onBeforeDrawObservable.notifyObservers(this);
  33892. }
  33893. var scene = this.getScene();
  33894. var engine = scene.getEngine();
  33895. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33896. // or triangles as points
  33897. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33898. }
  33899. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33900. // Triangles as wireframe
  33901. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33902. }
  33903. else {
  33904. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33905. }
  33906. if (scene._isAlternateRenderingEnabled && !alternate) {
  33907. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33908. if (!effect || !scene.activeCamera) {
  33909. return this;
  33910. }
  33911. scene._switchToAlternateCameraConfiguration(true);
  33912. this._effectiveMaterial.bindView(effect);
  33913. this._effectiveMaterial.bindViewProjection(effect);
  33914. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33915. this._draw(subMesh, fillMode, instancesCount, true);
  33916. engine.setViewport(scene.activeCamera.viewport);
  33917. scene._switchToAlternateCameraConfiguration(false);
  33918. this._effectiveMaterial.bindView(effect);
  33919. this._effectiveMaterial.bindViewProjection(effect);
  33920. }
  33921. return this;
  33922. };
  33923. /**
  33924. * Registers for this mesh a javascript function called just before the rendering process
  33925. * @param func defines the function to call before rendering this mesh
  33926. * @returns the current mesh
  33927. */
  33928. Mesh.prototype.registerBeforeRender = function (func) {
  33929. this.onBeforeRenderObservable.add(func);
  33930. return this;
  33931. };
  33932. /**
  33933. * Disposes a previously registered javascript function called before the rendering
  33934. * @param func defines the function to remove
  33935. * @returns the current mesh
  33936. */
  33937. Mesh.prototype.unregisterBeforeRender = function (func) {
  33938. this.onBeforeRenderObservable.removeCallback(func);
  33939. return this;
  33940. };
  33941. /**
  33942. * Registers for this mesh a javascript function called just after the rendering is complete
  33943. * @param func defines the function to call after rendering this mesh
  33944. * @returns the current mesh
  33945. */
  33946. Mesh.prototype.registerAfterRender = function (func) {
  33947. this.onAfterRenderObservable.add(func);
  33948. return this;
  33949. };
  33950. /**
  33951. * Disposes a previously registered javascript function called after the rendering.
  33952. * @param func defines the function to remove
  33953. * @returns the current mesh
  33954. */
  33955. Mesh.prototype.unregisterAfterRender = function (func) {
  33956. this.onAfterRenderObservable.removeCallback(func);
  33957. return this;
  33958. };
  33959. /** @hidden */
  33960. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33961. var scene = this.getScene();
  33962. var batchCache = this._instanceDataStorage.batchCache;
  33963. batchCache.mustReturn = false;
  33964. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33965. batchCache.visibleInstances[subMeshId] = null;
  33966. if (this._instanceDataStorage.visibleInstances) {
  33967. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33968. var currentRenderId = scene.getRenderId();
  33969. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33970. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33971. var selfRenderId = this._renderId;
  33972. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33973. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33974. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33975. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33976. }
  33977. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33978. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33979. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33980. batchCache.mustReturn = true;
  33981. return batchCache;
  33982. }
  33983. if (currentRenderId !== selfRenderId) {
  33984. batchCache.renderSelf[subMeshId] = false;
  33985. }
  33986. }
  33987. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33988. }
  33989. return batchCache;
  33990. };
  33991. /** @hidden */
  33992. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33993. var visibleInstances = batch.visibleInstances[subMesh._id];
  33994. if (!visibleInstances) {
  33995. return this;
  33996. }
  33997. var matricesCount = visibleInstances.length + 1;
  33998. var bufferSize = matricesCount * 16 * 4;
  33999. var instanceStorage = this._instanceDataStorage;
  34000. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  34001. var instancesBuffer = instanceStorage.instancesBuffer;
  34002. while (instanceStorage.instancesBufferSize < bufferSize) {
  34003. instanceStorage.instancesBufferSize *= 2;
  34004. }
  34005. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34006. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  34007. }
  34008. var offset = 0;
  34009. var instancesCount = 0;
  34010. var world = this.getWorldMatrix();
  34011. if (batch.renderSelf[subMesh._id]) {
  34012. world.copyToArray(instanceStorage.instancesData, offset);
  34013. offset += 16;
  34014. instancesCount++;
  34015. }
  34016. if (visibleInstances) {
  34017. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  34018. var instance = visibleInstances[instanceIndex];
  34019. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  34020. offset += 16;
  34021. instancesCount++;
  34022. }
  34023. }
  34024. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34025. if (instancesBuffer) {
  34026. instancesBuffer.dispose();
  34027. }
  34028. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  34029. instanceStorage.instancesBuffer = instancesBuffer;
  34030. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  34031. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  34032. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  34033. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  34034. }
  34035. else {
  34036. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  34037. }
  34038. this._bind(subMesh, effect, fillMode);
  34039. this._draw(subMesh, fillMode, instancesCount);
  34040. engine.unbindInstanceAttributes();
  34041. return this;
  34042. };
  34043. /** @hidden */
  34044. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  34045. var scene = this.getScene();
  34046. var engine = scene.getEngine();
  34047. if (hardwareInstancedRendering) {
  34048. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  34049. }
  34050. else {
  34051. if (batch.renderSelf[subMesh._id]) {
  34052. // Draw
  34053. if (onBeforeDraw) {
  34054. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  34055. }
  34056. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  34057. }
  34058. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  34059. if (visibleInstancesForSubMesh) {
  34060. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  34061. var instance = visibleInstancesForSubMesh[instanceIndex];
  34062. // World
  34063. var world = instance.getWorldMatrix();
  34064. if (onBeforeDraw) {
  34065. onBeforeDraw(true, world, effectiveMaterial);
  34066. }
  34067. // Draw
  34068. this._draw(subMesh, fillMode);
  34069. }
  34070. }
  34071. }
  34072. return this;
  34073. };
  34074. /**
  34075. * 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
  34076. * @param subMesh defines the subMesh to render
  34077. * @param enableAlphaMode defines if alpha mode can be changed
  34078. * @returns the current mesh
  34079. */
  34080. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  34081. if (this._checkOcclusionQuery()) {
  34082. return this;
  34083. }
  34084. var scene = this.getScene();
  34085. // Managing instances
  34086. var batch = this._getInstancesRenderList(subMesh._id);
  34087. if (batch.mustReturn) {
  34088. return this;
  34089. }
  34090. // Checking geometry state
  34091. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34092. return this;
  34093. }
  34094. if (this._onBeforeRenderObservable) {
  34095. this._onBeforeRenderObservable.notifyObservers(this);
  34096. }
  34097. var engine = scene.getEngine();
  34098. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34099. // Material
  34100. var material = subMesh.getMaterial();
  34101. if (!material) {
  34102. return this;
  34103. }
  34104. this._effectiveMaterial = material;
  34105. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34106. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34107. return this;
  34108. }
  34109. }
  34110. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34111. return this;
  34112. }
  34113. // Alpha mode
  34114. if (enableAlphaMode) {
  34115. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34116. }
  34117. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34118. var step = _a[_i];
  34119. step.action(this, subMesh, batch);
  34120. }
  34121. var effect;
  34122. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34123. effect = subMesh.effect;
  34124. }
  34125. else {
  34126. effect = this._effectiveMaterial.getEffect();
  34127. }
  34128. if (!effect) {
  34129. return this;
  34130. }
  34131. var sideOrientation = this.overrideMaterialSideOrientation;
  34132. if (sideOrientation == null) {
  34133. sideOrientation = this._effectiveMaterial.sideOrientation;
  34134. if (this._getWorldMatrixDeterminant() < 0) {
  34135. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34136. }
  34137. }
  34138. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34139. if (this._effectiveMaterial.forceDepthWrite) {
  34140. engine.setDepthWrite(true);
  34141. }
  34142. // Bind
  34143. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34144. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34145. this._bind(subMesh, effect, fillMode);
  34146. }
  34147. var world = this.getWorldMatrix();
  34148. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34149. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34150. }
  34151. else {
  34152. this._effectiveMaterial.bind(world, this);
  34153. }
  34154. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34155. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34156. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34157. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34158. }
  34159. // Draw
  34160. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34161. // Unbind
  34162. this._effectiveMaterial.unbind();
  34163. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34164. var step = _c[_b];
  34165. step.action(this, subMesh, batch);
  34166. }
  34167. if (this._onAfterRenderObservable) {
  34168. this._onAfterRenderObservable.notifyObservers(this);
  34169. }
  34170. return this;
  34171. };
  34172. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34173. if (isInstance && effectiveMaterial) {
  34174. effectiveMaterial.bindOnlyWorldMatrix(world);
  34175. }
  34176. };
  34177. /**
  34178. * Renormalize the mesh and patch it up if there are no weights
  34179. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34180. * However in the case of zero weights then we set just a single influence to 1.
  34181. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34182. */
  34183. Mesh.prototype.cleanMatrixWeights = function () {
  34184. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34185. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34186. this.normalizeSkinWeightsAndExtra();
  34187. }
  34188. else {
  34189. this.normalizeSkinFourWeights();
  34190. }
  34191. }
  34192. };
  34193. // faster 4 weight version.
  34194. Mesh.prototype.normalizeSkinFourWeights = function () {
  34195. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34196. var numWeights = matricesWeights.length;
  34197. for (var a = 0; a < numWeights; a += 4) {
  34198. // accumulate weights
  34199. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34200. // check for invalid weight and just set it to 1.
  34201. if (t === 0) {
  34202. matricesWeights[a] = 1;
  34203. }
  34204. else {
  34205. // renormalize so everything adds to 1 use reciprical
  34206. var recip = 1 / t;
  34207. matricesWeights[a] *= recip;
  34208. matricesWeights[a + 1] *= recip;
  34209. matricesWeights[a + 2] *= recip;
  34210. matricesWeights[a + 3] *= recip;
  34211. }
  34212. }
  34213. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34214. };
  34215. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34216. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34217. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34218. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34219. var numWeights = matricesWeights.length;
  34220. for (var a = 0; a < numWeights; a += 4) {
  34221. // accumulate weights
  34222. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34223. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34224. // check for invalid weight and just set it to 1.
  34225. if (t === 0) {
  34226. matricesWeights[a] = 1;
  34227. }
  34228. else {
  34229. // renormalize so everything adds to 1 use reciprical
  34230. var recip = 1 / t;
  34231. matricesWeights[a] *= recip;
  34232. matricesWeights[a + 1] *= recip;
  34233. matricesWeights[a + 2] *= recip;
  34234. matricesWeights[a + 3] *= recip;
  34235. // same goes for extras
  34236. matricesWeightsExtra[a] *= recip;
  34237. matricesWeightsExtra[a + 1] *= recip;
  34238. matricesWeightsExtra[a + 2] *= recip;
  34239. matricesWeightsExtra[a + 3] *= recip;
  34240. }
  34241. }
  34242. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34243. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34244. };
  34245. /**
  34246. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34247. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34248. * the user know there was an issue with importing the mesh
  34249. * @returns a validation object with skinned, valid and report string
  34250. */
  34251. Mesh.prototype.validateSkinning = function () {
  34252. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34253. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34254. if (matricesWeights === null || this.skeleton == null) {
  34255. return { skinned: false, valid: true, report: "not skinned" };
  34256. }
  34257. var numWeights = matricesWeights.length;
  34258. var numberNotSorted = 0;
  34259. var missingWeights = 0;
  34260. var maxUsedWeights = 0;
  34261. var numberNotNormalized = 0;
  34262. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34263. var usedWeightCounts = new Array();
  34264. for (var a = 0; a <= numInfluences; a++) {
  34265. usedWeightCounts[a] = 0;
  34266. }
  34267. var toleranceEpsilon = 0.001;
  34268. for (var a = 0; a < numWeights; a += 4) {
  34269. var lastWeight = matricesWeights[a];
  34270. var t = lastWeight;
  34271. var usedWeights = t === 0 ? 0 : 1;
  34272. for (var b = 1; b < numInfluences; b++) {
  34273. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34274. if (d > lastWeight) {
  34275. numberNotSorted++;
  34276. }
  34277. if (d !== 0) {
  34278. usedWeights++;
  34279. }
  34280. t += d;
  34281. lastWeight = d;
  34282. }
  34283. // count the buffer weights usage
  34284. usedWeightCounts[usedWeights]++;
  34285. // max influences
  34286. if (usedWeights > maxUsedWeights) {
  34287. maxUsedWeights = usedWeights;
  34288. }
  34289. // check for invalid weight and just set it to 1.
  34290. if (t === 0) {
  34291. missingWeights++;
  34292. }
  34293. else {
  34294. // renormalize so everything adds to 1 use reciprical
  34295. var recip = 1 / t;
  34296. var tolerance = 0;
  34297. for (b = 0; b < numInfluences; b++) {
  34298. if (b < 4) {
  34299. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34300. }
  34301. else {
  34302. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34303. }
  34304. }
  34305. // arbitary epsilon value for dicdating not normalized
  34306. if (tolerance > toleranceEpsilon) {
  34307. numberNotNormalized++;
  34308. }
  34309. }
  34310. }
  34311. // validate bone indices are in range of the skeleton
  34312. var numBones = this.skeleton.bones.length;
  34313. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34314. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34315. var numBadBoneIndices = 0;
  34316. for (var a = 0; a < numWeights; a++) {
  34317. for (var b = 0; b < numInfluences; b++) {
  34318. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34319. if (index >= numBones || index < 0) {
  34320. numBadBoneIndices++;
  34321. }
  34322. }
  34323. }
  34324. // log mesh stats
  34325. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34326. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34327. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34328. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34329. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34330. };
  34331. /** @hidden */
  34332. Mesh.prototype._checkDelayState = function () {
  34333. var scene = this.getScene();
  34334. if (this._geometry) {
  34335. this._geometry.load(scene);
  34336. }
  34337. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34338. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34339. this._queueLoad(scene);
  34340. }
  34341. return this;
  34342. };
  34343. Mesh.prototype._queueLoad = function (scene) {
  34344. var _this = this;
  34345. scene._addPendingData(this);
  34346. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34347. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34348. if (data instanceof ArrayBuffer) {
  34349. _this._delayLoadingFunction(data, _this);
  34350. }
  34351. else {
  34352. _this._delayLoadingFunction(JSON.parse(data), _this);
  34353. }
  34354. _this.instances.forEach(function (instance) {
  34355. instance._syncSubMeshes();
  34356. });
  34357. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34358. scene._removePendingData(_this);
  34359. }, function () { }, scene.offlineProvider, getBinaryData);
  34360. return this;
  34361. };
  34362. /**
  34363. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34364. * A mesh is in the frustum if its bounding box intersects the frustum
  34365. * @param frustumPlanes defines the frustum to test
  34366. * @returns true if the mesh is in the frustum planes
  34367. */
  34368. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34369. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34370. return false;
  34371. }
  34372. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34373. return false;
  34374. }
  34375. this._checkDelayState();
  34376. return true;
  34377. };
  34378. /**
  34379. * Sets the mesh material by the material or multiMaterial `id` property
  34380. * @param id is a string identifying the material or the multiMaterial
  34381. * @returns the current mesh
  34382. */
  34383. Mesh.prototype.setMaterialByID = function (id) {
  34384. var materials = this.getScene().materials;
  34385. var index;
  34386. for (index = materials.length - 1; index > -1; index--) {
  34387. if (materials[index].id === id) {
  34388. this.material = materials[index];
  34389. return this;
  34390. }
  34391. }
  34392. // Multi
  34393. var multiMaterials = this.getScene().multiMaterials;
  34394. for (index = multiMaterials.length - 1; index > -1; index--) {
  34395. if (multiMaterials[index].id === id) {
  34396. this.material = multiMaterials[index];
  34397. return this;
  34398. }
  34399. }
  34400. return this;
  34401. };
  34402. /**
  34403. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34404. * @returns an array of IAnimatable
  34405. */
  34406. Mesh.prototype.getAnimatables = function () {
  34407. var results = new Array();
  34408. if (this.material) {
  34409. results.push(this.material);
  34410. }
  34411. if (this.skeleton) {
  34412. results.push(this.skeleton);
  34413. }
  34414. return results;
  34415. };
  34416. /**
  34417. * Modifies the mesh geometry according to the passed transformation matrix.
  34418. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34419. * The mesh normals are modified using the same transformation.
  34420. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34421. * @param transform defines the transform matrix to use
  34422. * @see http://doc.babylonjs.com/resources/baking_transformations
  34423. * @returns the current mesh
  34424. */
  34425. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34426. // Position
  34427. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34428. return this;
  34429. }
  34430. var submeshes = this.subMeshes.splice(0);
  34431. this._resetPointsArrayCache();
  34432. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34433. var temp = new Array();
  34434. var index;
  34435. for (index = 0; index < data.length; index += 3) {
  34436. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34437. }
  34438. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34439. // Normals
  34440. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34441. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34442. temp = [];
  34443. for (index = 0; index < data.length; index += 3) {
  34444. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34445. }
  34446. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34447. }
  34448. // flip faces?
  34449. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34450. this.flipFaces();
  34451. }
  34452. // Restore submeshes
  34453. this.releaseSubMeshes();
  34454. this.subMeshes = submeshes;
  34455. return this;
  34456. };
  34457. /**
  34458. * Modifies the mesh geometry according to its own current World Matrix.
  34459. * The mesh World Matrix is then reset.
  34460. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34461. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34462. * @see http://doc.babylonjs.com/resources/baking_transformations
  34463. * @returns the current mesh
  34464. */
  34465. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34466. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34467. this.scaling.copyFromFloats(1, 1, 1);
  34468. this.position.copyFromFloats(0, 0, 0);
  34469. this.rotation.copyFromFloats(0, 0, 0);
  34470. //only if quaternion is already set
  34471. if (this.rotationQuaternion) {
  34472. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34473. }
  34474. this._worldMatrix = BABYLON.Matrix.Identity();
  34475. return this;
  34476. };
  34477. Object.defineProperty(Mesh.prototype, "_positions", {
  34478. // Cache
  34479. /** @hidden */
  34480. get: function () {
  34481. if (this._geometry) {
  34482. return this._geometry._positions;
  34483. }
  34484. return null;
  34485. },
  34486. enumerable: true,
  34487. configurable: true
  34488. });
  34489. /** @hidden */
  34490. Mesh.prototype._resetPointsArrayCache = function () {
  34491. if (this._geometry) {
  34492. this._geometry._resetPointsArrayCache();
  34493. }
  34494. return this;
  34495. };
  34496. /** @hidden */
  34497. Mesh.prototype._generatePointsArray = function () {
  34498. if (this._geometry) {
  34499. return this._geometry._generatePointsArray();
  34500. }
  34501. return false;
  34502. };
  34503. /**
  34504. * Returns a new Mesh object generated from the current mesh properties.
  34505. * This method must not get confused with createInstance()
  34506. * @param name is a string, the name given to the new mesh
  34507. * @param newParent can be any Node object (default `null`)
  34508. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34509. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34510. * @returns a new mesh
  34511. */
  34512. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34513. if (name === void 0) { name = ""; }
  34514. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34515. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34516. };
  34517. /**
  34518. * Releases resources associated with this mesh.
  34519. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34520. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34521. */
  34522. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34523. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34524. this.morphTargetManager = null;
  34525. if (this._geometry) {
  34526. this._geometry.releaseForMesh(this, true);
  34527. }
  34528. if (this._onBeforeDrawObservable) {
  34529. this._onBeforeDrawObservable.clear();
  34530. }
  34531. if (this._onBeforeRenderObservable) {
  34532. this._onBeforeRenderObservable.clear();
  34533. }
  34534. if (this._onAfterRenderObservable) {
  34535. this._onAfterRenderObservable.clear();
  34536. }
  34537. // Sources
  34538. if (this._scene.useClonedMeshhMap) {
  34539. if (this.meshMap) {
  34540. for (var uniqueId in this.meshMap) {
  34541. var mesh = this.meshMap[uniqueId];
  34542. if (mesh) {
  34543. mesh._source = null;
  34544. this.meshMap[uniqueId] = undefined;
  34545. }
  34546. }
  34547. }
  34548. if (this._source && this._source.meshMap) {
  34549. this._source.meshMap[this.uniqueId] = undefined;
  34550. }
  34551. }
  34552. else {
  34553. var meshes = this.getScene().meshes;
  34554. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34555. var abstractMesh = meshes_1[_i];
  34556. var mesh = abstractMesh;
  34557. if (mesh._source && mesh._source === this) {
  34558. mesh._source = null;
  34559. }
  34560. }
  34561. }
  34562. this._source = null;
  34563. // Instances
  34564. if (this._instanceDataStorage.instancesBuffer) {
  34565. this._instanceDataStorage.instancesBuffer.dispose();
  34566. this._instanceDataStorage.instancesBuffer = null;
  34567. }
  34568. while (this.instances.length) {
  34569. this.instances[0].dispose();
  34570. }
  34571. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34572. };
  34573. /**
  34574. * Modifies the mesh geometry according to a displacement map.
  34575. * 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.
  34576. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34577. * @param url is a string, the URL from the image file is to be downloaded.
  34578. * @param minHeight is the lower limit of the displacement.
  34579. * @param maxHeight is the upper limit of the displacement.
  34580. * @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.
  34581. * @param uvOffset is an optional vector2 used to offset UV.
  34582. * @param uvScale is an optional vector2 used to scale UV.
  34583. * @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.
  34584. * @returns the Mesh.
  34585. */
  34586. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34587. var _this = this;
  34588. if (forceUpdate === void 0) { forceUpdate = false; }
  34589. var scene = this.getScene();
  34590. var onload = function (img) {
  34591. // Getting height map data
  34592. var canvas = document.createElement("canvas");
  34593. var context = canvas.getContext("2d");
  34594. var heightMapWidth = img.width;
  34595. var heightMapHeight = img.height;
  34596. canvas.width = heightMapWidth;
  34597. canvas.height = heightMapHeight;
  34598. context.drawImage(img, 0, 0);
  34599. // Create VertexData from map data
  34600. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34601. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34602. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34603. //execute success callback, if set
  34604. if (onSuccess) {
  34605. onSuccess(_this);
  34606. }
  34607. };
  34608. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34609. return this;
  34610. };
  34611. /**
  34612. * Modifies the mesh geometry according to a displacementMap buffer.
  34613. * 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.
  34614. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34615. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34616. * @param heightMapWidth is the width of the buffer image.
  34617. * @param heightMapHeight is the height of the buffer image.
  34618. * @param minHeight is the lower limit of the displacement.
  34619. * @param maxHeight is the upper limit of the displacement.
  34620. * @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.
  34621. * @param uvOffset is an optional vector2 used to offset UV.
  34622. * @param uvScale is an optional vector2 used to scale UV.
  34623. * @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.
  34624. * @returns the Mesh.
  34625. */
  34626. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34627. if (forceUpdate === void 0) { forceUpdate = false; }
  34628. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34629. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34630. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34631. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34632. return this;
  34633. }
  34634. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34635. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34636. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34637. var position = BABYLON.Vector3.Zero();
  34638. var normal = BABYLON.Vector3.Zero();
  34639. var uv = BABYLON.Vector2.Zero();
  34640. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34641. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34642. for (var index = 0; index < positions.length; index += 3) {
  34643. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34644. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34645. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34646. // Compute height
  34647. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34648. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34649. var pos = (u + v * heightMapWidth) * 4;
  34650. var r = buffer[pos] / 255.0;
  34651. var g = buffer[pos + 1] / 255.0;
  34652. var b = buffer[pos + 2] / 255.0;
  34653. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34654. normal.normalize();
  34655. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34656. position = position.add(normal);
  34657. position.toArray(positions, index);
  34658. }
  34659. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34660. if (forceUpdate) {
  34661. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34662. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34663. }
  34664. else {
  34665. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34666. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34667. }
  34668. return this;
  34669. };
  34670. /**
  34671. * Modify the mesh to get a flat shading rendering.
  34672. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34673. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34674. * @returns current mesh
  34675. */
  34676. Mesh.prototype.convertToFlatShadedMesh = function () {
  34677. var kinds = this.getVerticesDataKinds();
  34678. var vbs = {};
  34679. var data = {};
  34680. var newdata = {};
  34681. var updatableNormals = false;
  34682. var kindIndex;
  34683. var kind;
  34684. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34685. kind = kinds[kindIndex];
  34686. var vertexBuffer = this.getVertexBuffer(kind);
  34687. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34688. updatableNormals = vertexBuffer.isUpdatable();
  34689. kinds.splice(kindIndex, 1);
  34690. kindIndex--;
  34691. continue;
  34692. }
  34693. vbs[kind] = vertexBuffer;
  34694. data[kind] = vbs[kind].getData();
  34695. newdata[kind] = [];
  34696. }
  34697. // Save previous submeshes
  34698. var previousSubmeshes = this.subMeshes.slice(0);
  34699. var indices = this.getIndices();
  34700. var totalIndices = this.getTotalIndices();
  34701. // Generating unique vertices per face
  34702. var index;
  34703. for (index = 0; index < totalIndices; index++) {
  34704. var vertexIndex = indices[index];
  34705. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34706. kind = kinds[kindIndex];
  34707. var stride = vbs[kind].getStrideSize();
  34708. for (var offset = 0; offset < stride; offset++) {
  34709. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34710. }
  34711. }
  34712. }
  34713. // Updating faces & normal
  34714. var normals = [];
  34715. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34716. for (index = 0; index < totalIndices; index += 3) {
  34717. indices[index] = index;
  34718. indices[index + 1] = index + 1;
  34719. indices[index + 2] = index + 2;
  34720. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34721. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34722. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34723. var p1p2 = p1.subtract(p2);
  34724. var p3p2 = p3.subtract(p2);
  34725. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34726. // Store same normals for every vertex
  34727. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34728. normals.push(normal.x);
  34729. normals.push(normal.y);
  34730. normals.push(normal.z);
  34731. }
  34732. }
  34733. this.setIndices(indices);
  34734. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34735. // Updating vertex buffers
  34736. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34737. kind = kinds[kindIndex];
  34738. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34739. }
  34740. // Updating submeshes
  34741. this.releaseSubMeshes();
  34742. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34743. var previousOne = previousSubmeshes[submeshIndex];
  34744. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34745. }
  34746. this.synchronizeInstances();
  34747. return this;
  34748. };
  34749. /**
  34750. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34751. * In other words, more vertices, no more indices and a single bigger VBO.
  34752. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34753. * @returns current mesh
  34754. */
  34755. Mesh.prototype.convertToUnIndexedMesh = function () {
  34756. var kinds = this.getVerticesDataKinds();
  34757. var vbs = {};
  34758. var data = {};
  34759. var newdata = {};
  34760. var kindIndex;
  34761. var kind;
  34762. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34763. kind = kinds[kindIndex];
  34764. var vertexBuffer = this.getVertexBuffer(kind);
  34765. vbs[kind] = vertexBuffer;
  34766. data[kind] = vbs[kind].getData();
  34767. newdata[kind] = [];
  34768. }
  34769. // Save previous submeshes
  34770. var previousSubmeshes = this.subMeshes.slice(0);
  34771. var indices = this.getIndices();
  34772. var totalIndices = this.getTotalIndices();
  34773. // Generating unique vertices per face
  34774. var index;
  34775. for (index = 0; index < totalIndices; index++) {
  34776. var vertexIndex = indices[index];
  34777. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34778. kind = kinds[kindIndex];
  34779. var stride = vbs[kind].getStrideSize();
  34780. for (var offset = 0; offset < stride; offset++) {
  34781. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34782. }
  34783. }
  34784. }
  34785. // Updating indices
  34786. for (index = 0; index < totalIndices; index += 3) {
  34787. indices[index] = index;
  34788. indices[index + 1] = index + 1;
  34789. indices[index + 2] = index + 2;
  34790. }
  34791. this.setIndices(indices);
  34792. // Updating vertex buffers
  34793. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34794. kind = kinds[kindIndex];
  34795. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34796. }
  34797. // Updating submeshes
  34798. this.releaseSubMeshes();
  34799. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34800. var previousOne = previousSubmeshes[submeshIndex];
  34801. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34802. }
  34803. this._unIndexed = true;
  34804. this.synchronizeInstances();
  34805. return this;
  34806. };
  34807. /**
  34808. * Inverses facet orientations.
  34809. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34810. * @param flipNormals will also inverts the normals
  34811. * @returns current mesh
  34812. */
  34813. Mesh.prototype.flipFaces = function (flipNormals) {
  34814. if (flipNormals === void 0) { flipNormals = false; }
  34815. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34816. var i;
  34817. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34818. for (i = 0; i < vertex_data.normals.length; i++) {
  34819. vertex_data.normals[i] *= -1;
  34820. }
  34821. }
  34822. if (vertex_data.indices) {
  34823. var temp;
  34824. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34825. // reassign indices
  34826. temp = vertex_data.indices[i + 1];
  34827. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34828. vertex_data.indices[i + 2] = temp;
  34829. }
  34830. }
  34831. vertex_data.applyToMesh(this);
  34832. return this;
  34833. };
  34834. // Instances
  34835. /**
  34836. * Creates a new InstancedMesh object from the mesh model.
  34837. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34838. * @param name defines the name of the new instance
  34839. * @returns a new InstancedMesh
  34840. */
  34841. Mesh.prototype.createInstance = function (name) {
  34842. return new BABYLON.InstancedMesh(name, this);
  34843. };
  34844. /**
  34845. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34846. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34847. * @returns the current mesh
  34848. */
  34849. Mesh.prototype.synchronizeInstances = function () {
  34850. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34851. var instance = this.instances[instanceIndex];
  34852. instance._syncSubMeshes();
  34853. }
  34854. return this;
  34855. };
  34856. /**
  34857. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34858. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34859. * This should be used together with the simplification to avoid disappearing triangles.
  34860. * @param successCallback an optional success callback to be called after the optimization finished.
  34861. * @returns the current mesh
  34862. */
  34863. Mesh.prototype.optimizeIndices = function (successCallback) {
  34864. var _this = this;
  34865. var indices = this.getIndices();
  34866. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34867. if (!positions || !indices) {
  34868. return this;
  34869. }
  34870. var vectorPositions = new Array();
  34871. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34872. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34873. }
  34874. var dupes = new Array();
  34875. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34876. var realPos = vectorPositions.length - 1 - iteration;
  34877. var testedPosition = vectorPositions[realPos];
  34878. for (var j = 0; j < realPos; ++j) {
  34879. var againstPosition = vectorPositions[j];
  34880. if (testedPosition.equals(againstPosition)) {
  34881. dupes[realPos] = j;
  34882. break;
  34883. }
  34884. }
  34885. }, function () {
  34886. for (var i = 0; i < indices.length; ++i) {
  34887. indices[i] = dupes[indices[i]] || indices[i];
  34888. }
  34889. //indices are now reordered
  34890. var originalSubMeshes = _this.subMeshes.slice(0);
  34891. _this.setIndices(indices);
  34892. _this.subMeshes = originalSubMeshes;
  34893. if (successCallback) {
  34894. successCallback(_this);
  34895. }
  34896. });
  34897. return this;
  34898. };
  34899. /**
  34900. * Serialize current mesh
  34901. * @param serializationObject defines the object which will receive the serialization data
  34902. */
  34903. Mesh.prototype.serialize = function (serializationObject) {
  34904. serializationObject.name = this.name;
  34905. serializationObject.id = this.id;
  34906. serializationObject.type = this.getClassName();
  34907. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34908. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34909. }
  34910. serializationObject.position = this.position.asArray();
  34911. if (this.rotationQuaternion) {
  34912. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34913. }
  34914. else if (this.rotation) {
  34915. serializationObject.rotation = this.rotation.asArray();
  34916. }
  34917. serializationObject.scaling = this.scaling.asArray();
  34918. if (this._postMultiplyPivotMatrix) {
  34919. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34920. }
  34921. else {
  34922. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34923. }
  34924. serializationObject.isEnabled = this.isEnabled(false);
  34925. serializationObject.isVisible = this.isVisible;
  34926. serializationObject.infiniteDistance = this.infiniteDistance;
  34927. serializationObject.pickable = this.isPickable;
  34928. serializationObject.receiveShadows = this.receiveShadows;
  34929. serializationObject.billboardMode = this.billboardMode;
  34930. serializationObject.visibility = this.visibility;
  34931. serializationObject.checkCollisions = this.checkCollisions;
  34932. serializationObject.isBlocker = this.isBlocker;
  34933. // Parent
  34934. if (this.parent) {
  34935. serializationObject.parentId = this.parent.id;
  34936. }
  34937. // Geometry
  34938. serializationObject.isUnIndexed = this.isUnIndexed;
  34939. var geometry = this._geometry;
  34940. if (geometry) {
  34941. var geometryId = geometry.id;
  34942. serializationObject.geometryId = geometryId;
  34943. // SubMeshes
  34944. serializationObject.subMeshes = [];
  34945. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34946. var subMesh = this.subMeshes[subIndex];
  34947. serializationObject.subMeshes.push({
  34948. materialIndex: subMesh.materialIndex,
  34949. verticesStart: subMesh.verticesStart,
  34950. verticesCount: subMesh.verticesCount,
  34951. indexStart: subMesh.indexStart,
  34952. indexCount: subMesh.indexCount
  34953. });
  34954. }
  34955. }
  34956. // Material
  34957. if (this.material) {
  34958. serializationObject.materialId = this.material.id;
  34959. }
  34960. else {
  34961. this.material = null;
  34962. }
  34963. // Morph targets
  34964. if (this.morphTargetManager) {
  34965. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34966. }
  34967. // Skeleton
  34968. if (this.skeleton) {
  34969. serializationObject.skeletonId = this.skeleton.id;
  34970. }
  34971. // Physics
  34972. //TODO implement correct serialization for physics impostors.
  34973. var impostor = this.getPhysicsImpostor();
  34974. if (impostor) {
  34975. serializationObject.physicsMass = impostor.getParam("mass");
  34976. serializationObject.physicsFriction = impostor.getParam("friction");
  34977. serializationObject.physicsRestitution = impostor.getParam("mass");
  34978. serializationObject.physicsImpostor = impostor.type;
  34979. }
  34980. // Metadata
  34981. if (this.metadata) {
  34982. serializationObject.metadata = this.metadata;
  34983. }
  34984. // Instances
  34985. serializationObject.instances = [];
  34986. for (var index = 0; index < this.instances.length; index++) {
  34987. var instance = this.instances[index];
  34988. if (instance.doNotSerialize) {
  34989. continue;
  34990. }
  34991. var serializationInstance = {
  34992. name: instance.name,
  34993. id: instance.id,
  34994. position: instance.position.asArray(),
  34995. scaling: instance.scaling.asArray()
  34996. };
  34997. if (instance.parent) {
  34998. serializationInstance.parentId = instance.parent.id;
  34999. }
  35000. if (instance.rotationQuaternion) {
  35001. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  35002. }
  35003. else if (instance.rotation) {
  35004. serializationInstance.rotation = instance.rotation.asArray();
  35005. }
  35006. serializationObject.instances.push(serializationInstance);
  35007. // Animations
  35008. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  35009. serializationInstance.ranges = instance.serializeAnimationRanges();
  35010. }
  35011. //
  35012. // Animations
  35013. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  35014. serializationObject.ranges = this.serializeAnimationRanges();
  35015. // Layer mask
  35016. serializationObject.layerMask = this.layerMask;
  35017. // Alpha
  35018. serializationObject.alphaIndex = this.alphaIndex;
  35019. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  35020. // Overlay
  35021. serializationObject.overlayAlpha = this.overlayAlpha;
  35022. serializationObject.overlayColor = this.overlayColor.asArray();
  35023. serializationObject.renderOverlay = this.renderOverlay;
  35024. // Fog
  35025. serializationObject.applyFog = this.applyFog;
  35026. // Action Manager
  35027. if (this.actionManager) {
  35028. serializationObject.actions = this.actionManager.serialize(this.name);
  35029. }
  35030. };
  35031. /** @hidden */
  35032. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  35033. if (!this.geometry) {
  35034. return;
  35035. }
  35036. this._markSubMeshesAsAttributesDirty();
  35037. var morphTargetManager = this._morphTargetManager;
  35038. if (morphTargetManager && morphTargetManager.vertexCount) {
  35039. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  35040. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  35041. this.morphTargetManager = null;
  35042. return;
  35043. }
  35044. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  35045. var morphTarget = morphTargetManager.getActiveTarget(index);
  35046. var positions = morphTarget.getPositions();
  35047. if (!positions) {
  35048. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  35049. return;
  35050. }
  35051. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  35052. var normals = morphTarget.getNormals();
  35053. if (normals) {
  35054. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  35055. }
  35056. var tangents = morphTarget.getTangents();
  35057. if (tangents) {
  35058. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  35059. }
  35060. }
  35061. }
  35062. else {
  35063. var index = 0;
  35064. // Positions
  35065. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  35066. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  35067. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  35068. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  35069. }
  35070. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  35071. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  35072. }
  35073. index++;
  35074. }
  35075. }
  35076. };
  35077. // Statics
  35078. /**
  35079. * Returns a new Mesh object parsed from the source provided.
  35080. * @param parsedMesh is the source
  35081. * @param scene defines the hosting scene
  35082. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35083. * @returns a new Mesh
  35084. */
  35085. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35086. var mesh;
  35087. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35088. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35089. }
  35090. else {
  35091. mesh = new Mesh(parsedMesh.name, scene);
  35092. }
  35093. mesh.id = parsedMesh.id;
  35094. if (BABYLON.Tags) {
  35095. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35096. }
  35097. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35098. if (parsedMesh.metadata !== undefined) {
  35099. mesh.metadata = parsedMesh.metadata;
  35100. }
  35101. if (parsedMesh.rotationQuaternion) {
  35102. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35103. }
  35104. else if (parsedMesh.rotation) {
  35105. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35106. }
  35107. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35108. if (parsedMesh.localMatrix) {
  35109. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35110. }
  35111. else if (parsedMesh.pivotMatrix) {
  35112. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35113. }
  35114. mesh.setEnabled(parsedMesh.isEnabled);
  35115. mesh.isVisible = parsedMesh.isVisible;
  35116. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35117. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35118. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35119. if (parsedMesh.applyFog !== undefined) {
  35120. mesh.applyFog = parsedMesh.applyFog;
  35121. }
  35122. if (parsedMesh.pickable !== undefined) {
  35123. mesh.isPickable = parsedMesh.pickable;
  35124. }
  35125. if (parsedMesh.alphaIndex !== undefined) {
  35126. mesh.alphaIndex = parsedMesh.alphaIndex;
  35127. }
  35128. mesh.receiveShadows = parsedMesh.receiveShadows;
  35129. mesh.billboardMode = parsedMesh.billboardMode;
  35130. if (parsedMesh.visibility !== undefined) {
  35131. mesh.visibility = parsedMesh.visibility;
  35132. }
  35133. mesh.checkCollisions = parsedMesh.checkCollisions;
  35134. if (parsedMesh.isBlocker !== undefined) {
  35135. mesh.isBlocker = parsedMesh.isBlocker;
  35136. }
  35137. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35138. // freezeWorldMatrix
  35139. if (parsedMesh.freezeWorldMatrix) {
  35140. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35141. }
  35142. // Parent
  35143. if (parsedMesh.parentId) {
  35144. mesh._waitingParentId = parsedMesh.parentId;
  35145. }
  35146. // Actions
  35147. if (parsedMesh.actions !== undefined) {
  35148. mesh._waitingActions = parsedMesh.actions;
  35149. }
  35150. // Overlay
  35151. if (parsedMesh.overlayAlpha !== undefined) {
  35152. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35153. }
  35154. if (parsedMesh.overlayColor !== undefined) {
  35155. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35156. }
  35157. if (parsedMesh.renderOverlay !== undefined) {
  35158. mesh.renderOverlay = parsedMesh.renderOverlay;
  35159. }
  35160. // Geometry
  35161. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35162. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35163. if (parsedMesh.delayLoadingFile) {
  35164. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35165. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35166. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35167. if (parsedMesh._binaryInfo) {
  35168. mesh._binaryInfo = parsedMesh._binaryInfo;
  35169. }
  35170. mesh._delayInfo = [];
  35171. if (parsedMesh.hasUVs) {
  35172. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35173. }
  35174. if (parsedMesh.hasUVs2) {
  35175. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35176. }
  35177. if (parsedMesh.hasUVs3) {
  35178. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35179. }
  35180. if (parsedMesh.hasUVs4) {
  35181. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35182. }
  35183. if (parsedMesh.hasUVs5) {
  35184. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35185. }
  35186. if (parsedMesh.hasUVs6) {
  35187. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35188. }
  35189. if (parsedMesh.hasColors) {
  35190. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35191. }
  35192. if (parsedMesh.hasMatricesIndices) {
  35193. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35194. }
  35195. if (parsedMesh.hasMatricesWeights) {
  35196. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35197. }
  35198. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35199. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35200. mesh._checkDelayState();
  35201. }
  35202. }
  35203. else {
  35204. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35205. }
  35206. // Material
  35207. if (parsedMesh.materialId) {
  35208. mesh.setMaterialByID(parsedMesh.materialId);
  35209. }
  35210. else {
  35211. mesh.material = null;
  35212. }
  35213. // Morph targets
  35214. if (parsedMesh.morphTargetManagerId > -1) {
  35215. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35216. }
  35217. // Skeleton
  35218. if (parsedMesh.skeletonId > -1) {
  35219. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35220. if (parsedMesh.numBoneInfluencers) {
  35221. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35222. }
  35223. }
  35224. // Animations
  35225. if (parsedMesh.animations) {
  35226. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35227. var parsedAnimation = parsedMesh.animations[animationIndex];
  35228. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35229. }
  35230. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35231. }
  35232. if (parsedMesh.autoAnimate) {
  35233. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35234. }
  35235. // Layer Mask
  35236. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35237. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35238. }
  35239. else {
  35240. mesh.layerMask = 0x0FFFFFFF;
  35241. }
  35242. // Physics
  35243. if (parsedMesh.physicsImpostor) {
  35244. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35245. mass: parsedMesh.physicsMass,
  35246. friction: parsedMesh.physicsFriction,
  35247. restitution: parsedMesh.physicsRestitution
  35248. }, scene);
  35249. }
  35250. // Instances
  35251. if (parsedMesh.instances) {
  35252. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35253. var parsedInstance = parsedMesh.instances[index];
  35254. var instance = mesh.createInstance(parsedInstance.name);
  35255. if (parsedInstance.id) {
  35256. instance.id = parsedInstance.id;
  35257. }
  35258. if (BABYLON.Tags) {
  35259. if (parsedInstance.tags) {
  35260. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35261. }
  35262. else {
  35263. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35264. }
  35265. }
  35266. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35267. if (parsedInstance.parentId) {
  35268. instance._waitingParentId = parsedInstance.parentId;
  35269. }
  35270. if (parsedInstance.rotationQuaternion) {
  35271. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35272. }
  35273. else if (parsedInstance.rotation) {
  35274. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35275. }
  35276. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35277. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35278. instance.checkCollisions = parsedInstance.checkCollisions;
  35279. }
  35280. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35281. instance.isPickable = parsedInstance.pickable;
  35282. }
  35283. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35284. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35285. }
  35286. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35287. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35288. }
  35289. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35290. instance.alphaIndex = parsedInstance.alphaIndex;
  35291. }
  35292. // Physics
  35293. if (parsedInstance.physicsImpostor) {
  35294. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35295. mass: parsedInstance.physicsMass,
  35296. friction: parsedInstance.physicsFriction,
  35297. restitution: parsedInstance.physicsRestitution
  35298. }, scene);
  35299. }
  35300. // Animation
  35301. if (parsedInstance.animations) {
  35302. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35303. parsedAnimation = parsedInstance.animations[animationIndex];
  35304. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35305. }
  35306. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35307. if (parsedInstance.autoAnimate) {
  35308. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35309. }
  35310. }
  35311. }
  35312. }
  35313. return mesh;
  35314. };
  35315. /**
  35316. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35317. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35318. * @param name defines the name of the mesh to create
  35319. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35320. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35321. * @param closePath creates a seam between the first and the last points of each path of the path array
  35322. * @param offset is taken in account only if the `pathArray` is containing a single path
  35323. * @param scene defines the hosting scene
  35324. * @param updatable defines if the mesh must be flagged as updatable
  35325. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35326. * @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)
  35327. * @returns a new Mesh
  35328. */
  35329. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35330. if (closeArray === void 0) { closeArray = false; }
  35331. if (updatable === void 0) { updatable = false; }
  35332. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35333. pathArray: pathArray,
  35334. closeArray: closeArray,
  35335. closePath: closePath,
  35336. offset: offset,
  35337. updatable: updatable,
  35338. sideOrientation: sideOrientation,
  35339. instance: instance
  35340. }, scene);
  35341. };
  35342. /**
  35343. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35344. * @param name defines the name of the mesh to create
  35345. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35346. * @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
  35347. * @param scene defines the hosting scene
  35348. * @param updatable defines if the mesh must be flagged as updatable
  35349. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35350. * @returns a new Mesh
  35351. */
  35352. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35353. if (scene === void 0) { scene = null; }
  35354. var options = {
  35355. radius: radius,
  35356. tessellation: tessellation,
  35357. sideOrientation: sideOrientation,
  35358. updatable: updatable
  35359. };
  35360. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35361. };
  35362. /**
  35363. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35364. * @param name defines the name of the mesh to create
  35365. * @param size sets the size (float) of each box side (default 1)
  35366. * @param scene defines the hosting scene
  35367. * @param updatable defines if the mesh must be flagged as updatable
  35368. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35369. * @returns a new Mesh
  35370. */
  35371. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35372. if (scene === void 0) { scene = null; }
  35373. var options = {
  35374. size: size,
  35375. sideOrientation: sideOrientation,
  35376. updatable: updatable
  35377. };
  35378. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35379. };
  35380. /**
  35381. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35382. * @param name defines the name of the mesh to create
  35383. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35384. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35385. * @param scene defines the hosting scene
  35386. * @param updatable defines if the mesh must be flagged as updatable
  35387. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35388. * @returns a new Mesh
  35389. */
  35390. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35391. var options = {
  35392. segments: segments,
  35393. diameterX: diameter,
  35394. diameterY: diameter,
  35395. diameterZ: diameter,
  35396. sideOrientation: sideOrientation,
  35397. updatable: updatable
  35398. };
  35399. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35400. };
  35401. /**
  35402. * Creates a cylinder or a cone 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 height sets the height size (float) of the cylinder/cone (float, default 2)
  35405. * @param diameterTop set the top cap diameter (floats, default 1)
  35406. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35407. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35408. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35409. * @param scene defines the hosting scene
  35410. * @param updatable defines if the mesh must be flagged as updatable
  35411. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35412. * @returns a new Mesh
  35413. */
  35414. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35415. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35416. if (scene !== undefined) {
  35417. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35418. updatable = scene;
  35419. }
  35420. scene = subdivisions;
  35421. subdivisions = 1;
  35422. }
  35423. var options = {
  35424. height: height,
  35425. diameterTop: diameterTop,
  35426. diameterBottom: diameterBottom,
  35427. tessellation: tessellation,
  35428. subdivisions: subdivisions,
  35429. sideOrientation: sideOrientation,
  35430. updatable: updatable
  35431. };
  35432. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35433. };
  35434. // Torus (Code from SharpDX.org)
  35435. /**
  35436. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35437. * @param name defines the name of the mesh to create
  35438. * @param diameter sets the diameter size (float) of the torus (default 1)
  35439. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35440. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35441. * @param scene defines the hosting scene
  35442. * @param updatable defines if the mesh must be flagged as updatable
  35443. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35444. * @returns a new Mesh
  35445. */
  35446. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35447. var options = {
  35448. diameter: diameter,
  35449. thickness: thickness,
  35450. tessellation: tessellation,
  35451. sideOrientation: sideOrientation,
  35452. updatable: updatable
  35453. };
  35454. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35455. };
  35456. /**
  35457. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35458. * @param name defines the name of the mesh to create
  35459. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35460. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35461. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35462. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35463. * @param p the number of windings on X axis (positive integers, default 2)
  35464. * @param q the number of windings on Y axis (positive integers, default 3)
  35465. * @param scene defines the hosting scene
  35466. * @param updatable defines if the mesh must be flagged as updatable
  35467. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35468. * @returns a new Mesh
  35469. */
  35470. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35471. var options = {
  35472. radius: radius,
  35473. tube: tube,
  35474. radialSegments: radialSegments,
  35475. tubularSegments: tubularSegments,
  35476. p: p,
  35477. q: q,
  35478. sideOrientation: sideOrientation,
  35479. updatable: updatable
  35480. };
  35481. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35482. };
  35483. /**
  35484. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35485. * @param name defines the name of the mesh to create
  35486. * @param points is an array successive Vector3
  35487. * @param scene defines the hosting scene
  35488. * @param updatable defines if the mesh must be flagged as updatable
  35489. * @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).
  35490. * @returns a new Mesh
  35491. */
  35492. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35493. if (scene === void 0) { scene = null; }
  35494. if (updatable === void 0) { updatable = false; }
  35495. if (instance === void 0) { instance = null; }
  35496. var options = {
  35497. points: points,
  35498. updatable: updatable,
  35499. instance: instance
  35500. };
  35501. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35502. };
  35503. /**
  35504. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35505. * @param name defines the name of the mesh to create
  35506. * @param points is an array successive Vector3
  35507. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35508. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35509. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35510. * @param scene defines the hosting scene
  35511. * @param updatable defines if the mesh must be flagged as updatable
  35512. * @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)
  35513. * @returns a new Mesh
  35514. */
  35515. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35516. if (scene === void 0) { scene = null; }
  35517. var options = {
  35518. points: points,
  35519. dashSize: dashSize,
  35520. gapSize: gapSize,
  35521. dashNb: dashNb,
  35522. updatable: updatable,
  35523. instance: instance
  35524. };
  35525. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35526. };
  35527. /**
  35528. * Creates a polygon mesh.
  35529. * Please consider using the same method from the MeshBuilder class instead.
  35530. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35531. * 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.
  35532. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35533. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35534. * Remember you can only change the shape positions, not their number when updating a polygon.
  35535. */
  35536. /**
  35537. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35538. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35539. * @param name defines the name of the mesh to create
  35540. * @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
  35541. * @param scene defines the hosting scene
  35542. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35543. * @param updatable defines if the mesh must be flagged as updatable
  35544. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35545. * @returns a new Mesh
  35546. */
  35547. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35548. var options = {
  35549. shape: shape,
  35550. holes: holes,
  35551. updatable: updatable,
  35552. sideOrientation: sideOrientation
  35553. };
  35554. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35555. };
  35556. /**
  35557. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35558. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35559. * @param name defines the name of the mesh to create
  35560. * @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
  35561. * @param depth defines the height of extrusion
  35562. * @param scene defines the hosting scene
  35563. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35564. * @param updatable defines if the mesh must be flagged as updatable
  35565. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35566. * @returns a new Mesh
  35567. */
  35568. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35569. var options = {
  35570. shape: shape,
  35571. holes: holes,
  35572. depth: depth,
  35573. updatable: updatable,
  35574. sideOrientation: sideOrientation
  35575. };
  35576. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35577. };
  35578. /**
  35579. * Creates an extruded shape mesh.
  35580. * 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
  35581. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35582. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35583. * @param name defines the name of the mesh to create
  35584. * @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
  35585. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35586. * @param scale is the value to scale the shape
  35587. * @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
  35588. * @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
  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. * @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)
  35593. * @returns a new Mesh
  35594. */
  35595. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35596. if (scene === void 0) { scene = null; }
  35597. var options = {
  35598. shape: shape,
  35599. path: path,
  35600. scale: scale,
  35601. rotation: rotation,
  35602. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35603. sideOrientation: sideOrientation,
  35604. instance: instance,
  35605. updatable: updatable
  35606. };
  35607. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35608. };
  35609. /**
  35610. * Creates an custom extruded shape mesh.
  35611. * The custom extrusion is a parametric shape.
  35612. * It has no predefined shape. Its final shape will depend on the input parameters.
  35613. * Please consider using the same method from the MeshBuilder class instead
  35614. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35615. * @param name defines the name of the mesh to create
  35616. * @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
  35617. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35618. * @param scaleFunction is a custom Javascript function called on each path point
  35619. * @param rotationFunction is a custom Javascript function called on each path point
  35620. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35621. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35622. * @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
  35623. * @param scene defines the hosting scene
  35624. * @param updatable defines if the mesh must be flagged as updatable
  35625. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35626. * @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)
  35627. * @returns a new Mesh
  35628. */
  35629. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35630. var options = {
  35631. shape: shape,
  35632. path: path,
  35633. scaleFunction: scaleFunction,
  35634. rotationFunction: rotationFunction,
  35635. ribbonCloseArray: ribbonCloseArray,
  35636. ribbonClosePath: ribbonClosePath,
  35637. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35638. sideOrientation: sideOrientation,
  35639. instance: instance,
  35640. updatable: updatable
  35641. };
  35642. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35643. };
  35644. /**
  35645. * Creates lathe mesh.
  35646. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35647. * Please consider using the same method from the MeshBuilder class instead
  35648. * @param name defines the name of the mesh to create
  35649. * @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
  35650. * @param radius is the radius value of the lathe
  35651. * @param tessellation is the side number of the lathe.
  35652. * @param scene defines the hosting scene
  35653. * @param updatable defines if the mesh must be flagged as updatable
  35654. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35655. * @returns a new Mesh
  35656. */
  35657. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35658. var options = {
  35659. shape: shape,
  35660. radius: radius,
  35661. tessellation: tessellation,
  35662. sideOrientation: sideOrientation,
  35663. updatable: updatable
  35664. };
  35665. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35666. };
  35667. /**
  35668. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35669. * @param name defines the name of the mesh to create
  35670. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35671. * @param scene defines the hosting scene
  35672. * @param updatable defines if the mesh must be flagged as updatable
  35673. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35674. * @returns a new Mesh
  35675. */
  35676. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35677. var options = {
  35678. size: size,
  35679. width: size,
  35680. height: size,
  35681. sideOrientation: sideOrientation,
  35682. updatable: updatable
  35683. };
  35684. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35685. };
  35686. /**
  35687. * Creates a ground mesh.
  35688. * Please consider using the same method from the MeshBuilder class instead
  35689. * @param name defines the name of the mesh to create
  35690. * @param width set the width of the ground
  35691. * @param height set the height of the ground
  35692. * @param subdivisions sets the number of subdivisions per side
  35693. * @param scene defines the hosting scene
  35694. * @param updatable defines if the mesh must be flagged as updatable
  35695. * @returns a new Mesh
  35696. */
  35697. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35698. var options = {
  35699. width: width,
  35700. height: height,
  35701. subdivisions: subdivisions,
  35702. updatable: updatable
  35703. };
  35704. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35705. };
  35706. /**
  35707. * Creates a tiled ground mesh.
  35708. * Please consider using the same method from the MeshBuilder class instead
  35709. * @param name defines the name of the mesh to create
  35710. * @param xmin set the ground minimum X coordinate
  35711. * @param zmin set the ground minimum Y coordinate
  35712. * @param xmax set the ground maximum X coordinate
  35713. * @param zmax set the ground maximum Z coordinate
  35714. * @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
  35715. * @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
  35716. * @param scene defines the hosting scene
  35717. * @param updatable defines if the mesh must be flagged as updatable
  35718. * @returns a new Mesh
  35719. */
  35720. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35721. var options = {
  35722. xmin: xmin,
  35723. zmin: zmin,
  35724. xmax: xmax,
  35725. zmax: zmax,
  35726. subdivisions: subdivisions,
  35727. precision: precision,
  35728. updatable: updatable
  35729. };
  35730. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35731. };
  35732. /**
  35733. * Creates a ground mesh from a height map.
  35734. * Please consider using the same method from the MeshBuilder class instead
  35735. * @see http://doc.babylonjs.com/babylon101/height_map
  35736. * @param name defines the name of the mesh to create
  35737. * @param url sets the URL of the height map image resource
  35738. * @param width set the ground width size
  35739. * @param height set the ground height size
  35740. * @param subdivisions sets the number of subdivision per side
  35741. * @param minHeight is the minimum altitude on the ground
  35742. * @param maxHeight is the maximum altitude on the ground
  35743. * @param scene defines the hosting scene
  35744. * @param updatable defines if the mesh must be flagged as updatable
  35745. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35746. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35747. * @returns a new Mesh
  35748. */
  35749. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35750. var options = {
  35751. width: width,
  35752. height: height,
  35753. subdivisions: subdivisions,
  35754. minHeight: minHeight,
  35755. maxHeight: maxHeight,
  35756. updatable: updatable,
  35757. onReady: onReady,
  35758. alphaFilter: alphaFilter
  35759. };
  35760. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35761. };
  35762. /**
  35763. * Creates a tube mesh.
  35764. * The tube is a parametric shape.
  35765. * It has no predefined shape. Its final shape will depend on the input parameters.
  35766. * Please consider using the same method from the MeshBuilder class instead
  35767. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35768. * @param name defines the name of the mesh to create
  35769. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35770. * @param radius sets the tube radius size
  35771. * @param tessellation is the number of sides on the tubular surface
  35772. * @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
  35773. * @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
  35774. * @param scene defines the hosting scene
  35775. * @param updatable defines if the mesh must be flagged as updatable
  35776. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35777. * @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)
  35778. * @returns a new Mesh
  35779. */
  35780. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35781. var options = {
  35782. path: path,
  35783. radius: radius,
  35784. tessellation: tessellation,
  35785. radiusFunction: radiusFunction,
  35786. arc: 1,
  35787. cap: cap,
  35788. updatable: updatable,
  35789. sideOrientation: sideOrientation,
  35790. instance: instance
  35791. };
  35792. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35793. };
  35794. /**
  35795. * Creates a polyhedron mesh.
  35796. * Please consider using the same method from the MeshBuilder class instead.
  35797. * * 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
  35798. * * The parameter `size` (positive float, default 1) sets the polygon size
  35799. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35800. * * 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`
  35801. * * 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
  35802. * * 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)`)
  35803. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  35804. * * 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
  35805. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35806. * * 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
  35807. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35808. * @param name defines the name of the mesh to create
  35809. * @param options defines the options used to create the mesh
  35810. * @param scene defines the hosting scene
  35811. * @returns a new Mesh
  35812. */
  35813. Mesh.CreatePolyhedron = function (name, options, scene) {
  35814. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35815. };
  35816. /**
  35817. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35818. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35819. * * 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`)
  35820. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35821. * * 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
  35822. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35823. * * 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
  35824. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35825. * @param name defines the name of the mesh
  35826. * @param options defines the options used to create the mesh
  35827. * @param scene defines the hosting scene
  35828. * @returns a new Mesh
  35829. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35830. */
  35831. Mesh.CreateIcoSphere = function (name, options, scene) {
  35832. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35833. };
  35834. /**
  35835. * Creates a decal mesh.
  35836. * Please consider using the same method from the MeshBuilder class instead.
  35837. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35838. * @param name defines the name of the mesh
  35839. * @param sourceMesh defines the mesh receiving the decal
  35840. * @param position sets the position of the decal in world coordinates
  35841. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35842. * @param size sets the decal scaling
  35843. * @param angle sets the angle to rotate the decal
  35844. * @returns a new Mesh
  35845. */
  35846. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35847. var options = {
  35848. position: position,
  35849. normal: normal,
  35850. size: size,
  35851. angle: angle
  35852. };
  35853. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35854. };
  35855. // Skeletons
  35856. /**
  35857. * Prepare internal position array for software CPU skinning
  35858. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35859. */
  35860. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35861. if (!this._sourcePositions) {
  35862. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35863. if (!source) {
  35864. return this._sourcePositions;
  35865. }
  35866. this._sourcePositions = new Float32Array(source);
  35867. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35868. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35869. }
  35870. }
  35871. return this._sourcePositions;
  35872. };
  35873. /**
  35874. * Prepare internal normal array for software CPU skinning
  35875. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35876. */
  35877. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35878. if (!this._sourceNormals) {
  35879. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35880. if (!source) {
  35881. return this._sourceNormals;
  35882. }
  35883. this._sourceNormals = new Float32Array(source);
  35884. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35885. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35886. }
  35887. }
  35888. return this._sourceNormals;
  35889. };
  35890. /**
  35891. * Updates the vertex buffer by applying transformation from the bones
  35892. * @param skeleton defines the skeleton to apply to current mesh
  35893. * @returns the current mesh
  35894. */
  35895. Mesh.prototype.applySkeleton = function (skeleton) {
  35896. if (!this.geometry) {
  35897. return this;
  35898. }
  35899. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35900. return this;
  35901. }
  35902. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35903. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35904. return this;
  35905. }
  35906. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35907. return this;
  35908. }
  35909. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35910. return this;
  35911. }
  35912. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35913. return this;
  35914. }
  35915. if (!this._sourcePositions) {
  35916. var submeshes = this.subMeshes.slice();
  35917. this.setPositionsForCPUSkinning();
  35918. this.subMeshes = submeshes;
  35919. }
  35920. if (!this._sourceNormals) {
  35921. this.setNormalsForCPUSkinning();
  35922. }
  35923. // positionsData checks for not being Float32Array will only pass at most once
  35924. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35925. if (!positionsData) {
  35926. return this;
  35927. }
  35928. if (!(positionsData instanceof Float32Array)) {
  35929. positionsData = new Float32Array(positionsData);
  35930. }
  35931. // normalsData checks for not being Float32Array will only pass at most once
  35932. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35933. if (!normalsData) {
  35934. return this;
  35935. }
  35936. if (!(normalsData instanceof Float32Array)) {
  35937. normalsData = new Float32Array(normalsData);
  35938. }
  35939. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35940. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35941. if (!matricesWeightsData || !matricesIndicesData) {
  35942. return this;
  35943. }
  35944. var needExtras = this.numBoneInfluencers > 4;
  35945. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35946. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35947. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35948. var tempVector3 = BABYLON.Vector3.Zero();
  35949. var finalMatrix = new BABYLON.Matrix();
  35950. var tempMatrix = new BABYLON.Matrix();
  35951. var matWeightIdx = 0;
  35952. var inf;
  35953. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35954. var weight;
  35955. for (inf = 0; inf < 4; inf++) {
  35956. weight = matricesWeightsData[matWeightIdx + inf];
  35957. if (weight > 0) {
  35958. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35959. finalMatrix.addToSelf(tempMatrix);
  35960. }
  35961. }
  35962. if (needExtras) {
  35963. for (inf = 0; inf < 4; inf++) {
  35964. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35965. if (weight > 0) {
  35966. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35967. finalMatrix.addToSelf(tempMatrix);
  35968. }
  35969. }
  35970. }
  35971. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35972. tempVector3.toArray(positionsData, index);
  35973. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35974. tempVector3.toArray(normalsData, index);
  35975. finalMatrix.reset();
  35976. }
  35977. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35978. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35979. return this;
  35980. };
  35981. // Tools
  35982. /**
  35983. * 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
  35984. * @param meshes defines the list of meshes to scan
  35985. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35986. */
  35987. Mesh.MinMax = function (meshes) {
  35988. var minVector = null;
  35989. var maxVector = null;
  35990. meshes.forEach(function (mesh, index, array) {
  35991. var boundingInfo = mesh.getBoundingInfo();
  35992. var boundingBox = boundingInfo.boundingBox;
  35993. if (!minVector || !maxVector) {
  35994. minVector = boundingBox.minimumWorld;
  35995. maxVector = boundingBox.maximumWorld;
  35996. }
  35997. else {
  35998. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35999. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  36000. }
  36001. });
  36002. if (!minVector || !maxVector) {
  36003. return {
  36004. min: BABYLON.Vector3.Zero(),
  36005. max: BABYLON.Vector3.Zero()
  36006. };
  36007. }
  36008. return {
  36009. min: minVector,
  36010. max: maxVector
  36011. };
  36012. };
  36013. /**
  36014. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  36015. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  36016. * @returns a vector3
  36017. */
  36018. Mesh.Center = function (meshesOrMinMaxVector) {
  36019. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  36020. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  36021. };
  36022. /**
  36023. * Merge the array of meshes into a single mesh for performance reasons.
  36024. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  36025. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  36026. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  36027. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  36028. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  36029. * @returns a new mesh
  36030. */
  36031. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  36032. if (disposeSource === void 0) { disposeSource = true; }
  36033. var index;
  36034. if (!allow32BitsIndices) {
  36035. var totalVertices = 0;
  36036. // Counting vertices
  36037. for (index = 0; index < meshes.length; index++) {
  36038. if (meshes[index]) {
  36039. totalVertices += meshes[index].getTotalVertices();
  36040. if (totalVertices > 65536) {
  36041. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  36042. return null;
  36043. }
  36044. }
  36045. }
  36046. }
  36047. // Merge
  36048. var vertexData = null;
  36049. var otherVertexData;
  36050. var indiceArray = new Array();
  36051. var source = null;
  36052. for (index = 0; index < meshes.length; index++) {
  36053. if (meshes[index]) {
  36054. var wm = meshes[index].computeWorldMatrix(true);
  36055. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  36056. otherVertexData.transform(wm);
  36057. if (vertexData) {
  36058. vertexData.merge(otherVertexData, allow32BitsIndices);
  36059. }
  36060. else {
  36061. vertexData = otherVertexData;
  36062. source = meshes[index];
  36063. }
  36064. if (subdivideWithSubMeshes) {
  36065. indiceArray.push(meshes[index].getTotalIndices());
  36066. }
  36067. }
  36068. }
  36069. source = source;
  36070. if (!meshSubclass) {
  36071. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  36072. }
  36073. vertexData.applyToMesh(meshSubclass);
  36074. // Setting properties
  36075. meshSubclass.material = source.material;
  36076. meshSubclass.checkCollisions = source.checkCollisions;
  36077. // Cleaning
  36078. if (disposeSource) {
  36079. for (index = 0; index < meshes.length; index++) {
  36080. if (meshes[index]) {
  36081. meshes[index].dispose();
  36082. }
  36083. }
  36084. }
  36085. // Subdivide
  36086. if (subdivideWithSubMeshes) {
  36087. //-- removal of global submesh
  36088. meshSubclass.releaseSubMeshes();
  36089. index = 0;
  36090. var offset = 0;
  36091. //-- apply subdivision according to index table
  36092. while (index < indiceArray.length) {
  36093. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36094. offset += indiceArray[index];
  36095. index++;
  36096. }
  36097. }
  36098. return meshSubclass;
  36099. };
  36100. /** @hidden */
  36101. Mesh.prototype.addInstance = function (instance) {
  36102. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36103. this.instances.push(instance);
  36104. };
  36105. /** @hidden */
  36106. Mesh.prototype.removeInstance = function (instance) {
  36107. // Remove from mesh
  36108. var index = instance._indexInSourceMeshInstanceArray;
  36109. if (index != -1) {
  36110. if (index !== this.instances.length - 1) {
  36111. var last = this.instances[this.instances.length - 1];
  36112. this.instances[index] = last;
  36113. last._indexInSourceMeshInstanceArray = index;
  36114. }
  36115. instance._indexInSourceMeshInstanceArray = -1;
  36116. this.instances.pop();
  36117. }
  36118. };
  36119. // Consts
  36120. /**
  36121. * Mesh side orientation : usually the external or front surface
  36122. */
  36123. Mesh.FRONTSIDE = 0;
  36124. /**
  36125. * Mesh side orientation : usually the internal or back surface
  36126. */
  36127. Mesh.BACKSIDE = 1;
  36128. /**
  36129. * Mesh side orientation : both internal and external or front and back surfaces
  36130. */
  36131. Mesh.DOUBLESIDE = 2;
  36132. /**
  36133. * Mesh side orientation : by default, `FRONTSIDE`
  36134. */
  36135. Mesh.DEFAULTSIDE = 0;
  36136. /**
  36137. * Mesh cap setting : no cap
  36138. */
  36139. Mesh.NO_CAP = 0;
  36140. /**
  36141. * Mesh cap setting : one cap at the beginning of the mesh
  36142. */
  36143. Mesh.CAP_START = 1;
  36144. /**
  36145. * Mesh cap setting : one cap at the end of the mesh
  36146. */
  36147. Mesh.CAP_END = 2;
  36148. /**
  36149. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36150. */
  36151. Mesh.CAP_ALL = 3;
  36152. return Mesh;
  36153. }(BABYLON.AbstractMesh));
  36154. BABYLON.Mesh = Mesh;
  36155. })(BABYLON || (BABYLON = {}));
  36156. //# sourceMappingURL=babylon.mesh.js.map
  36157. var BABYLON;
  36158. (function (BABYLON) {
  36159. /**
  36160. * Base class for submeshes
  36161. */
  36162. var BaseSubMesh = /** @class */ (function () {
  36163. function BaseSubMesh() {
  36164. }
  36165. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36166. /**
  36167. * Gets associated effect
  36168. */
  36169. get: function () {
  36170. return this._materialEffect;
  36171. },
  36172. enumerable: true,
  36173. configurable: true
  36174. });
  36175. /**
  36176. * Sets associated effect (effect used to render this submesh)
  36177. * @param effect defines the effect to associate with
  36178. * @param defines defines the set of defines used to compile this effect
  36179. */
  36180. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36181. if (defines === void 0) { defines = null; }
  36182. if (this._materialEffect === effect) {
  36183. if (!effect) {
  36184. this._materialDefines = null;
  36185. }
  36186. return;
  36187. }
  36188. this._materialDefines = defines;
  36189. this._materialEffect = effect;
  36190. };
  36191. return BaseSubMesh;
  36192. }());
  36193. BABYLON.BaseSubMesh = BaseSubMesh;
  36194. /**
  36195. * Defines a subdivision inside a mesh
  36196. */
  36197. var SubMesh = /** @class */ (function (_super) {
  36198. __extends(SubMesh, _super);
  36199. /**
  36200. * Creates a new submesh
  36201. * @param materialIndex defines the material index to use
  36202. * @param verticesStart defines vertex index start
  36203. * @param verticesCount defines vertices count
  36204. * @param indexStart defines index start
  36205. * @param indexCount defines indices count
  36206. * @param mesh defines the parent mesh
  36207. * @param renderingMesh defines an optional rendering mesh
  36208. * @param createBoundingBox defines if bounding box should be created for this submesh
  36209. */
  36210. function SubMesh(
  36211. /** the material index to use */
  36212. materialIndex,
  36213. /** vertex index start */
  36214. verticesStart,
  36215. /** vertices count */
  36216. verticesCount,
  36217. /** index start */
  36218. indexStart,
  36219. /** indices count */
  36220. indexCount, mesh, renderingMesh, createBoundingBox) {
  36221. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36222. var _this = _super.call(this) || this;
  36223. _this.materialIndex = materialIndex;
  36224. _this.verticesStart = verticesStart;
  36225. _this.verticesCount = verticesCount;
  36226. _this.indexStart = indexStart;
  36227. _this.indexCount = indexCount;
  36228. /** @hidden */
  36229. _this._renderId = 0;
  36230. _this._mesh = mesh;
  36231. _this._renderingMesh = renderingMesh || mesh;
  36232. mesh.subMeshes.push(_this);
  36233. _this._trianglePlanes = [];
  36234. _this._id = mesh.subMeshes.length - 1;
  36235. if (createBoundingBox) {
  36236. _this.refreshBoundingInfo();
  36237. mesh.computeWorldMatrix(true);
  36238. }
  36239. return _this;
  36240. }
  36241. /**
  36242. * Add a new submesh to a mesh
  36243. * @param materialIndex defines the material index to use
  36244. * @param verticesStart defines vertex index start
  36245. * @param verticesCount defines vertices count
  36246. * @param indexStart defines index start
  36247. * @param indexCount defines indices count
  36248. * @param mesh defines the parent mesh
  36249. * @param renderingMesh defines an optional rendering mesh
  36250. * @param createBoundingBox defines if bounding box should be created for this submesh
  36251. * @returns the new submesh
  36252. */
  36253. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36254. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36255. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36256. };
  36257. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36258. /**
  36259. * Returns true if this submesh covers the entire parent mesh
  36260. * @ignorenaming
  36261. */
  36262. get: function () {
  36263. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36264. },
  36265. enumerable: true,
  36266. configurable: true
  36267. });
  36268. /**
  36269. * Returns the submesh BoudingInfo object
  36270. * @returns current bounding info (or mesh's one if the submesh is global)
  36271. */
  36272. SubMesh.prototype.getBoundingInfo = function () {
  36273. if (this.IsGlobal) {
  36274. return this._mesh.getBoundingInfo();
  36275. }
  36276. return this._boundingInfo;
  36277. };
  36278. /**
  36279. * Sets the submesh BoundingInfo
  36280. * @param boundingInfo defines the new bounding info to use
  36281. * @returns the SubMesh
  36282. */
  36283. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36284. this._boundingInfo = boundingInfo;
  36285. return this;
  36286. };
  36287. /**
  36288. * Returns the mesh of the current submesh
  36289. * @return the parent mesh
  36290. */
  36291. SubMesh.prototype.getMesh = function () {
  36292. return this._mesh;
  36293. };
  36294. /**
  36295. * Returns the rendering mesh of the submesh
  36296. * @returns the rendering mesh (could be different from parent mesh)
  36297. */
  36298. SubMesh.prototype.getRenderingMesh = function () {
  36299. return this._renderingMesh;
  36300. };
  36301. /**
  36302. * Returns the submesh material
  36303. * @returns null or the current material
  36304. */
  36305. SubMesh.prototype.getMaterial = function () {
  36306. var rootMaterial = this._renderingMesh.material;
  36307. if (rootMaterial === null || rootMaterial === undefined) {
  36308. return this._mesh.getScene().defaultMaterial;
  36309. }
  36310. else if (rootMaterial.getSubMaterial) {
  36311. var multiMaterial = rootMaterial;
  36312. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36313. if (this._currentMaterial !== effectiveMaterial) {
  36314. this._currentMaterial = effectiveMaterial;
  36315. this._materialDefines = null;
  36316. }
  36317. return effectiveMaterial;
  36318. }
  36319. return rootMaterial;
  36320. };
  36321. // Methods
  36322. /**
  36323. * Sets a new updated BoundingInfo object to the submesh
  36324. * @returns the SubMesh
  36325. */
  36326. SubMesh.prototype.refreshBoundingInfo = function () {
  36327. this._lastColliderWorldVertices = null;
  36328. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36329. return this;
  36330. }
  36331. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36332. if (!data) {
  36333. this._boundingInfo = this._mesh.getBoundingInfo();
  36334. return this;
  36335. }
  36336. var indices = this._renderingMesh.getIndices();
  36337. var extend;
  36338. //is this the only submesh?
  36339. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36340. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36341. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36342. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36343. }
  36344. else {
  36345. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36346. }
  36347. if (this._boundingInfo) {
  36348. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36349. }
  36350. else {
  36351. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36352. }
  36353. return this;
  36354. };
  36355. /** @hidden */
  36356. SubMesh.prototype._checkCollision = function (collider) {
  36357. var boundingInfo = this.getBoundingInfo();
  36358. return boundingInfo._checkCollision(collider);
  36359. };
  36360. /**
  36361. * Updates the submesh BoundingInfo
  36362. * @param world defines the world matrix to use to update the bounding info
  36363. * @returns the submesh
  36364. */
  36365. SubMesh.prototype.updateBoundingInfo = function (world) {
  36366. var boundingInfo = this.getBoundingInfo();
  36367. if (!boundingInfo) {
  36368. this.refreshBoundingInfo();
  36369. boundingInfo = this.getBoundingInfo();
  36370. }
  36371. boundingInfo.update(world);
  36372. return this;
  36373. };
  36374. /**
  36375. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36376. * @param frustumPlanes defines the frustum planes
  36377. * @returns true if the submesh is intersecting with the frustum
  36378. */
  36379. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36380. var boundingInfo = this.getBoundingInfo();
  36381. if (!boundingInfo) {
  36382. return false;
  36383. }
  36384. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36385. };
  36386. /**
  36387. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36388. * @param frustumPlanes defines the frustum planes
  36389. * @returns true if the submesh is inside the frustum
  36390. */
  36391. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36392. var boundingInfo = this.getBoundingInfo();
  36393. if (!boundingInfo) {
  36394. return false;
  36395. }
  36396. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36397. };
  36398. /**
  36399. * Renders the submesh
  36400. * @param enableAlphaMode defines if alpha needs to be used
  36401. * @returns the submesh
  36402. */
  36403. SubMesh.prototype.render = function (enableAlphaMode) {
  36404. this._renderingMesh.render(this, enableAlphaMode);
  36405. return this;
  36406. };
  36407. /**
  36408. * @hidden
  36409. */
  36410. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36411. if (!this._linesIndexBuffer) {
  36412. var linesIndices = [];
  36413. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36414. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36415. }
  36416. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36417. this._linesIndexCount = linesIndices.length;
  36418. }
  36419. return this._linesIndexBuffer;
  36420. };
  36421. /**
  36422. * Checks if the submesh intersects with a ray
  36423. * @param ray defines the ray to test
  36424. * @returns true is the passed ray intersects the submesh bounding box
  36425. */
  36426. SubMesh.prototype.canIntersects = function (ray) {
  36427. var boundingInfo = this.getBoundingInfo();
  36428. if (!boundingInfo) {
  36429. return false;
  36430. }
  36431. return ray.intersectsBox(boundingInfo.boundingBox);
  36432. };
  36433. /**
  36434. * Intersects current submesh with a ray
  36435. * @param ray defines the ray to test
  36436. * @param positions defines mesh's positions array
  36437. * @param indices defines mesh's indices array
  36438. * @param fastCheck defines if only bounding info should be used
  36439. * @returns intersection info or null if no intersection
  36440. */
  36441. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36442. var material = this.getMaterial();
  36443. if (!material) {
  36444. return null;
  36445. }
  36446. switch (material.fillMode) {
  36447. case BABYLON.Material.PointListDrawMode:
  36448. case BABYLON.Material.LineListDrawMode:
  36449. case BABYLON.Material.LineLoopDrawMode:
  36450. case BABYLON.Material.LineStripDrawMode:
  36451. case BABYLON.Material.TriangleFanDrawMode:
  36452. case BABYLON.Material.TriangleStripDrawMode:
  36453. return null;
  36454. }
  36455. // LineMesh first as it's also a Mesh...
  36456. if (BABYLON.LinesMesh) {
  36457. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36458. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36459. }
  36460. }
  36461. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36462. };
  36463. /** @hidden */
  36464. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36465. var intersectInfo = null;
  36466. // Line test
  36467. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36468. var p0 = positions[indices[index]];
  36469. var p1 = positions[indices[index + 1]];
  36470. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36471. if (length < 0) {
  36472. continue;
  36473. }
  36474. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36475. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36476. if (fastCheck) {
  36477. break;
  36478. }
  36479. }
  36480. }
  36481. return intersectInfo;
  36482. };
  36483. /** @hidden */
  36484. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36485. var intersectInfo = null;
  36486. // Triangles test
  36487. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36488. var p0 = positions[indices[index]];
  36489. var p1 = positions[indices[index + 1]];
  36490. var p2 = positions[indices[index + 2]];
  36491. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36492. if (currentIntersectInfo) {
  36493. if (currentIntersectInfo.distance < 0) {
  36494. continue;
  36495. }
  36496. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36497. intersectInfo = currentIntersectInfo;
  36498. intersectInfo.faceId = index / 3;
  36499. if (fastCheck) {
  36500. break;
  36501. }
  36502. }
  36503. }
  36504. }
  36505. return intersectInfo;
  36506. };
  36507. /** @hidden */
  36508. SubMesh.prototype._rebuild = function () {
  36509. if (this._linesIndexBuffer) {
  36510. this._linesIndexBuffer = null;
  36511. }
  36512. };
  36513. // Clone
  36514. /**
  36515. * Creates a new submesh from the passed mesh
  36516. * @param newMesh defines the new hosting mesh
  36517. * @param newRenderingMesh defines an optional rendering mesh
  36518. * @returns the new submesh
  36519. */
  36520. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36521. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36522. if (!this.IsGlobal) {
  36523. var boundingInfo = this.getBoundingInfo();
  36524. if (!boundingInfo) {
  36525. return result;
  36526. }
  36527. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36528. }
  36529. return result;
  36530. };
  36531. // Dispose
  36532. /**
  36533. * Release associated resources
  36534. */
  36535. SubMesh.prototype.dispose = function () {
  36536. if (this._linesIndexBuffer) {
  36537. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36538. this._linesIndexBuffer = null;
  36539. }
  36540. // Remove from mesh
  36541. var index = this._mesh.subMeshes.indexOf(this);
  36542. this._mesh.subMeshes.splice(index, 1);
  36543. };
  36544. // Statics
  36545. /**
  36546. * Creates a new submesh from indices data
  36547. * @param materialIndex the index of the main mesh material
  36548. * @param startIndex the index where to start the copy in the mesh indices array
  36549. * @param indexCount the number of indices to copy then from the startIndex
  36550. * @param mesh the main mesh to create the submesh from
  36551. * @param renderingMesh the optional rendering mesh
  36552. * @returns a new submesh
  36553. */
  36554. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36555. var minVertexIndex = Number.MAX_VALUE;
  36556. var maxVertexIndex = -Number.MAX_VALUE;
  36557. renderingMesh = (renderingMesh || mesh);
  36558. var indices = renderingMesh.getIndices();
  36559. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36560. var vertexIndex = indices[index];
  36561. if (vertexIndex < minVertexIndex) {
  36562. minVertexIndex = vertexIndex;
  36563. }
  36564. if (vertexIndex > maxVertexIndex) {
  36565. maxVertexIndex = vertexIndex;
  36566. }
  36567. }
  36568. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36569. };
  36570. return SubMesh;
  36571. }(BaseSubMesh));
  36572. BABYLON.SubMesh = SubMesh;
  36573. })(BABYLON || (BABYLON = {}));
  36574. //# sourceMappingURL=babylon.subMesh.js.map
  36575. var __assign = (this && this.__assign) || function () {
  36576. __assign = Object.assign || function(t) {
  36577. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36578. s = arguments[i];
  36579. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36580. t[p] = s[p];
  36581. }
  36582. return t;
  36583. };
  36584. return __assign.apply(this, arguments);
  36585. };
  36586. var BABYLON;
  36587. (function (BABYLON) {
  36588. /**
  36589. * Manages the defines for the Material
  36590. */
  36591. var MaterialDefines = /** @class */ (function () {
  36592. function MaterialDefines() {
  36593. this._isDirty = true;
  36594. /** @hidden */
  36595. this._areLightsDirty = true;
  36596. /** @hidden */
  36597. this._areAttributesDirty = true;
  36598. /** @hidden */
  36599. this._areTexturesDirty = true;
  36600. /** @hidden */
  36601. this._areFresnelDirty = true;
  36602. /** @hidden */
  36603. this._areMiscDirty = true;
  36604. /** @hidden */
  36605. this._areImageProcessingDirty = true;
  36606. /** @hidden */
  36607. this._normals = false;
  36608. /** @hidden */
  36609. this._uvs = false;
  36610. /** @hidden */
  36611. this._needNormals = false;
  36612. /** @hidden */
  36613. this._needUVs = false;
  36614. }
  36615. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36616. /**
  36617. * Specifies if the material needs to be re-calculated
  36618. */
  36619. get: function () {
  36620. return this._isDirty;
  36621. },
  36622. enumerable: true,
  36623. configurable: true
  36624. });
  36625. /**
  36626. * Marks the material to indicate that it has been re-calculated
  36627. */
  36628. MaterialDefines.prototype.markAsProcessed = function () {
  36629. this._isDirty = false;
  36630. this._areAttributesDirty = false;
  36631. this._areTexturesDirty = false;
  36632. this._areFresnelDirty = false;
  36633. this._areLightsDirty = false;
  36634. this._areMiscDirty = false;
  36635. this._areImageProcessingDirty = false;
  36636. };
  36637. /**
  36638. * Marks the material to indicate that it needs to be re-calculated
  36639. */
  36640. MaterialDefines.prototype.markAsUnprocessed = function () {
  36641. this._isDirty = true;
  36642. };
  36643. /**
  36644. * Marks the material to indicate all of its defines need to be re-calculated
  36645. */
  36646. MaterialDefines.prototype.markAllAsDirty = function () {
  36647. this._areTexturesDirty = true;
  36648. this._areAttributesDirty = true;
  36649. this._areLightsDirty = true;
  36650. this._areFresnelDirty = true;
  36651. this._areMiscDirty = true;
  36652. this._areImageProcessingDirty = true;
  36653. this._isDirty = true;
  36654. };
  36655. /**
  36656. * Marks the material to indicate that image processing needs to be re-calculated
  36657. */
  36658. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36659. this._areImageProcessingDirty = true;
  36660. this._isDirty = true;
  36661. };
  36662. /**
  36663. * Marks the material to indicate the lights need to be re-calculated
  36664. */
  36665. MaterialDefines.prototype.markAsLightDirty = function () {
  36666. this._areLightsDirty = true;
  36667. this._isDirty = true;
  36668. };
  36669. /**
  36670. * Marks the attribute state as changed
  36671. */
  36672. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36673. this._areAttributesDirty = true;
  36674. this._isDirty = true;
  36675. };
  36676. /**
  36677. * Marks the texture state as changed
  36678. */
  36679. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36680. this._areTexturesDirty = true;
  36681. this._isDirty = true;
  36682. };
  36683. /**
  36684. * Marks the fresnel state as changed
  36685. */
  36686. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36687. this._areFresnelDirty = true;
  36688. this._isDirty = true;
  36689. };
  36690. /**
  36691. * Marks the misc state as changed
  36692. */
  36693. MaterialDefines.prototype.markAsMiscDirty = function () {
  36694. this._areMiscDirty = true;
  36695. this._isDirty = true;
  36696. };
  36697. /**
  36698. * Rebuilds the material defines
  36699. */
  36700. MaterialDefines.prototype.rebuild = function () {
  36701. if (this._keys) {
  36702. delete this._keys;
  36703. }
  36704. this._keys = [];
  36705. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36706. var key = _a[_i];
  36707. if (key[0] === "_") {
  36708. continue;
  36709. }
  36710. this._keys.push(key);
  36711. }
  36712. };
  36713. /**
  36714. * Specifies if two material defines are equal
  36715. * @param other - A material define instance to compare to
  36716. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36717. */
  36718. MaterialDefines.prototype.isEqual = function (other) {
  36719. if (this._keys.length !== other._keys.length) {
  36720. return false;
  36721. }
  36722. for (var index = 0; index < this._keys.length; index++) {
  36723. var prop = this._keys[index];
  36724. if (this[prop] !== other[prop]) {
  36725. return false;
  36726. }
  36727. }
  36728. return true;
  36729. };
  36730. /**
  36731. * Clones this instance's defines to another instance
  36732. * @param other - material defines to clone values to
  36733. */
  36734. MaterialDefines.prototype.cloneTo = function (other) {
  36735. if (this._keys.length !== other._keys.length) {
  36736. other._keys = this._keys.slice(0);
  36737. }
  36738. for (var index = 0; index < this._keys.length; index++) {
  36739. var prop = this._keys[index];
  36740. other[prop] = this[prop];
  36741. }
  36742. };
  36743. /**
  36744. * Resets the material define values
  36745. */
  36746. MaterialDefines.prototype.reset = function () {
  36747. for (var index = 0; index < this._keys.length; index++) {
  36748. var prop = this._keys[index];
  36749. var type = typeof this[prop];
  36750. switch (type) {
  36751. case "number":
  36752. this[prop] = 0;
  36753. break;
  36754. case "string":
  36755. this[prop] = "";
  36756. break;
  36757. default:
  36758. this[prop] = false;
  36759. break;
  36760. }
  36761. }
  36762. };
  36763. /**
  36764. * Converts the material define values to a string
  36765. * @returns - String of material define information
  36766. */
  36767. MaterialDefines.prototype.toString = function () {
  36768. var result = "";
  36769. for (var index = 0; index < this._keys.length; index++) {
  36770. var prop = this._keys[index];
  36771. var value = this[prop];
  36772. var type = typeof value;
  36773. switch (type) {
  36774. case "number":
  36775. case "string":
  36776. result += "#define " + prop + " " + value + "\n";
  36777. break;
  36778. default:
  36779. if (value) {
  36780. result += "#define " + prop + "\n";
  36781. }
  36782. break;
  36783. }
  36784. }
  36785. return result;
  36786. };
  36787. return MaterialDefines;
  36788. }());
  36789. BABYLON.MaterialDefines = MaterialDefines;
  36790. /**
  36791. * Base class for the main features of a material in Babylon.js
  36792. */
  36793. var Material = /** @class */ (function () {
  36794. /**
  36795. * Creates a material instance
  36796. * @param name defines the name of the material
  36797. * @param scene defines the scene to reference
  36798. * @param doNotAdd specifies if the material should be added to the scene
  36799. */
  36800. function Material(name, scene, doNotAdd) {
  36801. /**
  36802. * Gets or sets user defined metadata
  36803. */
  36804. this.metadata = null;
  36805. /**
  36806. * Specifies if the ready state should be checked on each call
  36807. */
  36808. this.checkReadyOnEveryCall = false;
  36809. /**
  36810. * Specifies if the ready state should be checked once
  36811. */
  36812. this.checkReadyOnlyOnce = false;
  36813. /**
  36814. * The state of the material
  36815. */
  36816. this.state = "";
  36817. /**
  36818. * The alpha value of the material
  36819. */
  36820. this._alpha = 1.0;
  36821. /**
  36822. * Specifies if back face culling is enabled
  36823. */
  36824. this._backFaceCulling = true;
  36825. /**
  36826. * Specifies if the material should be serialized
  36827. */
  36828. this.doNotSerialize = false;
  36829. /**
  36830. * @hidden
  36831. */
  36832. this._storeEffectOnSubMeshes = false;
  36833. /**
  36834. * An event triggered when the material is disposed
  36835. */
  36836. this.onDisposeObservable = new BABYLON.Observable();
  36837. /**
  36838. * Stores the value of the alpha mode
  36839. */
  36840. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36841. /**
  36842. * Stores the state of the need depth pre-pass value
  36843. */
  36844. this._needDepthPrePass = false;
  36845. /**
  36846. * Specifies if depth writing should be disabled
  36847. */
  36848. this.disableDepthWrite = false;
  36849. /**
  36850. * Specifies if depth writing should be forced
  36851. */
  36852. this.forceDepthWrite = false;
  36853. /**
  36854. * Specifies if there should be a separate pass for culling
  36855. */
  36856. this.separateCullingPass = false;
  36857. /**
  36858. * Stores the state specifing if fog should be enabled
  36859. */
  36860. this._fogEnabled = true;
  36861. /**
  36862. * Stores the size of points
  36863. */
  36864. this.pointSize = 1.0;
  36865. /**
  36866. * Stores the z offset value
  36867. */
  36868. this.zOffset = 0;
  36869. /**
  36870. * @hidden
  36871. * Specifies if the material was previously ready
  36872. */
  36873. this._wasPreviouslyReady = false;
  36874. /**
  36875. * Stores the fill mode state
  36876. */
  36877. this._fillMode = Material.TriangleFillMode;
  36878. /** @hidden */
  36879. this._indexInSceneMaterialArray = -1;
  36880. this.name = name;
  36881. this.id = name || BABYLON.Tools.RandomId();
  36882. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36883. this.uniqueId = this._scene.getUniqueId();
  36884. if (this._scene.useRightHandedSystem) {
  36885. this.sideOrientation = Material.ClockWiseSideOrientation;
  36886. }
  36887. else {
  36888. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36889. }
  36890. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36891. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36892. if (!doNotAdd) {
  36893. this._scene.addMaterial(this);
  36894. }
  36895. if (this._scene.useMaterialMeshMap) {
  36896. this.meshMap = {};
  36897. }
  36898. }
  36899. Object.defineProperty(Material, "TriangleFillMode", {
  36900. /**
  36901. * Returns the triangle fill mode
  36902. */
  36903. get: function () {
  36904. return Material._TriangleFillMode;
  36905. },
  36906. enumerable: true,
  36907. configurable: true
  36908. });
  36909. Object.defineProperty(Material, "WireFrameFillMode", {
  36910. /**
  36911. * Returns the wireframe mode
  36912. */
  36913. get: function () {
  36914. return Material._WireFrameFillMode;
  36915. },
  36916. enumerable: true,
  36917. configurable: true
  36918. });
  36919. Object.defineProperty(Material, "PointFillMode", {
  36920. /**
  36921. * Returns the point fill mode
  36922. */
  36923. get: function () {
  36924. return Material._PointFillMode;
  36925. },
  36926. enumerable: true,
  36927. configurable: true
  36928. });
  36929. Object.defineProperty(Material, "PointListDrawMode", {
  36930. /**
  36931. * Returns the point list draw mode
  36932. */
  36933. get: function () {
  36934. return Material._PointListDrawMode;
  36935. },
  36936. enumerable: true,
  36937. configurable: true
  36938. });
  36939. Object.defineProperty(Material, "LineListDrawMode", {
  36940. /**
  36941. * Returns the line list draw mode
  36942. */
  36943. get: function () {
  36944. return Material._LineListDrawMode;
  36945. },
  36946. enumerable: true,
  36947. configurable: true
  36948. });
  36949. Object.defineProperty(Material, "LineLoopDrawMode", {
  36950. /**
  36951. * Returns the line loop draw mode
  36952. */
  36953. get: function () {
  36954. return Material._LineLoopDrawMode;
  36955. },
  36956. enumerable: true,
  36957. configurable: true
  36958. });
  36959. Object.defineProperty(Material, "LineStripDrawMode", {
  36960. /**
  36961. * Returns the line strip draw mode
  36962. */
  36963. get: function () {
  36964. return Material._LineStripDrawMode;
  36965. },
  36966. enumerable: true,
  36967. configurable: true
  36968. });
  36969. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36970. /**
  36971. * Returns the triangle strip draw mode
  36972. */
  36973. get: function () {
  36974. return Material._TriangleStripDrawMode;
  36975. },
  36976. enumerable: true,
  36977. configurable: true
  36978. });
  36979. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36980. /**
  36981. * Returns the triangle fan draw mode
  36982. */
  36983. get: function () {
  36984. return Material._TriangleFanDrawMode;
  36985. },
  36986. enumerable: true,
  36987. configurable: true
  36988. });
  36989. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36990. /**
  36991. * Returns the clock-wise side orientation
  36992. */
  36993. get: function () {
  36994. return Material._ClockWiseSideOrientation;
  36995. },
  36996. enumerable: true,
  36997. configurable: true
  36998. });
  36999. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  37000. /**
  37001. * Returns the counter clock-wise side orientation
  37002. */
  37003. get: function () {
  37004. return Material._CounterClockWiseSideOrientation;
  37005. },
  37006. enumerable: true,
  37007. configurable: true
  37008. });
  37009. Object.defineProperty(Material.prototype, "alpha", {
  37010. /**
  37011. * Gets the alpha value of the material
  37012. */
  37013. get: function () {
  37014. return this._alpha;
  37015. },
  37016. /**
  37017. * Sets the alpha value of the material
  37018. */
  37019. set: function (value) {
  37020. if (this._alpha === value) {
  37021. return;
  37022. }
  37023. this._alpha = value;
  37024. this.markAsDirty(Material.MiscDirtyFlag);
  37025. },
  37026. enumerable: true,
  37027. configurable: true
  37028. });
  37029. Object.defineProperty(Material.prototype, "backFaceCulling", {
  37030. /**
  37031. * Gets the back-face culling state
  37032. */
  37033. get: function () {
  37034. return this._backFaceCulling;
  37035. },
  37036. /**
  37037. * Sets the back-face culling state
  37038. */
  37039. set: function (value) {
  37040. if (this._backFaceCulling === value) {
  37041. return;
  37042. }
  37043. this._backFaceCulling = value;
  37044. this.markAsDirty(Material.TextureDirtyFlag);
  37045. },
  37046. enumerable: true,
  37047. configurable: true
  37048. });
  37049. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  37050. /**
  37051. * Gets a boolean indicating that current material needs to register RTT
  37052. */
  37053. get: function () {
  37054. return false;
  37055. },
  37056. enumerable: true,
  37057. configurable: true
  37058. });
  37059. Object.defineProperty(Material.prototype, "onDispose", {
  37060. /**
  37061. * Called during a dispose event
  37062. */
  37063. set: function (callback) {
  37064. if (this._onDisposeObserver) {
  37065. this.onDisposeObservable.remove(this._onDisposeObserver);
  37066. }
  37067. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  37068. },
  37069. enumerable: true,
  37070. configurable: true
  37071. });
  37072. Object.defineProperty(Material.prototype, "onBindObservable", {
  37073. /**
  37074. * An event triggered when the material is bound
  37075. */
  37076. get: function () {
  37077. if (!this._onBindObservable) {
  37078. this._onBindObservable = new BABYLON.Observable();
  37079. }
  37080. return this._onBindObservable;
  37081. },
  37082. enumerable: true,
  37083. configurable: true
  37084. });
  37085. Object.defineProperty(Material.prototype, "onBind", {
  37086. /**
  37087. * Called during a bind event
  37088. */
  37089. set: function (callback) {
  37090. if (this._onBindObserver) {
  37091. this.onBindObservable.remove(this._onBindObserver);
  37092. }
  37093. this._onBindObserver = this.onBindObservable.add(callback);
  37094. },
  37095. enumerable: true,
  37096. configurable: true
  37097. });
  37098. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37099. /**
  37100. * An event triggered when the material is unbound
  37101. */
  37102. get: function () {
  37103. if (!this._onUnBindObservable) {
  37104. this._onUnBindObservable = new BABYLON.Observable();
  37105. }
  37106. return this._onUnBindObservable;
  37107. },
  37108. enumerable: true,
  37109. configurable: true
  37110. });
  37111. Object.defineProperty(Material.prototype, "alphaMode", {
  37112. /**
  37113. * Gets the value of the alpha mode
  37114. */
  37115. get: function () {
  37116. return this._alphaMode;
  37117. },
  37118. /**
  37119. * Sets the value of the alpha mode.
  37120. *
  37121. * | Value | Type | Description |
  37122. * | --- | --- | --- |
  37123. * | 0 | ALPHA_DISABLE | |
  37124. * | 1 | ALPHA_ADD | |
  37125. * | 2 | ALPHA_COMBINE | |
  37126. * | 3 | ALPHA_SUBTRACT | |
  37127. * | 4 | ALPHA_MULTIPLY | |
  37128. * | 5 | ALPHA_MAXIMIZED | |
  37129. * | 6 | ALPHA_ONEONE | |
  37130. * | 7 | ALPHA_PREMULTIPLIED | |
  37131. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37132. * | 9 | ALPHA_INTERPOLATE | |
  37133. * | 10 | ALPHA_SCREENMODE | |
  37134. *
  37135. */
  37136. set: function (value) {
  37137. if (this._alphaMode === value) {
  37138. return;
  37139. }
  37140. this._alphaMode = value;
  37141. this.markAsDirty(Material.TextureDirtyFlag);
  37142. },
  37143. enumerable: true,
  37144. configurable: true
  37145. });
  37146. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37147. /**
  37148. * Gets the depth pre-pass value
  37149. */
  37150. get: function () {
  37151. return this._needDepthPrePass;
  37152. },
  37153. /**
  37154. * Sets the need depth pre-pass value
  37155. */
  37156. set: function (value) {
  37157. if (this._needDepthPrePass === value) {
  37158. return;
  37159. }
  37160. this._needDepthPrePass = value;
  37161. if (this._needDepthPrePass) {
  37162. this.checkReadyOnEveryCall = true;
  37163. }
  37164. },
  37165. enumerable: true,
  37166. configurable: true
  37167. });
  37168. Object.defineProperty(Material.prototype, "fogEnabled", {
  37169. /**
  37170. * Gets the value of the fog enabled state
  37171. */
  37172. get: function () {
  37173. return this._fogEnabled;
  37174. },
  37175. /**
  37176. * Sets the state for enabling fog
  37177. */
  37178. set: function (value) {
  37179. if (this._fogEnabled === value) {
  37180. return;
  37181. }
  37182. this._fogEnabled = value;
  37183. this.markAsDirty(Material.MiscDirtyFlag);
  37184. },
  37185. enumerable: true,
  37186. configurable: true
  37187. });
  37188. Object.defineProperty(Material.prototype, "wireframe", {
  37189. /**
  37190. * Gets a value specifying if wireframe mode is enabled
  37191. */
  37192. get: function () {
  37193. switch (this._fillMode) {
  37194. case Material.WireFrameFillMode:
  37195. case Material.LineListDrawMode:
  37196. case Material.LineLoopDrawMode:
  37197. case Material.LineStripDrawMode:
  37198. return true;
  37199. }
  37200. return this._scene.forceWireframe;
  37201. },
  37202. /**
  37203. * Sets the state of wireframe mode
  37204. */
  37205. set: function (value) {
  37206. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37207. },
  37208. enumerable: true,
  37209. configurable: true
  37210. });
  37211. Object.defineProperty(Material.prototype, "pointsCloud", {
  37212. /**
  37213. * Gets the value specifying if point clouds are enabled
  37214. */
  37215. get: function () {
  37216. switch (this._fillMode) {
  37217. case Material.PointFillMode:
  37218. case Material.PointListDrawMode:
  37219. return true;
  37220. }
  37221. return this._scene.forcePointsCloud;
  37222. },
  37223. /**
  37224. * Sets the state of point cloud mode
  37225. */
  37226. set: function (value) {
  37227. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37228. },
  37229. enumerable: true,
  37230. configurable: true
  37231. });
  37232. Object.defineProperty(Material.prototype, "fillMode", {
  37233. /**
  37234. * Gets the material fill mode
  37235. */
  37236. get: function () {
  37237. return this._fillMode;
  37238. },
  37239. /**
  37240. * Sets the material fill mode
  37241. */
  37242. set: function (value) {
  37243. if (this._fillMode === value) {
  37244. return;
  37245. }
  37246. this._fillMode = value;
  37247. this.markAsDirty(Material.MiscDirtyFlag);
  37248. },
  37249. enumerable: true,
  37250. configurable: true
  37251. });
  37252. /**
  37253. * Returns a string representation of the current material
  37254. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37255. * @returns a string with material information
  37256. */
  37257. Material.prototype.toString = function (fullDetails) {
  37258. var ret = "Name: " + this.name;
  37259. if (fullDetails) {
  37260. }
  37261. return ret;
  37262. };
  37263. /**
  37264. * Gets the class name of the material
  37265. * @returns a string with the class name of the material
  37266. */
  37267. Material.prototype.getClassName = function () {
  37268. return "Material";
  37269. };
  37270. Object.defineProperty(Material.prototype, "isFrozen", {
  37271. /**
  37272. * Specifies if updates for the material been locked
  37273. */
  37274. get: function () {
  37275. return this.checkReadyOnlyOnce;
  37276. },
  37277. enumerable: true,
  37278. configurable: true
  37279. });
  37280. /**
  37281. * Locks updates for the material
  37282. */
  37283. Material.prototype.freeze = function () {
  37284. this.checkReadyOnlyOnce = true;
  37285. };
  37286. /**
  37287. * Unlocks updates for the material
  37288. */
  37289. Material.prototype.unfreeze = function () {
  37290. this.checkReadyOnlyOnce = false;
  37291. };
  37292. /**
  37293. * Specifies if the material is ready to be used
  37294. * @param mesh defines the mesh to check
  37295. * @param useInstances specifies if instances should be used
  37296. * @returns a boolean indicating if the material is ready to be used
  37297. */
  37298. Material.prototype.isReady = function (mesh, useInstances) {
  37299. return true;
  37300. };
  37301. /**
  37302. * Specifies that the submesh is ready to be used
  37303. * @param mesh defines the mesh to check
  37304. * @param subMesh defines which submesh to check
  37305. * @param useInstances specifies that instances should be used
  37306. * @returns a boolean indicating that the submesh is ready or not
  37307. */
  37308. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37309. return false;
  37310. };
  37311. /**
  37312. * Returns the material effect
  37313. * @returns the effect associated with the material
  37314. */
  37315. Material.prototype.getEffect = function () {
  37316. return this._effect;
  37317. };
  37318. /**
  37319. * Returns the current scene
  37320. * @returns a Scene
  37321. */
  37322. Material.prototype.getScene = function () {
  37323. return this._scene;
  37324. };
  37325. /**
  37326. * Specifies if the material will require alpha blending
  37327. * @returns a boolean specifying if alpha blending is needed
  37328. */
  37329. Material.prototype.needAlphaBlending = function () {
  37330. return (this.alpha < 1.0);
  37331. };
  37332. /**
  37333. * Specifies if the mesh will require alpha blending
  37334. * @param mesh defines the mesh to check
  37335. * @returns a boolean specifying if alpha blending is needed for the mesh
  37336. */
  37337. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37338. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37339. };
  37340. /**
  37341. * Specifies if this material should be rendered in alpha test mode
  37342. * @returns a boolean specifying if an alpha test is needed.
  37343. */
  37344. Material.prototype.needAlphaTesting = function () {
  37345. return false;
  37346. };
  37347. /**
  37348. * Gets the texture used for the alpha test
  37349. * @returns the texture to use for alpha testing
  37350. */
  37351. Material.prototype.getAlphaTestTexture = function () {
  37352. return null;
  37353. };
  37354. /**
  37355. * Marks the material to indicate that it needs to be re-calculated
  37356. */
  37357. Material.prototype.markDirty = function () {
  37358. this._wasPreviouslyReady = false;
  37359. };
  37360. /** @hidden */
  37361. Material.prototype._preBind = function (effect, overrideOrientation) {
  37362. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37363. var engine = this._scene.getEngine();
  37364. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37365. var reverse = orientation === Material.ClockWiseSideOrientation;
  37366. engine.enableEffect(effect ? effect : this._effect);
  37367. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37368. return reverse;
  37369. };
  37370. /**
  37371. * Binds the material to the mesh
  37372. * @param world defines the world transformation matrix
  37373. * @param mesh defines the mesh to bind the material to
  37374. */
  37375. Material.prototype.bind = function (world, mesh) {
  37376. };
  37377. /**
  37378. * Binds the submesh to the material
  37379. * @param world defines the world transformation matrix
  37380. * @param mesh defines the mesh containing the submesh
  37381. * @param subMesh defines the submesh to bind the material to
  37382. */
  37383. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37384. };
  37385. /**
  37386. * Binds the world matrix to the material
  37387. * @param world defines the world transformation matrix
  37388. */
  37389. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37390. };
  37391. /**
  37392. * Binds the scene's uniform buffer to the effect.
  37393. * @param effect defines the effect to bind to the scene uniform buffer
  37394. * @param sceneUbo defines the uniform buffer storing scene data
  37395. */
  37396. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37397. sceneUbo.bindToEffect(effect, "Scene");
  37398. };
  37399. /**
  37400. * Binds the view matrix to the effect
  37401. * @param effect defines the effect to bind the view matrix to
  37402. */
  37403. Material.prototype.bindView = function (effect) {
  37404. if (!this._useUBO) {
  37405. effect.setMatrix("view", this.getScene().getViewMatrix());
  37406. }
  37407. else {
  37408. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37409. }
  37410. };
  37411. /**
  37412. * Binds the view projection matrix to the effect
  37413. * @param effect defines the effect to bind the view projection matrix to
  37414. */
  37415. Material.prototype.bindViewProjection = function (effect) {
  37416. if (!this._useUBO) {
  37417. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37418. }
  37419. else {
  37420. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37421. }
  37422. };
  37423. /**
  37424. * Specifies if material alpha testing should be turned on for the mesh
  37425. * @param mesh defines the mesh to check
  37426. */
  37427. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37428. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37429. };
  37430. /**
  37431. * Processes to execute after binding the material to a mesh
  37432. * @param mesh defines the rendered mesh
  37433. */
  37434. Material.prototype._afterBind = function (mesh) {
  37435. this._scene._cachedMaterial = this;
  37436. if (mesh) {
  37437. this._scene._cachedVisibility = mesh.visibility;
  37438. }
  37439. else {
  37440. this._scene._cachedVisibility = 1;
  37441. }
  37442. if (this._onBindObservable && mesh) {
  37443. this._onBindObservable.notifyObservers(mesh);
  37444. }
  37445. if (this.disableDepthWrite) {
  37446. var engine = this._scene.getEngine();
  37447. this._cachedDepthWriteState = engine.getDepthWrite();
  37448. engine.setDepthWrite(false);
  37449. }
  37450. };
  37451. /**
  37452. * Unbinds the material from the mesh
  37453. */
  37454. Material.prototype.unbind = function () {
  37455. if (this._onUnBindObservable) {
  37456. this._onUnBindObservable.notifyObservers(this);
  37457. }
  37458. if (this.disableDepthWrite) {
  37459. var engine = this._scene.getEngine();
  37460. engine.setDepthWrite(this._cachedDepthWriteState);
  37461. }
  37462. };
  37463. /**
  37464. * Gets the active textures from the material
  37465. * @returns an array of textures
  37466. */
  37467. Material.prototype.getActiveTextures = function () {
  37468. return [];
  37469. };
  37470. /**
  37471. * Specifies if the material uses a texture
  37472. * @param texture defines the texture to check against the material
  37473. * @returns a boolean specifying if the material uses the texture
  37474. */
  37475. Material.prototype.hasTexture = function (texture) {
  37476. return false;
  37477. };
  37478. /**
  37479. * Makes a duplicate of the material, and gives it a new name
  37480. * @param name defines the new name for the duplicated material
  37481. * @returns the cloned material
  37482. */
  37483. Material.prototype.clone = function (name) {
  37484. return null;
  37485. };
  37486. /**
  37487. * Gets the meshes bound to the material
  37488. * @returns an array of meshes bound to the material
  37489. */
  37490. Material.prototype.getBindedMeshes = function () {
  37491. var _this = this;
  37492. if (this.meshMap) {
  37493. var result = new Array();
  37494. for (var meshId in this.meshMap) {
  37495. var mesh = this.meshMap[meshId];
  37496. if (mesh) {
  37497. result.push(mesh);
  37498. }
  37499. }
  37500. return result;
  37501. }
  37502. else {
  37503. var meshes = this._scene.meshes;
  37504. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37505. }
  37506. };
  37507. /**
  37508. * Force shader compilation
  37509. * @param mesh defines the mesh associated with this material
  37510. * @param onCompiled defines a function to execute once the material is compiled
  37511. * @param options defines the options to configure the compilation
  37512. */
  37513. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37514. var _this = this;
  37515. var localOptions = __assign({ clipPlane: false }, options);
  37516. var subMesh = new BABYLON.BaseSubMesh();
  37517. var scene = this.getScene();
  37518. var checkReady = function () {
  37519. if (!_this._scene || !_this._scene.getEngine()) {
  37520. return;
  37521. }
  37522. if (subMesh._materialDefines) {
  37523. subMesh._materialDefines._renderId = -1;
  37524. }
  37525. var clipPlaneState = scene.clipPlane;
  37526. if (localOptions.clipPlane) {
  37527. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37528. }
  37529. if (_this._storeEffectOnSubMeshes) {
  37530. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37531. if (onCompiled) {
  37532. onCompiled(_this);
  37533. }
  37534. }
  37535. else {
  37536. setTimeout(checkReady, 16);
  37537. }
  37538. }
  37539. else {
  37540. if (_this.isReady(mesh)) {
  37541. if (onCompiled) {
  37542. onCompiled(_this);
  37543. }
  37544. }
  37545. else {
  37546. setTimeout(checkReady, 16);
  37547. }
  37548. }
  37549. if (localOptions.clipPlane) {
  37550. scene.clipPlane = clipPlaneState;
  37551. }
  37552. };
  37553. checkReady();
  37554. };
  37555. /**
  37556. * Force shader compilation
  37557. * @param mesh defines the mesh that will use this material
  37558. * @param options defines additional options for compiling the shaders
  37559. * @returns a promise that resolves when the compilation completes
  37560. */
  37561. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37562. var _this = this;
  37563. return new Promise(function (resolve) {
  37564. _this.forceCompilation(mesh, function () {
  37565. resolve();
  37566. }, options);
  37567. });
  37568. };
  37569. /**
  37570. * Marks a define in the material to indicate that it needs to be re-computed
  37571. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37572. */
  37573. Material.prototype.markAsDirty = function (flag) {
  37574. if (this.getScene().blockMaterialDirtyMechanism) {
  37575. return;
  37576. }
  37577. Material._DirtyCallbackArray.length = 0;
  37578. if (flag & Material.TextureDirtyFlag) {
  37579. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37580. }
  37581. if (flag & Material.LightDirtyFlag) {
  37582. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37583. }
  37584. if (flag & Material.FresnelDirtyFlag) {
  37585. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37586. }
  37587. if (flag & Material.AttributesDirtyFlag) {
  37588. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37589. }
  37590. if (flag & Material.MiscDirtyFlag) {
  37591. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37592. }
  37593. if (Material._DirtyCallbackArray.length) {
  37594. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37595. }
  37596. this.getScene().resetCachedMaterial();
  37597. };
  37598. /**
  37599. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37600. * @param func defines a function which checks material defines against the submeshes
  37601. */
  37602. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37603. if (this.getScene().blockMaterialDirtyMechanism) {
  37604. return;
  37605. }
  37606. var meshes = this.getScene().meshes;
  37607. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37608. var mesh = meshes_1[_i];
  37609. if (!mesh.subMeshes) {
  37610. continue;
  37611. }
  37612. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37613. var subMesh = _b[_a];
  37614. if (subMesh.getMaterial() !== this) {
  37615. continue;
  37616. }
  37617. if (!subMesh._materialDefines) {
  37618. continue;
  37619. }
  37620. func(subMesh._materialDefines);
  37621. }
  37622. }
  37623. };
  37624. /**
  37625. * Indicates that image processing needs to be re-calculated for all submeshes
  37626. */
  37627. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37628. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37629. };
  37630. /**
  37631. * Indicates that textures need to be re-calculated for all submeshes
  37632. */
  37633. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37634. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37635. };
  37636. /**
  37637. * Indicates that fresnel needs to be re-calculated for all submeshes
  37638. */
  37639. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37640. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37641. };
  37642. /**
  37643. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37644. */
  37645. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37646. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37647. };
  37648. /**
  37649. * Indicates that lights need to be re-calculated for all submeshes
  37650. */
  37651. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37652. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37653. };
  37654. /**
  37655. * Indicates that attributes need to be re-calculated for all submeshes
  37656. */
  37657. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37658. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37659. };
  37660. /**
  37661. * Indicates that misc needs to be re-calculated for all submeshes
  37662. */
  37663. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37664. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37665. };
  37666. /**
  37667. * Indicates that textures and misc need to be re-calculated for all submeshes
  37668. */
  37669. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37670. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37671. };
  37672. /**
  37673. * Disposes the material
  37674. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37675. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37676. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37677. */
  37678. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37679. var scene = this.getScene();
  37680. // Animations
  37681. scene.stopAnimation(this);
  37682. scene.freeProcessedMaterials();
  37683. // Remove from scene
  37684. scene.removeMaterial(this);
  37685. if (notBoundToMesh !== true) {
  37686. // Remove from meshes
  37687. if (this.meshMap) {
  37688. for (var meshId in this.meshMap) {
  37689. var mesh = this.meshMap[meshId];
  37690. if (mesh) {
  37691. mesh.material = null; // will set the entry in the map to undefined
  37692. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37693. }
  37694. }
  37695. }
  37696. else {
  37697. var meshes = scene.meshes;
  37698. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37699. var mesh = meshes_2[_i];
  37700. if (mesh.material === this) {
  37701. mesh.material = null;
  37702. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37703. }
  37704. }
  37705. }
  37706. }
  37707. this._uniformBuffer.dispose();
  37708. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37709. if (forceDisposeEffect && this._effect) {
  37710. if (!this._storeEffectOnSubMeshes) {
  37711. scene.getEngine()._releaseEffect(this._effect);
  37712. }
  37713. this._effect = null;
  37714. }
  37715. // Callback
  37716. this.onDisposeObservable.notifyObservers(this);
  37717. this.onDisposeObservable.clear();
  37718. if (this._onBindObservable) {
  37719. this._onBindObservable.clear();
  37720. }
  37721. if (this._onUnBindObservable) {
  37722. this._onUnBindObservable.clear();
  37723. }
  37724. };
  37725. /** @hidden */
  37726. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37727. if (mesh.geometry) {
  37728. var geometry = (mesh.geometry);
  37729. var scene = this.getScene();
  37730. if (this._storeEffectOnSubMeshes) {
  37731. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37732. var subMesh = _a[_i];
  37733. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37734. if (forceDisposeEffect && subMesh._materialEffect) {
  37735. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37736. }
  37737. }
  37738. }
  37739. else {
  37740. geometry._releaseVertexArrayObject(this._effect);
  37741. }
  37742. }
  37743. };
  37744. /**
  37745. * Serializes this material
  37746. * @returns the serialized material object
  37747. */
  37748. Material.prototype.serialize = function () {
  37749. return BABYLON.SerializationHelper.Serialize(this);
  37750. };
  37751. /**
  37752. * Creates a MultiMaterial from parsed MultiMaterial data.
  37753. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37754. * @param scene defines the hosting scene
  37755. * @returns a new MultiMaterial
  37756. */
  37757. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37758. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37759. multiMaterial.id = parsedMultiMaterial.id;
  37760. if (BABYLON.Tags) {
  37761. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37762. }
  37763. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37764. var subMatId = parsedMultiMaterial.materials[matIndex];
  37765. if (subMatId) {
  37766. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37767. }
  37768. else {
  37769. multiMaterial.subMaterials.push(null);
  37770. }
  37771. }
  37772. return multiMaterial;
  37773. };
  37774. /**
  37775. * Creates a material from parsed material data
  37776. * @param parsedMaterial defines parsed material data
  37777. * @param scene defines the hosting scene
  37778. * @param rootUrl defines the root URL to use to load textures
  37779. * @returns a new material
  37780. */
  37781. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37782. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37783. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37784. }
  37785. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37786. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37787. if (!BABYLON.LegacyPBRMaterial) {
  37788. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37789. return;
  37790. }
  37791. }
  37792. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37793. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37794. };
  37795. // Triangle views
  37796. Material._TriangleFillMode = 0;
  37797. Material._WireFrameFillMode = 1;
  37798. Material._PointFillMode = 2;
  37799. // Draw modes
  37800. Material._PointListDrawMode = 3;
  37801. Material._LineListDrawMode = 4;
  37802. Material._LineLoopDrawMode = 5;
  37803. Material._LineStripDrawMode = 6;
  37804. Material._TriangleStripDrawMode = 7;
  37805. Material._TriangleFanDrawMode = 8;
  37806. /**
  37807. * Stores the clock-wise side orientation
  37808. */
  37809. Material._ClockWiseSideOrientation = 0;
  37810. /**
  37811. * Stores the counter clock-wise side orientation
  37812. */
  37813. Material._CounterClockWiseSideOrientation = 1;
  37814. /**
  37815. * The dirty texture flag value
  37816. */
  37817. Material.TextureDirtyFlag = 1;
  37818. /**
  37819. * The dirty light flag value
  37820. */
  37821. Material.LightDirtyFlag = 2;
  37822. /**
  37823. * The dirty fresnel flag value
  37824. */
  37825. Material.FresnelDirtyFlag = 4;
  37826. /**
  37827. * The dirty attribute flag value
  37828. */
  37829. Material.AttributesDirtyFlag = 8;
  37830. /**
  37831. * The dirty misc flag value
  37832. */
  37833. Material.MiscDirtyFlag = 16;
  37834. /**
  37835. * The all dirty flag value
  37836. */
  37837. Material.AllDirtyFlag = 31;
  37838. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37839. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37840. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37841. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37842. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37843. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37844. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37845. Material._FresnelDirtyCallBack(defines);
  37846. Material._MiscDirtyCallBack(defines);
  37847. };
  37848. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37849. Material._TextureDirtyCallBack(defines);
  37850. Material._MiscDirtyCallBack(defines);
  37851. };
  37852. Material._DirtyCallbackArray = [];
  37853. Material._RunDirtyCallBacks = function (defines) {
  37854. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37855. var cb = _a[_i];
  37856. cb(defines);
  37857. }
  37858. };
  37859. __decorate([
  37860. BABYLON.serialize()
  37861. ], Material.prototype, "id", void 0);
  37862. __decorate([
  37863. BABYLON.serialize()
  37864. ], Material.prototype, "uniqueId", void 0);
  37865. __decorate([
  37866. BABYLON.serialize()
  37867. ], Material.prototype, "name", void 0);
  37868. __decorate([
  37869. BABYLON.serialize()
  37870. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37871. __decorate([
  37872. BABYLON.serialize()
  37873. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37874. __decorate([
  37875. BABYLON.serialize()
  37876. ], Material.prototype, "state", void 0);
  37877. __decorate([
  37878. BABYLON.serialize("alpha")
  37879. ], Material.prototype, "_alpha", void 0);
  37880. __decorate([
  37881. BABYLON.serialize("backFaceCulling")
  37882. ], Material.prototype, "_backFaceCulling", void 0);
  37883. __decorate([
  37884. BABYLON.serialize()
  37885. ], Material.prototype, "sideOrientation", void 0);
  37886. __decorate([
  37887. BABYLON.serialize("alphaMode")
  37888. ], Material.prototype, "_alphaMode", void 0);
  37889. __decorate([
  37890. BABYLON.serialize()
  37891. ], Material.prototype, "_needDepthPrePass", void 0);
  37892. __decorate([
  37893. BABYLON.serialize()
  37894. ], Material.prototype, "disableDepthWrite", void 0);
  37895. __decorate([
  37896. BABYLON.serialize()
  37897. ], Material.prototype, "forceDepthWrite", void 0);
  37898. __decorate([
  37899. BABYLON.serialize()
  37900. ], Material.prototype, "separateCullingPass", void 0);
  37901. __decorate([
  37902. BABYLON.serialize("fogEnabled")
  37903. ], Material.prototype, "_fogEnabled", void 0);
  37904. __decorate([
  37905. BABYLON.serialize()
  37906. ], Material.prototype, "pointSize", void 0);
  37907. __decorate([
  37908. BABYLON.serialize()
  37909. ], Material.prototype, "zOffset", void 0);
  37910. __decorate([
  37911. BABYLON.serialize()
  37912. ], Material.prototype, "wireframe", null);
  37913. __decorate([
  37914. BABYLON.serialize()
  37915. ], Material.prototype, "pointsCloud", null);
  37916. __decorate([
  37917. BABYLON.serialize()
  37918. ], Material.prototype, "fillMode", null);
  37919. return Material;
  37920. }());
  37921. BABYLON.Material = Material;
  37922. })(BABYLON || (BABYLON = {}));
  37923. //# sourceMappingURL=babylon.material.js.map
  37924. var BABYLON;
  37925. (function (BABYLON) {
  37926. /**
  37927. * Uniform buffer objects.
  37928. *
  37929. * Handles blocks of uniform on the GPU.
  37930. *
  37931. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37932. *
  37933. * For more information, please refer to :
  37934. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37935. */
  37936. var UniformBuffer = /** @class */ (function () {
  37937. /**
  37938. * Instantiates a new Uniform buffer objects.
  37939. *
  37940. * Handles blocks of uniform on the GPU.
  37941. *
  37942. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37943. *
  37944. * For more information, please refer to :
  37945. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37946. * @param engine Define the engine the buffer is associated with
  37947. * @param data Define the data contained in the buffer
  37948. * @param dynamic Define if the buffer is updatable
  37949. */
  37950. function UniformBuffer(engine, data, dynamic) {
  37951. this._engine = engine;
  37952. this._noUBO = !engine.supportsUniformBuffers;
  37953. this._dynamic = dynamic;
  37954. this._data = data || [];
  37955. this._uniformLocations = {};
  37956. this._uniformSizes = {};
  37957. this._uniformLocationPointer = 0;
  37958. this._needSync = false;
  37959. if (this._noUBO) {
  37960. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37961. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37962. this.updateFloat = this._updateFloatForEffect;
  37963. this.updateFloat2 = this._updateFloat2ForEffect;
  37964. this.updateFloat3 = this._updateFloat3ForEffect;
  37965. this.updateFloat4 = this._updateFloat4ForEffect;
  37966. this.updateMatrix = this._updateMatrixForEffect;
  37967. this.updateVector3 = this._updateVector3ForEffect;
  37968. this.updateVector4 = this._updateVector4ForEffect;
  37969. this.updateColor3 = this._updateColor3ForEffect;
  37970. this.updateColor4 = this._updateColor4ForEffect;
  37971. }
  37972. else {
  37973. this._engine._uniformBuffers.push(this);
  37974. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37975. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37976. this.updateFloat = this._updateFloatForUniform;
  37977. this.updateFloat2 = this._updateFloat2ForUniform;
  37978. this.updateFloat3 = this._updateFloat3ForUniform;
  37979. this.updateFloat4 = this._updateFloat4ForUniform;
  37980. this.updateMatrix = this._updateMatrixForUniform;
  37981. this.updateVector3 = this._updateVector3ForUniform;
  37982. this.updateVector4 = this._updateVector4ForUniform;
  37983. this.updateColor3 = this._updateColor3ForUniform;
  37984. this.updateColor4 = this._updateColor4ForUniform;
  37985. }
  37986. }
  37987. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37988. /**
  37989. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37990. * or just falling back on setUniformXXX calls.
  37991. */
  37992. get: function () {
  37993. return !this._noUBO;
  37994. },
  37995. enumerable: true,
  37996. configurable: true
  37997. });
  37998. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37999. /**
  38000. * Indicates if the WebGL underlying uniform buffer is in sync
  38001. * with the javascript cache data.
  38002. */
  38003. get: function () {
  38004. return !this._needSync;
  38005. },
  38006. enumerable: true,
  38007. configurable: true
  38008. });
  38009. /**
  38010. * Indicates if the WebGL underlying uniform buffer is dynamic.
  38011. * Also, a dynamic UniformBuffer will disable cache verification and always
  38012. * update the underlying WebGL uniform buffer to the GPU.
  38013. * @returns if Dynamic, otherwise false
  38014. */
  38015. UniformBuffer.prototype.isDynamic = function () {
  38016. return this._dynamic !== undefined;
  38017. };
  38018. /**
  38019. * The data cache on JS side.
  38020. * @returns the underlying data as a float array
  38021. */
  38022. UniformBuffer.prototype.getData = function () {
  38023. return this._bufferData;
  38024. };
  38025. /**
  38026. * The underlying WebGL Uniform buffer.
  38027. * @returns the webgl buffer
  38028. */
  38029. UniformBuffer.prototype.getBuffer = function () {
  38030. return this._buffer;
  38031. };
  38032. /**
  38033. * std140 layout specifies how to align data within an UBO structure.
  38034. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  38035. * for specs.
  38036. */
  38037. UniformBuffer.prototype._fillAlignment = function (size) {
  38038. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  38039. // and 4x4 matrices
  38040. // TODO : change if other types are used
  38041. var alignment;
  38042. if (size <= 2) {
  38043. alignment = size;
  38044. }
  38045. else {
  38046. alignment = 4;
  38047. }
  38048. if ((this._uniformLocationPointer % alignment) !== 0) {
  38049. var oldPointer = this._uniformLocationPointer;
  38050. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  38051. var diff = this._uniformLocationPointer - oldPointer;
  38052. for (var i = 0; i < diff; i++) {
  38053. this._data.push(0);
  38054. }
  38055. }
  38056. };
  38057. /**
  38058. * Adds an uniform in the buffer.
  38059. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  38060. * for the layout to be correct !
  38061. * @param name Name of the uniform, as used in the uniform block in the shader.
  38062. * @param size Data size, or data directly.
  38063. */
  38064. UniformBuffer.prototype.addUniform = function (name, size) {
  38065. if (this._noUBO) {
  38066. return;
  38067. }
  38068. if (this._uniformLocations[name] !== undefined) {
  38069. // Already existing uniform
  38070. return;
  38071. }
  38072. // This function must be called in the order of the shader layout !
  38073. // size can be the size of the uniform, or data directly
  38074. var data;
  38075. if (size instanceof Array) {
  38076. data = size;
  38077. size = data.length;
  38078. }
  38079. else {
  38080. size = size;
  38081. data = [];
  38082. // Fill with zeros
  38083. for (var i = 0; i < size; i++) {
  38084. data.push(0);
  38085. }
  38086. }
  38087. this._fillAlignment(size);
  38088. this._uniformSizes[name] = size;
  38089. this._uniformLocations[name] = this._uniformLocationPointer;
  38090. this._uniformLocationPointer += size;
  38091. for (var i = 0; i < size; i++) {
  38092. this._data.push(data[i]);
  38093. }
  38094. this._needSync = true;
  38095. };
  38096. /**
  38097. * Adds a Matrix 4x4 to the uniform buffer.
  38098. * @param name Name of the uniform, as used in the uniform block in the shader.
  38099. * @param mat A 4x4 matrix.
  38100. */
  38101. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38102. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38103. };
  38104. /**
  38105. * Adds a vec2 to the uniform buffer.
  38106. * @param name Name of the uniform, as used in the uniform block in the shader.
  38107. * @param x Define the x component value of the vec2
  38108. * @param y Define the y component value of the vec2
  38109. */
  38110. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38111. var temp = [x, y];
  38112. this.addUniform(name, temp);
  38113. };
  38114. /**
  38115. * Adds a vec3 to the uniform buffer.
  38116. * @param name Name of the uniform, as used in the uniform block in the shader.
  38117. * @param x Define the x component value of the vec3
  38118. * @param y Define the y component value of the vec3
  38119. * @param z Define the z component value of the vec3
  38120. */
  38121. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38122. var temp = [x, y, z];
  38123. this.addUniform(name, temp);
  38124. };
  38125. /**
  38126. * Adds a vec3 to the uniform buffer.
  38127. * @param name Name of the uniform, as used in the uniform block in the shader.
  38128. * @param color Define the vec3 from a Color
  38129. */
  38130. UniformBuffer.prototype.addColor3 = function (name, color) {
  38131. var temp = new Array();
  38132. color.toArray(temp);
  38133. this.addUniform(name, temp);
  38134. };
  38135. /**
  38136. * Adds a vec4 to the uniform buffer.
  38137. * @param name Name of the uniform, as used in the uniform block in the shader.
  38138. * @param color Define the rgb components from a Color
  38139. * @param alpha Define the a component of the vec4
  38140. */
  38141. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38142. var temp = new Array();
  38143. color.toArray(temp);
  38144. temp.push(alpha);
  38145. this.addUniform(name, temp);
  38146. };
  38147. /**
  38148. * Adds a vec3 to the uniform buffer.
  38149. * @param name Name of the uniform, as used in the uniform block in the shader.
  38150. * @param vector Define the vec3 components from a Vector
  38151. */
  38152. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38153. var temp = new Array();
  38154. vector.toArray(temp);
  38155. this.addUniform(name, temp);
  38156. };
  38157. /**
  38158. * Adds a Matrix 3x3 to the uniform buffer.
  38159. * @param name Name of the uniform, as used in the uniform block in the shader.
  38160. */
  38161. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38162. this.addUniform(name, 12);
  38163. };
  38164. /**
  38165. * Adds a Matrix 2x2 to the uniform buffer.
  38166. * @param name Name of the uniform, as used in the uniform block in the shader.
  38167. */
  38168. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38169. this.addUniform(name, 8);
  38170. };
  38171. /**
  38172. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38173. */
  38174. UniformBuffer.prototype.create = function () {
  38175. if (this._noUBO) {
  38176. return;
  38177. }
  38178. if (this._buffer) {
  38179. return; // nothing to do
  38180. }
  38181. // See spec, alignment must be filled as a vec4
  38182. this._fillAlignment(4);
  38183. this._bufferData = new Float32Array(this._data);
  38184. this._rebuild();
  38185. this._needSync = true;
  38186. };
  38187. /** @hidden */
  38188. UniformBuffer.prototype._rebuild = function () {
  38189. if (this._noUBO) {
  38190. return;
  38191. }
  38192. if (this._dynamic) {
  38193. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38194. }
  38195. else {
  38196. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38197. }
  38198. };
  38199. /**
  38200. * Updates the WebGL Uniform Buffer on the GPU.
  38201. * If the `dynamic` flag is set to true, no cache comparison is done.
  38202. * Otherwise, the buffer will be updated only if the cache differs.
  38203. */
  38204. UniformBuffer.prototype.update = function () {
  38205. if (!this._buffer) {
  38206. this.create();
  38207. return;
  38208. }
  38209. if (!this._dynamic && !this._needSync) {
  38210. return;
  38211. }
  38212. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38213. this._needSync = false;
  38214. };
  38215. /**
  38216. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38217. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38218. * @param data Define the flattened data
  38219. * @param size Define the size of the data.
  38220. */
  38221. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38222. var location = this._uniformLocations[uniformName];
  38223. if (location === undefined) {
  38224. if (this._buffer) {
  38225. // Cannot add an uniform if the buffer is already created
  38226. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38227. return;
  38228. }
  38229. this.addUniform(uniformName, size);
  38230. location = this._uniformLocations[uniformName];
  38231. }
  38232. if (!this._buffer) {
  38233. this.create();
  38234. }
  38235. if (!this._dynamic) {
  38236. // Cache for static uniform buffers
  38237. var changed = false;
  38238. for (var i = 0; i < size; i++) {
  38239. if (this._bufferData[location + i] !== data[i]) {
  38240. changed = true;
  38241. this._bufferData[location + i] = data[i];
  38242. }
  38243. }
  38244. this._needSync = this._needSync || changed;
  38245. }
  38246. else {
  38247. // No cache for dynamic
  38248. for (var i = 0; i < size; i++) {
  38249. this._bufferData[location + i] = data[i];
  38250. }
  38251. }
  38252. };
  38253. // Update methods
  38254. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38255. // To match std140, matrix must be realigned
  38256. for (var i = 0; i < 3; i++) {
  38257. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38258. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38259. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38260. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38261. }
  38262. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38263. };
  38264. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38265. this._currentEffect.setMatrix3x3(name, matrix);
  38266. };
  38267. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38268. this._currentEffect.setMatrix2x2(name, matrix);
  38269. };
  38270. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38271. // To match std140, matrix must be realigned
  38272. for (var i = 0; i < 2; i++) {
  38273. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38274. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38275. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38276. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38277. }
  38278. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38279. };
  38280. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38281. this._currentEffect.setFloat(name, x);
  38282. };
  38283. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38284. UniformBuffer._tempBuffer[0] = x;
  38285. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38286. };
  38287. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38288. if (suffix === void 0) { suffix = ""; }
  38289. this._currentEffect.setFloat2(name + suffix, x, y);
  38290. };
  38291. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38292. if (suffix === void 0) { suffix = ""; }
  38293. UniformBuffer._tempBuffer[0] = x;
  38294. UniformBuffer._tempBuffer[1] = y;
  38295. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38296. };
  38297. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38298. if (suffix === void 0) { suffix = ""; }
  38299. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38300. };
  38301. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38302. if (suffix === void 0) { suffix = ""; }
  38303. UniformBuffer._tempBuffer[0] = x;
  38304. UniformBuffer._tempBuffer[1] = y;
  38305. UniformBuffer._tempBuffer[2] = z;
  38306. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38307. };
  38308. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38309. if (suffix === void 0) { suffix = ""; }
  38310. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38311. };
  38312. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38313. if (suffix === void 0) { suffix = ""; }
  38314. UniformBuffer._tempBuffer[0] = x;
  38315. UniformBuffer._tempBuffer[1] = y;
  38316. UniformBuffer._tempBuffer[2] = z;
  38317. UniformBuffer._tempBuffer[3] = w;
  38318. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38319. };
  38320. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38321. this._currentEffect.setMatrix(name, mat);
  38322. };
  38323. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38324. this.updateUniform(name, mat.toArray(), 16);
  38325. };
  38326. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38327. this._currentEffect.setVector3(name, vector);
  38328. };
  38329. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38330. vector.toArray(UniformBuffer._tempBuffer);
  38331. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38332. };
  38333. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38334. this._currentEffect.setVector4(name, vector);
  38335. };
  38336. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38337. vector.toArray(UniformBuffer._tempBuffer);
  38338. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38339. };
  38340. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38341. if (suffix === void 0) { suffix = ""; }
  38342. this._currentEffect.setColor3(name + suffix, color);
  38343. };
  38344. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38345. if (suffix === void 0) { suffix = ""; }
  38346. color.toArray(UniformBuffer._tempBuffer);
  38347. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38348. };
  38349. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38350. if (suffix === void 0) { suffix = ""; }
  38351. this._currentEffect.setColor4(name + suffix, color, alpha);
  38352. };
  38353. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38354. if (suffix === void 0) { suffix = ""; }
  38355. color.toArray(UniformBuffer._tempBuffer);
  38356. UniformBuffer._tempBuffer[3] = alpha;
  38357. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38358. };
  38359. /**
  38360. * Sets a sampler uniform on the effect.
  38361. * @param name Define the name of the sampler.
  38362. * @param texture Define the texture to set in the sampler
  38363. */
  38364. UniformBuffer.prototype.setTexture = function (name, texture) {
  38365. this._currentEffect.setTexture(name, texture);
  38366. };
  38367. /**
  38368. * Directly updates the value of the uniform in the cache AND on the GPU.
  38369. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38370. * @param data Define the flattened data
  38371. */
  38372. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38373. this.updateUniform(uniformName, data, data.length);
  38374. this.update();
  38375. };
  38376. /**
  38377. * Binds this uniform buffer to an effect.
  38378. * @param effect Define the effect to bind the buffer to
  38379. * @param name Name of the uniform block in the shader.
  38380. */
  38381. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38382. this._currentEffect = effect;
  38383. if (this._noUBO || !this._buffer) {
  38384. return;
  38385. }
  38386. effect.bindUniformBuffer(this._buffer, name);
  38387. };
  38388. /**
  38389. * Disposes the uniform buffer.
  38390. */
  38391. UniformBuffer.prototype.dispose = function () {
  38392. if (this._noUBO) {
  38393. return;
  38394. }
  38395. var uniformBuffers = this._engine._uniformBuffers;
  38396. var index = uniformBuffers.indexOf(this);
  38397. if (index !== -1) {
  38398. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38399. uniformBuffers.pop();
  38400. }
  38401. if (!this._buffer) {
  38402. return;
  38403. }
  38404. if (this._engine._releaseBuffer(this._buffer)) {
  38405. this._buffer = null;
  38406. }
  38407. };
  38408. // Pool for avoiding memory leaks
  38409. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38410. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38411. return UniformBuffer;
  38412. }());
  38413. BABYLON.UniformBuffer = UniformBuffer;
  38414. })(BABYLON || (BABYLON = {}));
  38415. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38416. var BABYLON;
  38417. (function (BABYLON) {
  38418. /**
  38419. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38420. */
  38421. var VertexData = /** @class */ (function () {
  38422. function VertexData() {
  38423. }
  38424. /**
  38425. * Uses the passed data array to set the set the values for the specified kind of data
  38426. * @param data a linear array of floating numbers
  38427. * @param kind the type of data that is being set, eg positions, colors etc
  38428. */
  38429. VertexData.prototype.set = function (data, kind) {
  38430. switch (kind) {
  38431. case BABYLON.VertexBuffer.PositionKind:
  38432. this.positions = data;
  38433. break;
  38434. case BABYLON.VertexBuffer.NormalKind:
  38435. this.normals = data;
  38436. break;
  38437. case BABYLON.VertexBuffer.TangentKind:
  38438. this.tangents = data;
  38439. break;
  38440. case BABYLON.VertexBuffer.UVKind:
  38441. this.uvs = data;
  38442. break;
  38443. case BABYLON.VertexBuffer.UV2Kind:
  38444. this.uvs2 = data;
  38445. break;
  38446. case BABYLON.VertexBuffer.UV3Kind:
  38447. this.uvs3 = data;
  38448. break;
  38449. case BABYLON.VertexBuffer.UV4Kind:
  38450. this.uvs4 = data;
  38451. break;
  38452. case BABYLON.VertexBuffer.UV5Kind:
  38453. this.uvs5 = data;
  38454. break;
  38455. case BABYLON.VertexBuffer.UV6Kind:
  38456. this.uvs6 = data;
  38457. break;
  38458. case BABYLON.VertexBuffer.ColorKind:
  38459. this.colors = data;
  38460. break;
  38461. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38462. this.matricesIndices = data;
  38463. break;
  38464. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38465. this.matricesWeights = data;
  38466. break;
  38467. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38468. this.matricesIndicesExtra = data;
  38469. break;
  38470. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38471. this.matricesWeightsExtra = data;
  38472. break;
  38473. }
  38474. };
  38475. /**
  38476. * Associates the vertexData to the passed Mesh.
  38477. * Sets it as updatable or not (default `false`)
  38478. * @param mesh the mesh the vertexData is applied to
  38479. * @param updatable when used and having the value true allows new data to update the vertexData
  38480. * @returns the VertexData
  38481. */
  38482. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38483. this._applyTo(mesh, updatable);
  38484. return this;
  38485. };
  38486. /**
  38487. * Associates the vertexData to the passed Geometry.
  38488. * Sets it as updatable or not (default `false`)
  38489. * @param geometry the geometry the vertexData is applied to
  38490. * @param updatable when used and having the value true allows new data to update the vertexData
  38491. * @returns VertexData
  38492. */
  38493. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38494. this._applyTo(geometry, updatable);
  38495. return this;
  38496. };
  38497. /**
  38498. * Updates the associated mesh
  38499. * @param mesh the mesh to be updated
  38500. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38501. * @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
  38502. * @returns VertexData
  38503. */
  38504. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38505. this._update(mesh);
  38506. return this;
  38507. };
  38508. /**
  38509. * Updates the associated geometry
  38510. * @param geometry the geometry to be updated
  38511. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38512. * @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
  38513. * @returns VertexData.
  38514. */
  38515. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38516. this._update(geometry);
  38517. return this;
  38518. };
  38519. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38520. if (updatable === void 0) { updatable = false; }
  38521. if (this.positions) {
  38522. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38523. }
  38524. if (this.normals) {
  38525. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38526. }
  38527. if (this.tangents) {
  38528. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38529. }
  38530. if (this.uvs) {
  38531. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38532. }
  38533. if (this.uvs2) {
  38534. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38535. }
  38536. if (this.uvs3) {
  38537. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38538. }
  38539. if (this.uvs4) {
  38540. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38541. }
  38542. if (this.uvs5) {
  38543. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38544. }
  38545. if (this.uvs6) {
  38546. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38547. }
  38548. if (this.colors) {
  38549. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38550. }
  38551. if (this.matricesIndices) {
  38552. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38553. }
  38554. if (this.matricesWeights) {
  38555. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38556. }
  38557. if (this.matricesIndicesExtra) {
  38558. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38559. }
  38560. if (this.matricesWeightsExtra) {
  38561. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38562. }
  38563. if (this.indices) {
  38564. meshOrGeometry.setIndices(this.indices, null, updatable);
  38565. }
  38566. else {
  38567. meshOrGeometry.setIndices([], null);
  38568. }
  38569. return this;
  38570. };
  38571. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38572. if (this.positions) {
  38573. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38574. }
  38575. if (this.normals) {
  38576. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38577. }
  38578. if (this.tangents) {
  38579. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38580. }
  38581. if (this.uvs) {
  38582. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38583. }
  38584. if (this.uvs2) {
  38585. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38586. }
  38587. if (this.uvs3) {
  38588. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38589. }
  38590. if (this.uvs4) {
  38591. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38592. }
  38593. if (this.uvs5) {
  38594. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38595. }
  38596. if (this.uvs6) {
  38597. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38598. }
  38599. if (this.colors) {
  38600. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38601. }
  38602. if (this.matricesIndices) {
  38603. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38604. }
  38605. if (this.matricesWeights) {
  38606. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38607. }
  38608. if (this.matricesIndicesExtra) {
  38609. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38610. }
  38611. if (this.matricesWeightsExtra) {
  38612. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38613. }
  38614. if (this.indices) {
  38615. meshOrGeometry.setIndices(this.indices, null);
  38616. }
  38617. return this;
  38618. };
  38619. /**
  38620. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38621. * @param matrix the transforming matrix
  38622. * @returns the VertexData
  38623. */
  38624. VertexData.prototype.transform = function (matrix) {
  38625. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38626. var transformed = BABYLON.Vector3.Zero();
  38627. var index;
  38628. if (this.positions) {
  38629. var position = BABYLON.Vector3.Zero();
  38630. for (index = 0; index < this.positions.length; index += 3) {
  38631. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38632. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38633. this.positions[index] = transformed.x;
  38634. this.positions[index + 1] = transformed.y;
  38635. this.positions[index + 2] = transformed.z;
  38636. }
  38637. }
  38638. if (this.normals) {
  38639. var normal = BABYLON.Vector3.Zero();
  38640. for (index = 0; index < this.normals.length; index += 3) {
  38641. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38642. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38643. this.normals[index] = transformed.x;
  38644. this.normals[index + 1] = transformed.y;
  38645. this.normals[index + 2] = transformed.z;
  38646. }
  38647. }
  38648. if (this.tangents) {
  38649. var tangent = BABYLON.Vector4.Zero();
  38650. var tangentTransformed = BABYLON.Vector4.Zero();
  38651. for (index = 0; index < this.tangents.length; index += 4) {
  38652. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38653. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38654. this.tangents[index] = tangentTransformed.x;
  38655. this.tangents[index + 1] = tangentTransformed.y;
  38656. this.tangents[index + 2] = tangentTransformed.z;
  38657. this.tangents[index + 3] = tangentTransformed.w;
  38658. }
  38659. }
  38660. if (flip && this.indices) {
  38661. for (index = 0; index < this.indices.length; index += 3) {
  38662. var tmp = this.indices[index + 1];
  38663. this.indices[index + 1] = this.indices[index + 2];
  38664. this.indices[index + 2] = tmp;
  38665. }
  38666. }
  38667. return this;
  38668. };
  38669. /**
  38670. * Merges the passed VertexData into the current one
  38671. * @param other the VertexData to be merged into the current one
  38672. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38673. * @returns the modified VertexData
  38674. */
  38675. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38676. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38677. this._validate();
  38678. other._validate();
  38679. if (!this.normals !== !other.normals ||
  38680. !this.tangents !== !other.tangents ||
  38681. !this.uvs !== !other.uvs ||
  38682. !this.uvs2 !== !other.uvs2 ||
  38683. !this.uvs3 !== !other.uvs3 ||
  38684. !this.uvs4 !== !other.uvs4 ||
  38685. !this.uvs5 !== !other.uvs5 ||
  38686. !this.uvs6 !== !other.uvs6 ||
  38687. !this.colors !== !other.colors ||
  38688. !this.matricesIndices !== !other.matricesIndices ||
  38689. !this.matricesWeights !== !other.matricesWeights ||
  38690. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38691. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38692. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38693. }
  38694. if (other.indices) {
  38695. if (!this.indices) {
  38696. this.indices = [];
  38697. }
  38698. var offset = this.positions ? this.positions.length / 3 : 0;
  38699. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38700. if (isSrcTypedArray) {
  38701. var len = this.indices.length + other.indices.length;
  38702. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38703. temp.set(this.indices);
  38704. var decal = this.indices.length;
  38705. for (var index = 0; index < other.indices.length; index++) {
  38706. temp[decal + index] = other.indices[index] + offset;
  38707. }
  38708. this.indices = temp;
  38709. }
  38710. else {
  38711. for (var index = 0; index < other.indices.length; index++) {
  38712. this.indices.push(other.indices[index] + offset);
  38713. }
  38714. }
  38715. }
  38716. this.positions = this._mergeElement(this.positions, other.positions);
  38717. this.normals = this._mergeElement(this.normals, other.normals);
  38718. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38719. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38720. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38721. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38722. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38723. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38724. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38725. this.colors = this._mergeElement(this.colors, other.colors);
  38726. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38727. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38728. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38729. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38730. return this;
  38731. };
  38732. VertexData.prototype._mergeElement = function (source, other) {
  38733. if (!source) {
  38734. return other;
  38735. }
  38736. if (!other) {
  38737. return source;
  38738. }
  38739. var len = other.length + source.length;
  38740. var isSrcTypedArray = source instanceof Float32Array;
  38741. var isOthTypedArray = other instanceof Float32Array;
  38742. // use non-loop method when the source is Float32Array
  38743. if (isSrcTypedArray) {
  38744. var ret32 = new Float32Array(len);
  38745. ret32.set(source);
  38746. ret32.set(other, source.length);
  38747. return ret32;
  38748. // source is number[], when other is also use concat
  38749. }
  38750. else if (!isOthTypedArray) {
  38751. return source.concat(other);
  38752. // source is a number[], but other is a Float32Array, loop required
  38753. }
  38754. else {
  38755. var ret = source.slice(0); // copy source to a separate array
  38756. for (var i = 0, len = other.length; i < len; i++) {
  38757. ret.push(other[i]);
  38758. }
  38759. return ret;
  38760. }
  38761. };
  38762. VertexData.prototype._validate = function () {
  38763. if (!this.positions) {
  38764. throw new Error("Positions are required");
  38765. }
  38766. var getElementCount = function (kind, values) {
  38767. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38768. if ((values.length % stride) !== 0) {
  38769. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38770. }
  38771. return values.length / stride;
  38772. };
  38773. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38774. var validateElementCount = function (kind, values) {
  38775. var elementCount = getElementCount(kind, values);
  38776. if (elementCount !== positionsElementCount) {
  38777. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38778. }
  38779. };
  38780. if (this.normals) {
  38781. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38782. }
  38783. if (this.tangents) {
  38784. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38785. }
  38786. if (this.uvs) {
  38787. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38788. }
  38789. if (this.uvs2) {
  38790. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38791. }
  38792. if (this.uvs3) {
  38793. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38794. }
  38795. if (this.uvs4) {
  38796. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38797. }
  38798. if (this.uvs5) {
  38799. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38800. }
  38801. if (this.uvs6) {
  38802. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38803. }
  38804. if (this.colors) {
  38805. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38806. }
  38807. if (this.matricesIndices) {
  38808. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38809. }
  38810. if (this.matricesWeights) {
  38811. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38812. }
  38813. if (this.matricesIndicesExtra) {
  38814. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38815. }
  38816. if (this.matricesWeightsExtra) {
  38817. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38818. }
  38819. };
  38820. /**
  38821. * Serializes the VertexData
  38822. * @returns a serialized object
  38823. */
  38824. VertexData.prototype.serialize = function () {
  38825. var serializationObject = this.serialize();
  38826. if (this.positions) {
  38827. serializationObject.positions = this.positions;
  38828. }
  38829. if (this.normals) {
  38830. serializationObject.normals = this.normals;
  38831. }
  38832. if (this.tangents) {
  38833. serializationObject.tangents = this.tangents;
  38834. }
  38835. if (this.uvs) {
  38836. serializationObject.uvs = this.uvs;
  38837. }
  38838. if (this.uvs2) {
  38839. serializationObject.uvs2 = this.uvs2;
  38840. }
  38841. if (this.uvs3) {
  38842. serializationObject.uvs3 = this.uvs3;
  38843. }
  38844. if (this.uvs4) {
  38845. serializationObject.uvs4 = this.uvs4;
  38846. }
  38847. if (this.uvs5) {
  38848. serializationObject.uvs5 = this.uvs5;
  38849. }
  38850. if (this.uvs6) {
  38851. serializationObject.uvs6 = this.uvs6;
  38852. }
  38853. if (this.colors) {
  38854. serializationObject.colors = this.colors;
  38855. }
  38856. if (this.matricesIndices) {
  38857. serializationObject.matricesIndices = this.matricesIndices;
  38858. serializationObject.matricesIndices._isExpanded = true;
  38859. }
  38860. if (this.matricesWeights) {
  38861. serializationObject.matricesWeights = this.matricesWeights;
  38862. }
  38863. if (this.matricesIndicesExtra) {
  38864. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38865. serializationObject.matricesIndicesExtra._isExpanded = true;
  38866. }
  38867. if (this.matricesWeightsExtra) {
  38868. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38869. }
  38870. serializationObject.indices = this.indices;
  38871. return serializationObject;
  38872. };
  38873. // Statics
  38874. /**
  38875. * Extracts the vertexData from a mesh
  38876. * @param mesh the mesh from which to extract the VertexData
  38877. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38878. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38879. * @returns the object VertexData associated to the passed mesh
  38880. */
  38881. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38882. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38883. };
  38884. /**
  38885. * Extracts the vertexData from the geometry
  38886. * @param geometry the geometry from which to extract the VertexData
  38887. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38888. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38889. * @returns the object VertexData associated to the passed mesh
  38890. */
  38891. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38892. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38893. };
  38894. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38895. var result = new VertexData();
  38896. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38897. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38898. }
  38899. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38900. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38901. }
  38902. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38903. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38904. }
  38905. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38906. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38907. }
  38908. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38909. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38910. }
  38911. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38912. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38913. }
  38914. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38915. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38916. }
  38917. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38918. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38919. }
  38920. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38921. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38922. }
  38923. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38924. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38925. }
  38926. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38927. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38928. }
  38929. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38930. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38931. }
  38932. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38933. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38934. }
  38935. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38936. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38937. }
  38938. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38939. return result;
  38940. };
  38941. /**
  38942. * Creates the VertexData for a Ribbon
  38943. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38944. * * pathArray array of paths, each of which an array of successive Vector3
  38945. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38946. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38947. * * 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
  38948. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38949. * * 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)
  38950. * * 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)
  38951. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38952. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38953. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38954. * @returns the VertexData of the ribbon
  38955. */
  38956. VertexData.CreateRibbon = function (options) {
  38957. var pathArray = options.pathArray;
  38958. var closeArray = options.closeArray || false;
  38959. var closePath = options.closePath || false;
  38960. var invertUV = options.invertUV || false;
  38961. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38962. var offset = options.offset || defaultOffset;
  38963. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38964. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38965. var customUV = options.uvs;
  38966. var customColors = options.colors;
  38967. var positions = [];
  38968. var indices = [];
  38969. var normals = [];
  38970. var uvs = [];
  38971. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38972. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38973. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38974. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38975. var minlg; // minimal length among all paths from pathArray
  38976. var lg = []; // array of path lengths : nb of vertex per path
  38977. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38978. var p; // path iterator
  38979. var i; // point iterator
  38980. var j; // point iterator
  38981. // if single path in pathArray
  38982. if (pathArray.length < 2) {
  38983. var ar1 = [];
  38984. var ar2 = [];
  38985. for (i = 0; i < pathArray[0].length - offset; i++) {
  38986. ar1.push(pathArray[0][i]);
  38987. ar2.push(pathArray[0][i + offset]);
  38988. }
  38989. pathArray = [ar1, ar2];
  38990. }
  38991. // positions and horizontal distances (u)
  38992. var idc = 0;
  38993. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38994. var path;
  38995. var l;
  38996. minlg = pathArray[0].length;
  38997. var vectlg;
  38998. var dist;
  38999. for (p = 0; p < pathArray.length; p++) {
  39000. uTotalDistance[p] = 0;
  39001. us[p] = [0];
  39002. path = pathArray[p];
  39003. l = path.length;
  39004. minlg = (minlg < l) ? minlg : l;
  39005. j = 0;
  39006. while (j < l) {
  39007. positions.push(path[j].x, path[j].y, path[j].z);
  39008. if (j > 0) {
  39009. vectlg = path[j].subtract(path[j - 1]).length();
  39010. dist = vectlg + uTotalDistance[p];
  39011. us[p].push(dist);
  39012. uTotalDistance[p] = dist;
  39013. }
  39014. j++;
  39015. }
  39016. if (closePath) { // an extra hidden vertex is added in the "positions" array
  39017. j--;
  39018. positions.push(path[0].x, path[0].y, path[0].z);
  39019. vectlg = path[j].subtract(path[0]).length();
  39020. dist = vectlg + uTotalDistance[p];
  39021. us[p].push(dist);
  39022. uTotalDistance[p] = dist;
  39023. }
  39024. lg[p] = l + closePathCorr;
  39025. idx[p] = idc;
  39026. idc += (l + closePathCorr);
  39027. }
  39028. // vertical distances (v)
  39029. var path1;
  39030. var path2;
  39031. var vertex1 = null;
  39032. var vertex2 = null;
  39033. for (i = 0; i < minlg + closePathCorr; i++) {
  39034. vTotalDistance[i] = 0;
  39035. vs[i] = [0];
  39036. for (p = 0; p < pathArray.length - 1; p++) {
  39037. path1 = pathArray[p];
  39038. path2 = pathArray[p + 1];
  39039. if (i === minlg) { // closePath
  39040. vertex1 = path1[0];
  39041. vertex2 = path2[0];
  39042. }
  39043. else {
  39044. vertex1 = path1[i];
  39045. vertex2 = path2[i];
  39046. }
  39047. vectlg = vertex2.subtract(vertex1).length();
  39048. dist = vectlg + vTotalDistance[i];
  39049. vs[i].push(dist);
  39050. vTotalDistance[i] = dist;
  39051. }
  39052. if (closeArray && vertex2 && vertex1) {
  39053. path1 = pathArray[p];
  39054. path2 = pathArray[0];
  39055. if (i === minlg) { // closePath
  39056. vertex2 = path2[0];
  39057. }
  39058. vectlg = vertex2.subtract(vertex1).length();
  39059. dist = vectlg + vTotalDistance[i];
  39060. vTotalDistance[i] = dist;
  39061. }
  39062. }
  39063. // uvs
  39064. var u;
  39065. var v;
  39066. if (customUV) {
  39067. for (p = 0; p < customUV.length; p++) {
  39068. uvs.push(customUV[p].x, customUV[p].y);
  39069. }
  39070. }
  39071. else {
  39072. for (p = 0; p < pathArray.length; p++) {
  39073. for (i = 0; i < minlg + closePathCorr; i++) {
  39074. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  39075. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  39076. if (invertUV) {
  39077. uvs.push(v, u);
  39078. }
  39079. else {
  39080. uvs.push(u, v);
  39081. }
  39082. }
  39083. }
  39084. }
  39085. // indices
  39086. p = 0; // path index
  39087. var pi = 0; // positions array index
  39088. var l1 = lg[p] - 1; // path1 length
  39089. var l2 = lg[p + 1] - 1; // path2 length
  39090. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39091. var shft = idx[1] - idx[0]; // shift
  39092. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39093. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39094. // 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
  39095. indices.push(pi, pi + shft, pi + 1);
  39096. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39097. pi += 1;
  39098. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39099. p++;
  39100. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39101. shft = idx[0] - idx[p];
  39102. l1 = lg[p] - 1;
  39103. l2 = lg[0] - 1;
  39104. }
  39105. else {
  39106. shft = idx[p + 1] - idx[p];
  39107. l1 = lg[p] - 1;
  39108. l2 = lg[p + 1] - 1;
  39109. }
  39110. pi = idx[p];
  39111. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39112. }
  39113. }
  39114. // normals
  39115. VertexData.ComputeNormals(positions, indices, normals);
  39116. if (closePath) { // update both the first and last vertex normals to their average value
  39117. var indexFirst = 0;
  39118. var indexLast = 0;
  39119. for (p = 0; p < pathArray.length; p++) {
  39120. indexFirst = idx[p] * 3;
  39121. if (p + 1 < pathArray.length) {
  39122. indexLast = (idx[p + 1] - 1) * 3;
  39123. }
  39124. else {
  39125. indexLast = normals.length - 3;
  39126. }
  39127. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39128. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39129. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39130. normals[indexLast] = normals[indexFirst];
  39131. normals[indexLast + 1] = normals[indexFirst + 1];
  39132. normals[indexLast + 2] = normals[indexFirst + 2];
  39133. }
  39134. }
  39135. // sides
  39136. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39137. // Colors
  39138. var colors = null;
  39139. if (customColors) {
  39140. colors = new Float32Array(customColors.length * 4);
  39141. for (var c = 0; c < customColors.length; c++) {
  39142. colors[c * 4] = customColors[c].r;
  39143. colors[c * 4 + 1] = customColors[c].g;
  39144. colors[c * 4 + 2] = customColors[c].b;
  39145. colors[c * 4 + 3] = customColors[c].a;
  39146. }
  39147. }
  39148. // Result
  39149. var vertexData = new VertexData();
  39150. var positions32 = new Float32Array(positions);
  39151. var normals32 = new Float32Array(normals);
  39152. var uvs32 = new Float32Array(uvs);
  39153. vertexData.indices = indices;
  39154. vertexData.positions = positions32;
  39155. vertexData.normals = normals32;
  39156. vertexData.uvs = uvs32;
  39157. if (colors) {
  39158. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39159. }
  39160. if (closePath) {
  39161. vertexData._idx = idx;
  39162. }
  39163. return vertexData;
  39164. };
  39165. /**
  39166. * Creates the VertexData for a box
  39167. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39168. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39169. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39170. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39171. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39172. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39173. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39174. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39175. * * 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)
  39176. * * 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)
  39177. * @returns the VertexData of the box
  39178. */
  39179. VertexData.CreateBox = function (options) {
  39180. var normalsSource = [
  39181. new BABYLON.Vector3(0, 0, 1),
  39182. new BABYLON.Vector3(0, 0, -1),
  39183. new BABYLON.Vector3(1, 0, 0),
  39184. new BABYLON.Vector3(-1, 0, 0),
  39185. new BABYLON.Vector3(0, 1, 0),
  39186. new BABYLON.Vector3(0, -1, 0)
  39187. ];
  39188. var indices = [];
  39189. var positions = [];
  39190. var normals = [];
  39191. var uvs = [];
  39192. var width = options.width || options.size || 1;
  39193. var height = options.height || options.size || 1;
  39194. var depth = options.depth || options.size || 1;
  39195. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39196. var faceUV = options.faceUV || new Array(6);
  39197. var faceColors = options.faceColors;
  39198. var colors = [];
  39199. // default face colors and UV if undefined
  39200. for (var f = 0; f < 6; f++) {
  39201. if (faceUV[f] === undefined) {
  39202. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39203. }
  39204. if (faceColors && faceColors[f] === undefined) {
  39205. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39206. }
  39207. }
  39208. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39209. // Create each face in turn.
  39210. for (var index = 0; index < normalsSource.length; index++) {
  39211. var normal = normalsSource[index];
  39212. // Get two vectors perpendicular to the face normal and to each other.
  39213. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39214. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39215. // Six indices (two triangles) per face.
  39216. var verticesLength = positions.length / 3;
  39217. indices.push(verticesLength);
  39218. indices.push(verticesLength + 1);
  39219. indices.push(verticesLength + 2);
  39220. indices.push(verticesLength);
  39221. indices.push(verticesLength + 2);
  39222. indices.push(verticesLength + 3);
  39223. // Four vertices per face.
  39224. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39225. positions.push(vertex.x, vertex.y, vertex.z);
  39226. normals.push(normal.x, normal.y, normal.z);
  39227. uvs.push(faceUV[index].z, faceUV[index].w);
  39228. if (faceColors) {
  39229. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39230. }
  39231. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39232. positions.push(vertex.x, vertex.y, vertex.z);
  39233. normals.push(normal.x, normal.y, normal.z);
  39234. uvs.push(faceUV[index].x, faceUV[index].w);
  39235. if (faceColors) {
  39236. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39237. }
  39238. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39239. positions.push(vertex.x, vertex.y, vertex.z);
  39240. normals.push(normal.x, normal.y, normal.z);
  39241. uvs.push(faceUV[index].x, faceUV[index].y);
  39242. if (faceColors) {
  39243. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39244. }
  39245. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39246. positions.push(vertex.x, vertex.y, vertex.z);
  39247. normals.push(normal.x, normal.y, normal.z);
  39248. uvs.push(faceUV[index].z, faceUV[index].y);
  39249. if (faceColors) {
  39250. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39251. }
  39252. }
  39253. // sides
  39254. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39255. // Result
  39256. var vertexData = new VertexData();
  39257. vertexData.indices = indices;
  39258. vertexData.positions = positions;
  39259. vertexData.normals = normals;
  39260. vertexData.uvs = uvs;
  39261. if (faceColors) {
  39262. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39263. vertexData.colors = totalColors;
  39264. }
  39265. return vertexData;
  39266. };
  39267. /**
  39268. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39269. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39270. * * segments sets the number of horizontal strips optional, default 32
  39271. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39272. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39273. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39274. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39275. * * 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
  39276. * * 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
  39277. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39278. * * 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)
  39279. * * 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)
  39280. * @returns the VertexData of the ellipsoid
  39281. */
  39282. VertexData.CreateSphere = function (options) {
  39283. var segments = options.segments || 32;
  39284. var diameterX = options.diameterX || options.diameter || 1;
  39285. var diameterY = options.diameterY || options.diameter || 1;
  39286. var diameterZ = options.diameterZ || options.diameter || 1;
  39287. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39288. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39289. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39290. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39291. var totalZRotationSteps = 2 + segments;
  39292. var totalYRotationSteps = 2 * totalZRotationSteps;
  39293. var indices = [];
  39294. var positions = [];
  39295. var normals = [];
  39296. var uvs = [];
  39297. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39298. var normalizedZ = zRotationStep / totalZRotationSteps;
  39299. var angleZ = normalizedZ * Math.PI * slice;
  39300. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39301. var normalizedY = yRotationStep / totalYRotationSteps;
  39302. var angleY = normalizedY * Math.PI * 2 * arc;
  39303. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39304. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39305. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39306. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39307. var vertex = complete.multiply(radius);
  39308. var normal = complete.divide(radius).normalize();
  39309. positions.push(vertex.x, vertex.y, vertex.z);
  39310. normals.push(normal.x, normal.y, normal.z);
  39311. uvs.push(normalizedY, normalizedZ);
  39312. }
  39313. if (zRotationStep > 0) {
  39314. var verticesCount = positions.length / 3;
  39315. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39316. indices.push((firstIndex));
  39317. indices.push((firstIndex + 1));
  39318. indices.push(firstIndex + totalYRotationSteps + 1);
  39319. indices.push((firstIndex + totalYRotationSteps + 1));
  39320. indices.push((firstIndex + 1));
  39321. indices.push((firstIndex + totalYRotationSteps + 2));
  39322. }
  39323. }
  39324. }
  39325. // Sides
  39326. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39327. // Result
  39328. var vertexData = new VertexData();
  39329. vertexData.indices = indices;
  39330. vertexData.positions = positions;
  39331. vertexData.normals = normals;
  39332. vertexData.uvs = uvs;
  39333. return vertexData;
  39334. };
  39335. /**
  39336. * Creates the VertexData for a cylinder, cone or prism
  39337. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39338. * * height sets the height (y direction) of the cylinder, optional, default 2
  39339. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39340. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39341. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39342. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39343. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39344. * * 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
  39345. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39346. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39347. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39348. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39349. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39350. * * 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)
  39351. * * 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)
  39352. * @returns the VertexData of the cylinder, cone or prism
  39353. */
  39354. VertexData.CreateCylinder = function (options) {
  39355. var height = options.height || 2;
  39356. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39357. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39358. var tessellation = options.tessellation || 24;
  39359. var subdivisions = options.subdivisions || 1;
  39360. var hasRings = options.hasRings ? true : false;
  39361. var enclose = options.enclose ? true : false;
  39362. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39363. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39364. var faceUV = options.faceUV || new Array(3);
  39365. var faceColors = options.faceColors;
  39366. // default face colors and UV if undefined
  39367. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39368. var ringNb = (hasRings) ? subdivisions : 1;
  39369. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39370. var f;
  39371. for (f = 0; f < surfaceNb; f++) {
  39372. if (faceColors && faceColors[f] === undefined) {
  39373. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39374. }
  39375. }
  39376. for (f = 0; f < surfaceNb; f++) {
  39377. if (faceUV && faceUV[f] === undefined) {
  39378. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39379. }
  39380. }
  39381. var indices = new Array();
  39382. var positions = new Array();
  39383. var normals = new Array();
  39384. var uvs = new Array();
  39385. var colors = new Array();
  39386. var angle_step = Math.PI * 2 * arc / tessellation;
  39387. var angle;
  39388. var h;
  39389. var radius;
  39390. var tan = (diameterBottom - diameterTop) / 2 / height;
  39391. var ringVertex = BABYLON.Vector3.Zero();
  39392. var ringNormal = BABYLON.Vector3.Zero();
  39393. var ringFirstVertex = BABYLON.Vector3.Zero();
  39394. var ringFirstNormal = BABYLON.Vector3.Zero();
  39395. var quadNormal = BABYLON.Vector3.Zero();
  39396. var Y = BABYLON.Axis.Y;
  39397. // positions, normals, uvs
  39398. var i;
  39399. var j;
  39400. var r;
  39401. var ringIdx = 1;
  39402. var s = 1; // surface index
  39403. var cs = 0;
  39404. var v = 0;
  39405. for (i = 0; i <= subdivisions; i++) {
  39406. h = i / subdivisions;
  39407. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39408. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39409. for (r = 0; r < ringIdx; r++) {
  39410. if (hasRings) {
  39411. s += r;
  39412. }
  39413. if (enclose) {
  39414. s += 2 * r;
  39415. }
  39416. for (j = 0; j <= tessellation; j++) {
  39417. angle = j * angle_step;
  39418. // position
  39419. ringVertex.x = Math.cos(-angle) * radius;
  39420. ringVertex.y = -height / 2 + h * height;
  39421. ringVertex.z = Math.sin(-angle) * radius;
  39422. // normal
  39423. if (diameterTop === 0 && i === subdivisions) {
  39424. // if no top cap, reuse former normals
  39425. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39426. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39427. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39428. }
  39429. else {
  39430. ringNormal.x = ringVertex.x;
  39431. ringNormal.z = ringVertex.z;
  39432. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39433. ringNormal.normalize();
  39434. }
  39435. // keep first ring vertex values for enclose
  39436. if (j === 0) {
  39437. ringFirstVertex.copyFrom(ringVertex);
  39438. ringFirstNormal.copyFrom(ringNormal);
  39439. }
  39440. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39441. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39442. if (hasRings) {
  39443. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39444. }
  39445. else {
  39446. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39447. }
  39448. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39449. if (faceColors) {
  39450. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39451. }
  39452. }
  39453. // if enclose, add four vertices and their dedicated normals
  39454. if (arc !== 1 && enclose) {
  39455. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39456. positions.push(0, ringVertex.y, 0);
  39457. positions.push(0, ringVertex.y, 0);
  39458. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39459. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39460. quadNormal.normalize();
  39461. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39462. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39463. quadNormal.normalize();
  39464. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39465. if (hasRings) {
  39466. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39467. }
  39468. else {
  39469. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39470. }
  39471. uvs.push(faceUV[s + 1].x, v);
  39472. uvs.push(faceUV[s + 1].z, v);
  39473. if (hasRings) {
  39474. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39475. }
  39476. else {
  39477. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39478. }
  39479. uvs.push(faceUV[s + 2].x, v);
  39480. uvs.push(faceUV[s + 2].z, v);
  39481. if (faceColors) {
  39482. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39483. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39484. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39485. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39486. }
  39487. }
  39488. if (cs !== s) {
  39489. cs = s;
  39490. }
  39491. }
  39492. }
  39493. // indices
  39494. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39495. var s;
  39496. i = 0;
  39497. for (s = 0; s < subdivisions; s++) {
  39498. var i0 = 0;
  39499. var i1 = 0;
  39500. var i2 = 0;
  39501. var i3 = 0;
  39502. for (j = 0; j < tessellation; j++) {
  39503. i0 = i * (e + 1) + j;
  39504. i1 = (i + 1) * (e + 1) + j;
  39505. i2 = i * (e + 1) + (j + 1);
  39506. i3 = (i + 1) * (e + 1) + (j + 1);
  39507. indices.push(i0, i1, i2);
  39508. indices.push(i3, i2, i1);
  39509. }
  39510. if (arc !== 1 && enclose) { // if enclose, add two quads
  39511. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39512. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39513. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39514. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39515. }
  39516. i = (hasRings) ? (i + 2) : (i + 1);
  39517. }
  39518. // Caps
  39519. var createCylinderCap = function (isTop) {
  39520. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39521. if (radius === 0) {
  39522. return;
  39523. }
  39524. // Cap positions, normals & uvs
  39525. var angle;
  39526. var circleVector;
  39527. var i;
  39528. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39529. var c = null;
  39530. if (faceColors) {
  39531. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39532. }
  39533. // cap center
  39534. var vbase = positions.length / 3;
  39535. var offset = isTop ? height / 2 : -height / 2;
  39536. var center = new BABYLON.Vector3(0, offset, 0);
  39537. positions.push(center.x, center.y, center.z);
  39538. normals.push(0, isTop ? 1 : -1, 0);
  39539. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39540. if (c) {
  39541. colors.push(c.r, c.g, c.b, c.a);
  39542. }
  39543. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39544. for (i = 0; i <= tessellation; i++) {
  39545. angle = Math.PI * 2 * i * arc / tessellation;
  39546. var cos = Math.cos(-angle);
  39547. var sin = Math.sin(-angle);
  39548. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39549. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39550. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39551. normals.push(0, isTop ? 1 : -1, 0);
  39552. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39553. if (c) {
  39554. colors.push(c.r, c.g, c.b, c.a);
  39555. }
  39556. }
  39557. // Cap indices
  39558. for (i = 0; i < tessellation; i++) {
  39559. if (!isTop) {
  39560. indices.push(vbase);
  39561. indices.push(vbase + (i + 1));
  39562. indices.push(vbase + (i + 2));
  39563. }
  39564. else {
  39565. indices.push(vbase);
  39566. indices.push(vbase + (i + 2));
  39567. indices.push(vbase + (i + 1));
  39568. }
  39569. }
  39570. };
  39571. // add caps to geometry
  39572. createCylinderCap(false);
  39573. createCylinderCap(true);
  39574. // Sides
  39575. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39576. var vertexData = new VertexData();
  39577. vertexData.indices = indices;
  39578. vertexData.positions = positions;
  39579. vertexData.normals = normals;
  39580. vertexData.uvs = uvs;
  39581. if (faceColors) {
  39582. vertexData.colors = colors;
  39583. }
  39584. return vertexData;
  39585. };
  39586. /**
  39587. * Creates the VertexData for a torus
  39588. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39589. * * diameter the diameter of the torus, optional default 1
  39590. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39591. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39592. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39593. * * 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)
  39594. * * 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)
  39595. * @returns the VertexData of the torus
  39596. */
  39597. VertexData.CreateTorus = function (options) {
  39598. var indices = [];
  39599. var positions = [];
  39600. var normals = [];
  39601. var uvs = [];
  39602. var diameter = options.diameter || 1;
  39603. var thickness = options.thickness || 0.5;
  39604. var tessellation = options.tessellation || 16;
  39605. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39606. var stride = tessellation + 1;
  39607. for (var i = 0; i <= tessellation; i++) {
  39608. var u = i / tessellation;
  39609. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39610. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39611. for (var j = 0; j <= tessellation; j++) {
  39612. var v = 1 - j / tessellation;
  39613. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39614. var dx = Math.cos(innerAngle);
  39615. var dy = Math.sin(innerAngle);
  39616. // Create a vertex.
  39617. var normal = new BABYLON.Vector3(dx, dy, 0);
  39618. var position = normal.scale(thickness / 2);
  39619. var textureCoordinate = new BABYLON.Vector2(u, v);
  39620. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39621. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39622. positions.push(position.x, position.y, position.z);
  39623. normals.push(normal.x, normal.y, normal.z);
  39624. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39625. // And create indices for two triangles.
  39626. var nextI = (i + 1) % stride;
  39627. var nextJ = (j + 1) % stride;
  39628. indices.push(i * stride + j);
  39629. indices.push(i * stride + nextJ);
  39630. indices.push(nextI * stride + j);
  39631. indices.push(i * stride + nextJ);
  39632. indices.push(nextI * stride + nextJ);
  39633. indices.push(nextI * stride + j);
  39634. }
  39635. }
  39636. // Sides
  39637. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39638. // Result
  39639. var vertexData = new VertexData();
  39640. vertexData.indices = indices;
  39641. vertexData.positions = positions;
  39642. vertexData.normals = normals;
  39643. vertexData.uvs = uvs;
  39644. return vertexData;
  39645. };
  39646. /**
  39647. * Creates the VertexData of the LineSystem
  39648. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39649. * - lines an array of lines, each line being an array of successive Vector3
  39650. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39651. * @returns the VertexData of the LineSystem
  39652. */
  39653. VertexData.CreateLineSystem = function (options) {
  39654. var indices = [];
  39655. var positions = [];
  39656. var lines = options.lines;
  39657. var colors = options.colors;
  39658. var vertexColors = [];
  39659. var idx = 0;
  39660. for (var l = 0; l < lines.length; l++) {
  39661. var points = lines[l];
  39662. for (var index = 0; index < points.length; index++) {
  39663. positions.push(points[index].x, points[index].y, points[index].z);
  39664. if (colors) {
  39665. var color = colors[l];
  39666. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39667. }
  39668. if (index > 0) {
  39669. indices.push(idx - 1);
  39670. indices.push(idx);
  39671. }
  39672. idx++;
  39673. }
  39674. }
  39675. var vertexData = new VertexData();
  39676. vertexData.indices = indices;
  39677. vertexData.positions = positions;
  39678. if (colors) {
  39679. vertexData.colors = vertexColors;
  39680. }
  39681. return vertexData;
  39682. };
  39683. /**
  39684. * Create the VertexData for a DashedLines
  39685. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39686. * - points an array successive Vector3
  39687. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39688. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39689. * - dashNb the intended total number of dashes, optional, default 200
  39690. * @returns the VertexData for the DashedLines
  39691. */
  39692. VertexData.CreateDashedLines = function (options) {
  39693. var dashSize = options.dashSize || 3;
  39694. var gapSize = options.gapSize || 1;
  39695. var dashNb = options.dashNb || 200;
  39696. var points = options.points;
  39697. var positions = new Array();
  39698. var indices = new Array();
  39699. var curvect = BABYLON.Vector3.Zero();
  39700. var lg = 0;
  39701. var nb = 0;
  39702. var shft = 0;
  39703. var dashshft = 0;
  39704. var curshft = 0;
  39705. var idx = 0;
  39706. var i = 0;
  39707. for (i = 0; i < points.length - 1; i++) {
  39708. points[i + 1].subtractToRef(points[i], curvect);
  39709. lg += curvect.length();
  39710. }
  39711. shft = lg / dashNb;
  39712. dashshft = dashSize * shft / (dashSize + gapSize);
  39713. for (i = 0; i < points.length - 1; i++) {
  39714. points[i + 1].subtractToRef(points[i], curvect);
  39715. nb = Math.floor(curvect.length() / shft);
  39716. curvect.normalize();
  39717. for (var j = 0; j < nb; j++) {
  39718. curshft = shft * j;
  39719. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39720. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39721. indices.push(idx, idx + 1);
  39722. idx += 2;
  39723. }
  39724. }
  39725. // Result
  39726. var vertexData = new VertexData();
  39727. vertexData.positions = positions;
  39728. vertexData.indices = indices;
  39729. return vertexData;
  39730. };
  39731. /**
  39732. * Creates the VertexData for a Ground
  39733. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39734. * - width the width (x direction) of the ground, optional, default 1
  39735. * - height the height (z direction) of the ground, optional, default 1
  39736. * - subdivisions the number of subdivisions per side, optional, default 1
  39737. * @returns the VertexData of the Ground
  39738. */
  39739. VertexData.CreateGround = function (options) {
  39740. var indices = [];
  39741. var positions = [];
  39742. var normals = [];
  39743. var uvs = [];
  39744. var row, col;
  39745. var width = options.width || 1;
  39746. var height = options.height || 1;
  39747. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39748. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39749. for (row = 0; row <= subdivisionsY; row++) {
  39750. for (col = 0; col <= subdivisionsX; col++) {
  39751. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39752. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39753. positions.push(position.x, position.y, position.z);
  39754. normals.push(normal.x, normal.y, normal.z);
  39755. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39756. }
  39757. }
  39758. for (row = 0; row < subdivisionsY; row++) {
  39759. for (col = 0; col < subdivisionsX; col++) {
  39760. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39761. indices.push(col + 1 + row * (subdivisionsX + 1));
  39762. indices.push(col + row * (subdivisionsX + 1));
  39763. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39764. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39765. indices.push(col + row * (subdivisionsX + 1));
  39766. }
  39767. }
  39768. // Result
  39769. var vertexData = new VertexData();
  39770. vertexData.indices = indices;
  39771. vertexData.positions = positions;
  39772. vertexData.normals = normals;
  39773. vertexData.uvs = uvs;
  39774. return vertexData;
  39775. };
  39776. /**
  39777. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39778. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39779. * * xmin the ground minimum X coordinate, optional, default -1
  39780. * * zmin the ground minimum Z coordinate, optional, default -1
  39781. * * xmax the ground maximum X coordinate, optional, default 1
  39782. * * zmax the ground maximum Z coordinate, optional, default 1
  39783. * * 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}
  39784. * * 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}
  39785. * @returns the VertexData of the TiledGround
  39786. */
  39787. VertexData.CreateTiledGround = function (options) {
  39788. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39789. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39790. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39791. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39792. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39793. var precision = options.precision || { w: 1, h: 1 };
  39794. var indices = new Array();
  39795. var positions = new Array();
  39796. var normals = new Array();
  39797. var uvs = new Array();
  39798. var row, col, tileRow, tileCol;
  39799. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39800. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39801. precision.w = (precision.w < 1) ? 1 : precision.w;
  39802. precision.h = (precision.h < 1) ? 1 : precision.h;
  39803. var tileSize = {
  39804. 'w': (xmax - xmin) / subdivisions.w,
  39805. 'h': (zmax - zmin) / subdivisions.h
  39806. };
  39807. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39808. // Indices
  39809. var base = positions.length / 3;
  39810. var rowLength = precision.w + 1;
  39811. for (row = 0; row < precision.h; row++) {
  39812. for (col = 0; col < precision.w; col++) {
  39813. var square = [
  39814. base + col + row * rowLength,
  39815. base + (col + 1) + row * rowLength,
  39816. base + (col + 1) + (row + 1) * rowLength,
  39817. base + col + (row + 1) * rowLength
  39818. ];
  39819. indices.push(square[1]);
  39820. indices.push(square[2]);
  39821. indices.push(square[3]);
  39822. indices.push(square[0]);
  39823. indices.push(square[1]);
  39824. indices.push(square[3]);
  39825. }
  39826. }
  39827. // Position, normals and uvs
  39828. var position = BABYLON.Vector3.Zero();
  39829. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39830. for (row = 0; row <= precision.h; row++) {
  39831. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39832. for (col = 0; col <= precision.w; col++) {
  39833. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39834. position.y = 0;
  39835. positions.push(position.x, position.y, position.z);
  39836. normals.push(normal.x, normal.y, normal.z);
  39837. uvs.push(col / precision.w, row / precision.h);
  39838. }
  39839. }
  39840. }
  39841. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39842. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39843. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39844. }
  39845. }
  39846. // Result
  39847. var vertexData = new VertexData();
  39848. vertexData.indices = indices;
  39849. vertexData.positions = positions;
  39850. vertexData.normals = normals;
  39851. vertexData.uvs = uvs;
  39852. return vertexData;
  39853. };
  39854. /**
  39855. * Creates the VertexData of the Ground designed from a heightmap
  39856. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39857. * * width the width (x direction) of the ground
  39858. * * height the height (z direction) of the ground
  39859. * * subdivisions the number of subdivisions per side
  39860. * * minHeight the minimum altitude on the ground, optional, default 0
  39861. * * maxHeight the maximum altitude on the ground, optional default 1
  39862. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39863. * * buffer the array holding the image color data
  39864. * * bufferWidth the width of image
  39865. * * bufferHeight the height of image
  39866. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39867. * @returns the VertexData of the Ground designed from a heightmap
  39868. */
  39869. VertexData.CreateGroundFromHeightMap = function (options) {
  39870. var indices = [];
  39871. var positions = [];
  39872. var normals = [];
  39873. var uvs = [];
  39874. var row, col;
  39875. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39876. var alphaFilter = options.alphaFilter || 0.0;
  39877. // Vertices
  39878. for (row = 0; row <= options.subdivisions; row++) {
  39879. for (col = 0; col <= options.subdivisions; col++) {
  39880. 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));
  39881. // Compute height
  39882. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39883. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39884. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39885. var r = options.buffer[pos] / 255.0;
  39886. var g = options.buffer[pos + 1] / 255.0;
  39887. var b = options.buffer[pos + 2] / 255.0;
  39888. var a = options.buffer[pos + 3] / 255.0;
  39889. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39890. // If our alpha channel is not within our filter then we will assign a 'special' height
  39891. // Then when building the indices, we will ignore any vertex that is using the special height
  39892. if (a >= alphaFilter) {
  39893. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39894. }
  39895. else {
  39896. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39897. }
  39898. // Add vertex
  39899. positions.push(position.x, position.y, position.z);
  39900. normals.push(0, 0, 0);
  39901. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39902. }
  39903. }
  39904. // Indices
  39905. for (row = 0; row < options.subdivisions; row++) {
  39906. for (col = 0; col < options.subdivisions; col++) {
  39907. // Calculate Indices
  39908. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39909. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39910. var idx3 = (col + row * (options.subdivisions + 1));
  39911. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39912. // Check that all indices are visible (based on our special height)
  39913. // Only display the vertex if all Indices are visible
  39914. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39915. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39916. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39917. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39918. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39919. indices.push(idx1);
  39920. indices.push(idx2);
  39921. indices.push(idx3);
  39922. }
  39923. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39924. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39925. indices.push(idx4);
  39926. indices.push(idx1);
  39927. indices.push(idx3);
  39928. }
  39929. }
  39930. }
  39931. // Normals
  39932. VertexData.ComputeNormals(positions, indices, normals);
  39933. // Result
  39934. var vertexData = new VertexData();
  39935. vertexData.indices = indices;
  39936. vertexData.positions = positions;
  39937. vertexData.normals = normals;
  39938. vertexData.uvs = uvs;
  39939. return vertexData;
  39940. };
  39941. /**
  39942. * Creates the VertexData for a Plane
  39943. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39944. * * size sets the width and height of the plane to the value of size, optional default 1
  39945. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39946. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39947. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39948. * * 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)
  39949. * * 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)
  39950. * @returns the VertexData of the box
  39951. */
  39952. VertexData.CreatePlane = function (options) {
  39953. var indices = [];
  39954. var positions = [];
  39955. var normals = [];
  39956. var uvs = [];
  39957. var width = options.width || options.size || 1;
  39958. var height = options.height || options.size || 1;
  39959. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39960. // Vertices
  39961. var halfWidth = width / 2.0;
  39962. var halfHeight = height / 2.0;
  39963. positions.push(-halfWidth, -halfHeight, 0);
  39964. normals.push(0, 0, -1.0);
  39965. uvs.push(0.0, 0.0);
  39966. positions.push(halfWidth, -halfHeight, 0);
  39967. normals.push(0, 0, -1.0);
  39968. uvs.push(1.0, 0.0);
  39969. positions.push(halfWidth, halfHeight, 0);
  39970. normals.push(0, 0, -1.0);
  39971. uvs.push(1.0, 1.0);
  39972. positions.push(-halfWidth, halfHeight, 0);
  39973. normals.push(0, 0, -1.0);
  39974. uvs.push(0.0, 1.0);
  39975. // Indices
  39976. indices.push(0);
  39977. indices.push(1);
  39978. indices.push(2);
  39979. indices.push(0);
  39980. indices.push(2);
  39981. indices.push(3);
  39982. // Sides
  39983. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39984. // Result
  39985. var vertexData = new VertexData();
  39986. vertexData.indices = indices;
  39987. vertexData.positions = positions;
  39988. vertexData.normals = normals;
  39989. vertexData.uvs = uvs;
  39990. return vertexData;
  39991. };
  39992. /**
  39993. * Creates the VertexData of the Disc or regular Polygon
  39994. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39995. * * radius the radius of the disc, optional default 0.5
  39996. * * tessellation the number of polygon sides, optional, default 64
  39997. * * 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
  39998. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39999. * * 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)
  40000. * * 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)
  40001. * @returns the VertexData of the box
  40002. */
  40003. VertexData.CreateDisc = function (options) {
  40004. var positions = new Array();
  40005. var indices = new Array();
  40006. var normals = new Array();
  40007. var uvs = new Array();
  40008. var radius = options.radius || 0.5;
  40009. var tessellation = options.tessellation || 64;
  40010. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  40011. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40012. // positions and uvs
  40013. positions.push(0, 0, 0); // disc center first
  40014. uvs.push(0.5, 0.5);
  40015. var theta = Math.PI * 2 * arc;
  40016. var step = theta / tessellation;
  40017. for (var a = 0; a < theta; a += step) {
  40018. var x = Math.cos(a);
  40019. var y = Math.sin(a);
  40020. var u = (x + 1) / 2;
  40021. var v = (1 - y) / 2;
  40022. positions.push(radius * x, radius * y, 0);
  40023. uvs.push(u, v);
  40024. }
  40025. if (arc === 1) {
  40026. positions.push(positions[3], positions[4], positions[5]); // close the circle
  40027. uvs.push(uvs[2], uvs[3]);
  40028. }
  40029. //indices
  40030. var vertexNb = positions.length / 3;
  40031. for (var i = 1; i < vertexNb - 1; i++) {
  40032. indices.push(i + 1, 0, i);
  40033. }
  40034. // result
  40035. VertexData.ComputeNormals(positions, indices, normals);
  40036. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40037. var vertexData = new VertexData();
  40038. vertexData.indices = indices;
  40039. vertexData.positions = positions;
  40040. vertexData.normals = normals;
  40041. vertexData.uvs = uvs;
  40042. return vertexData;
  40043. };
  40044. /**
  40045. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  40046. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  40047. * @param polygon a mesh built from polygonTriangulation.build()
  40048. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40049. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40050. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40051. * @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)
  40052. * @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)
  40053. * @returns the VertexData of the Polygon
  40054. */
  40055. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  40056. var faceUV = fUV || new Array(3);
  40057. var faceColors = fColors;
  40058. var colors = [];
  40059. // default face colors and UV if undefined
  40060. for (var f = 0; f < 3; f++) {
  40061. if (faceUV[f] === undefined) {
  40062. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40063. }
  40064. if (faceColors && faceColors[f] === undefined) {
  40065. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40066. }
  40067. }
  40068. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40069. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  40070. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  40071. var indices = polygon.getIndices();
  40072. // set face colours and textures
  40073. var idx = 0;
  40074. var face = 0;
  40075. for (var index = 0; index < normals.length; index += 3) {
  40076. //Edge Face no. 1
  40077. if (Math.abs(normals[index + 1]) < 0.001) {
  40078. face = 1;
  40079. }
  40080. //Top Face no. 0
  40081. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40082. face = 0;
  40083. }
  40084. //Bottom Face no. 2
  40085. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40086. face = 2;
  40087. }
  40088. idx = index / 3;
  40089. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40090. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40091. if (faceColors) {
  40092. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40093. }
  40094. }
  40095. // sides
  40096. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40097. // Result
  40098. var vertexData = new VertexData();
  40099. vertexData.indices = indices;
  40100. vertexData.positions = positions;
  40101. vertexData.normals = normals;
  40102. vertexData.uvs = uvs;
  40103. if (faceColors) {
  40104. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40105. vertexData.colors = totalColors;
  40106. }
  40107. return vertexData;
  40108. };
  40109. /**
  40110. * Creates the VertexData of the IcoSphere
  40111. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40112. * * radius the radius of the IcoSphere, optional default 1
  40113. * * radiusX allows stretching in the x direction, optional, default radius
  40114. * * radiusY allows stretching in the y direction, optional, default radius
  40115. * * radiusZ allows stretching in the z direction, optional, default radius
  40116. * * flat when true creates a flat shaded mesh, optional, default true
  40117. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40118. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40119. * * 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)
  40120. * * 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)
  40121. * @returns the VertexData of the IcoSphere
  40122. */
  40123. VertexData.CreateIcoSphere = function (options) {
  40124. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40125. var radius = options.radius || 1;
  40126. var flat = (options.flat === undefined) ? true : options.flat;
  40127. var subdivisions = options.subdivisions || 4;
  40128. var radiusX = options.radiusX || radius;
  40129. var radiusY = options.radiusY || radius;
  40130. var radiusZ = options.radiusZ || radius;
  40131. var t = (1 + Math.sqrt(5)) / 2;
  40132. // 12 vertex x,y,z
  40133. var ico_vertices = [
  40134. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40135. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40136. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40137. ];
  40138. // index of 3 vertex makes a face of icopshere
  40139. var ico_indices = [
  40140. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40141. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40142. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40143. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40144. ];
  40145. // vertex for uv have aliased position, not for UV
  40146. var vertices_unalias_id = [
  40147. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40148. // vertex alias
  40149. 0,
  40150. 2,
  40151. 3,
  40152. 3,
  40153. 3,
  40154. 4,
  40155. 7,
  40156. 8,
  40157. 9,
  40158. 9,
  40159. 10,
  40160. 11 // 23: B + 12
  40161. ];
  40162. // uv as integer step (not pixels !)
  40163. var ico_vertexuv = [
  40164. 5, 1, 3, 1, 6, 4, 0, 0,
  40165. 5, 3, 4, 2, 2, 2, 4, 0,
  40166. 2, 0, 1, 1, 6, 0, 6, 2,
  40167. // vertex alias (for same vertex on different faces)
  40168. 0, 4,
  40169. 3, 3,
  40170. 4, 4,
  40171. 3, 1,
  40172. 4, 2,
  40173. 4, 4,
  40174. 0, 2,
  40175. 1, 1,
  40176. 2, 2,
  40177. 3, 3,
  40178. 1, 3,
  40179. 2, 4 // 23: B + 12
  40180. ];
  40181. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40182. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40183. // First island of uv mapping
  40184. // v = 4h 3+ 2
  40185. // v = 3h 9+ 4
  40186. // v = 2h 9+ 5 B
  40187. // v = 1h 9 1 0
  40188. // v = 0h 3 8 7 A
  40189. // u = 0 1 2 3 4 5 6 *a
  40190. // Second island of uv mapping
  40191. // v = 4h 0+ B+ 4+
  40192. // v = 3h A+ 2+
  40193. // v = 2h 7+ 6 3+
  40194. // v = 1h 8+ 3+
  40195. // v = 0h
  40196. // u = 0 1 2 3 4 5 6 *a
  40197. // Face layout on texture UV mapping
  40198. // ============
  40199. // \ 4 /\ 16 / ======
  40200. // \ / \ / /\ 11 /
  40201. // \/ 7 \/ / \ /
  40202. // ======= / 10 \/
  40203. // /\ 17 /\ =======
  40204. // / \ / \ \ 15 /\
  40205. // / 8 \/ 12 \ \ / \
  40206. // ============ \/ 6 \
  40207. // \ 18 /\ ============
  40208. // \ / \ \ 5 /\ 0 /
  40209. // \/ 13 \ \ / \ /
  40210. // ======= \/ 1 \/
  40211. // =============
  40212. // /\ 19 /\ 2 /\
  40213. // / \ / \ / \
  40214. // / 14 \/ 9 \/ 3 \
  40215. // ===================
  40216. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40217. var ustep = 138 / 1024;
  40218. var vstep = 239 / 1024;
  40219. var uoffset = 60 / 1024;
  40220. var voffset = 26 / 1024;
  40221. // Second island should have margin, not to touch the first island
  40222. // avoid any borderline artefact in pixel rounding
  40223. var island_u_offset = -40 / 1024;
  40224. var island_v_offset = +20 / 1024;
  40225. // face is either island 0 or 1 :
  40226. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40227. var island = [
  40228. 0, 0, 0, 0, 1,
  40229. 0, 0, 1, 1, 0,
  40230. 0, 0, 1, 1, 0,
  40231. 0, 1, 1, 1, 0 // 15 - 19
  40232. ];
  40233. var indices = new Array();
  40234. var positions = new Array();
  40235. var normals = new Array();
  40236. var uvs = new Array();
  40237. var current_indice = 0;
  40238. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40239. var face_vertex_pos = new Array(3);
  40240. var face_vertex_uv = new Array(3);
  40241. var v012;
  40242. for (v012 = 0; v012 < 3; v012++) {
  40243. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40244. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40245. }
  40246. // create all with normals
  40247. for (var face = 0; face < 20; face++) {
  40248. // 3 vertex per face
  40249. for (v012 = 0; v012 < 3; v012++) {
  40250. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40251. var v_id = ico_indices[3 * face + v012];
  40252. // vertex have 3D position (x,y,z)
  40253. 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]);
  40254. // Normalize to get normal, then scale to radius
  40255. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40256. // uv Coordinates from vertex ID
  40257. 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);
  40258. }
  40259. // Subdivide the face (interpolate pos, norm, uv)
  40260. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40261. // - norm is linear interpolation of vertex corner normal
  40262. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40263. // - uv is linear interpolation
  40264. //
  40265. // Topology is as below for sub-divide by 2
  40266. // vertex shown as v0,v1,v2
  40267. // interp index is i1 to progress in range [v0,v1[
  40268. // interp index is i2 to progress in range [v0,v2[
  40269. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40270. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40271. //
  40272. //
  40273. // i2 v2
  40274. // ^ ^
  40275. // / / \
  40276. // / / \
  40277. // / / \
  40278. // / / (0,1) \
  40279. // / #---------\
  40280. // / / \ (0,0)'/ \
  40281. // / / \ / \
  40282. // / / \ / \
  40283. // / / (0,0) \ / (1,0) \
  40284. // / #---------#---------\
  40285. // v0 v1
  40286. //
  40287. // --------------------> i1
  40288. //
  40289. // interp of (i1,i2):
  40290. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40291. // along i1 : lerp(x0,x1, i1/(S-i2))
  40292. //
  40293. // centroid of triangle is needed to get help normal computation
  40294. // (c1,c2) are used for centroid location
  40295. var interp_vertex = function (i1, i2, c1, c2) {
  40296. // vertex is interpolated from
  40297. // - face_vertex_pos[0..2]
  40298. // - face_vertex_uv[0..2]
  40299. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40300. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40301. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40302. pos_interp.normalize();
  40303. var vertex_normal;
  40304. if (flat) {
  40305. // in flat mode, recalculate normal as face centroid normal
  40306. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40307. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40308. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40309. }
  40310. else {
  40311. // in smooth mode, recalculate normal from each single vertex position
  40312. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40313. }
  40314. // Vertex normal need correction due to X,Y,Z radius scaling
  40315. vertex_normal.x /= radiusX;
  40316. vertex_normal.y /= radiusY;
  40317. vertex_normal.z /= radiusZ;
  40318. vertex_normal.normalize();
  40319. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40320. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40321. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40322. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40323. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40324. uvs.push(uv_interp.x, uv_interp.y);
  40325. // push each vertex has member of a face
  40326. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40327. indices.push(current_indice);
  40328. current_indice++;
  40329. };
  40330. for (var i2 = 0; i2 < subdivisions; i2++) {
  40331. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40332. // face : (i1,i2) for /\ :
  40333. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40334. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40335. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40336. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40337. if (i1 + i2 + 1 < subdivisions) {
  40338. // face : (i1,i2)' for \/ :
  40339. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40340. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40341. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40342. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40343. }
  40344. }
  40345. }
  40346. }
  40347. // Sides
  40348. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40349. // Result
  40350. var vertexData = new VertexData();
  40351. vertexData.indices = indices;
  40352. vertexData.positions = positions;
  40353. vertexData.normals = normals;
  40354. vertexData.uvs = uvs;
  40355. return vertexData;
  40356. };
  40357. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40358. /**
  40359. * Creates the VertexData for a Polyhedron
  40360. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40361. * * type provided types are:
  40362. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40363. * * 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)
  40364. * * size the size of the IcoSphere, optional default 1
  40365. * * sizeX allows stretching in the x direction, optional, default size
  40366. * * sizeY allows stretching in the y direction, optional, default size
  40367. * * sizeZ allows stretching in the z direction, optional, default size
  40368. * * 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
  40369. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40370. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40371. * * flat when true creates a flat shaded mesh, optional, default true
  40372. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40373. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40374. * * 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)
  40375. * * 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)
  40376. * @returns the VertexData of the Polyhedron
  40377. */
  40378. VertexData.CreatePolyhedron = function (options) {
  40379. // provided polyhedron types :
  40380. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40381. // 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)
  40382. var polyhedra = [];
  40383. 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]] };
  40384. 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]] };
  40385. polyhedra[2] = {
  40386. 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]],
  40387. 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]]
  40388. };
  40389. polyhedra[3] = {
  40390. 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]],
  40391. 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]]
  40392. };
  40393. polyhedra[4] = {
  40394. 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]],
  40395. 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]]
  40396. };
  40397. 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]] };
  40398. 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]] };
  40399. 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]] };
  40400. 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]] };
  40401. 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]] };
  40402. 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]] };
  40403. 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]] };
  40404. 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]] };
  40405. 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]] };
  40406. polyhedra[14] = {
  40407. 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]],
  40408. 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]]
  40409. };
  40410. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40411. var size = options.size;
  40412. var sizeX = options.sizeX || size || 1;
  40413. var sizeY = options.sizeY || size || 1;
  40414. var sizeZ = options.sizeZ || size || 1;
  40415. var data = options.custom || polyhedra[type];
  40416. var nbfaces = data.face.length;
  40417. var faceUV = options.faceUV || new Array(nbfaces);
  40418. var faceColors = options.faceColors;
  40419. var flat = (options.flat === undefined) ? true : options.flat;
  40420. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40421. var positions = new Array();
  40422. var indices = new Array();
  40423. var normals = new Array();
  40424. var uvs = new Array();
  40425. var colors = new Array();
  40426. var index = 0;
  40427. var faceIdx = 0; // face cursor in the array "indexes"
  40428. var indexes = new Array();
  40429. var i = 0;
  40430. var f = 0;
  40431. var u, v, ang, x, y, tmp;
  40432. // default face colors and UV if undefined
  40433. if (flat) {
  40434. for (f = 0; f < nbfaces; f++) {
  40435. if (faceColors && faceColors[f] === undefined) {
  40436. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40437. }
  40438. if (faceUV && faceUV[f] === undefined) {
  40439. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40440. }
  40441. }
  40442. }
  40443. if (!flat) {
  40444. for (i = 0; i < data.vertex.length; i++) {
  40445. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40446. uvs.push(0, 0);
  40447. }
  40448. for (f = 0; f < nbfaces; f++) {
  40449. for (i = 0; i < data.face[f].length - 2; i++) {
  40450. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40451. }
  40452. }
  40453. }
  40454. else {
  40455. for (f = 0; f < nbfaces; f++) {
  40456. var fl = data.face[f].length; // number of vertices of the current face
  40457. ang = 2 * Math.PI / fl;
  40458. x = 0.5 * Math.tan(ang / 2);
  40459. y = 0.5;
  40460. // positions, uvs, colors
  40461. for (i = 0; i < fl; i++) {
  40462. // positions
  40463. 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);
  40464. indexes.push(index);
  40465. index++;
  40466. // uvs
  40467. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40468. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40469. uvs.push(u, v);
  40470. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40471. y = x * Math.sin(ang) + y * Math.cos(ang);
  40472. x = tmp;
  40473. // colors
  40474. if (faceColors) {
  40475. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40476. }
  40477. }
  40478. // indices from indexes
  40479. for (i = 0; i < fl - 2; i++) {
  40480. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40481. }
  40482. faceIdx += fl;
  40483. }
  40484. }
  40485. VertexData.ComputeNormals(positions, indices, normals);
  40486. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40487. var vertexData = new VertexData();
  40488. vertexData.positions = positions;
  40489. vertexData.indices = indices;
  40490. vertexData.normals = normals;
  40491. vertexData.uvs = uvs;
  40492. if (faceColors && flat) {
  40493. vertexData.colors = colors;
  40494. }
  40495. return vertexData;
  40496. };
  40497. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40498. /**
  40499. * Creates the VertexData for a TorusKnot
  40500. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40501. * * radius the radius of the torus knot, optional, default 2
  40502. * * tube the thickness of the tube, optional, default 0.5
  40503. * * radialSegments the number of sides on each tube segments, optional, default 32
  40504. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40505. * * p the number of windings around the z axis, optional, default 2
  40506. * * q the number of windings around the x axis, optional, default 3
  40507. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40508. * * 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)
  40509. * * 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)
  40510. * @returns the VertexData of the Torus Knot
  40511. */
  40512. VertexData.CreateTorusKnot = function (options) {
  40513. var indices = new Array();
  40514. var positions = new Array();
  40515. var normals = new Array();
  40516. var uvs = new Array();
  40517. var radius = options.radius || 2;
  40518. var tube = options.tube || 0.5;
  40519. var radialSegments = options.radialSegments || 32;
  40520. var tubularSegments = options.tubularSegments || 32;
  40521. var p = options.p || 2;
  40522. var q = options.q || 3;
  40523. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40524. // Helper
  40525. var getPos = function (angle) {
  40526. var cu = Math.cos(angle);
  40527. var su = Math.sin(angle);
  40528. var quOverP = q / p * angle;
  40529. var cs = Math.cos(quOverP);
  40530. var tx = radius * (2 + cs) * 0.5 * cu;
  40531. var ty = radius * (2 + cs) * su * 0.5;
  40532. var tz = radius * Math.sin(quOverP) * 0.5;
  40533. return new BABYLON.Vector3(tx, ty, tz);
  40534. };
  40535. // Vertices
  40536. var i;
  40537. var j;
  40538. for (i = 0; i <= radialSegments; i++) {
  40539. var modI = i % radialSegments;
  40540. var u = modI / radialSegments * 2 * p * Math.PI;
  40541. var p1 = getPos(u);
  40542. var p2 = getPos(u + 0.01);
  40543. var tang = p2.subtract(p1);
  40544. var n = p2.add(p1);
  40545. var bitan = BABYLON.Vector3.Cross(tang, n);
  40546. n = BABYLON.Vector3.Cross(bitan, tang);
  40547. bitan.normalize();
  40548. n.normalize();
  40549. for (j = 0; j < tubularSegments; j++) {
  40550. var modJ = j % tubularSegments;
  40551. var v = modJ / tubularSegments * 2 * Math.PI;
  40552. var cx = -tube * Math.cos(v);
  40553. var cy = tube * Math.sin(v);
  40554. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40555. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40556. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40557. uvs.push(i / radialSegments);
  40558. uvs.push(j / tubularSegments);
  40559. }
  40560. }
  40561. for (i = 0; i < radialSegments; i++) {
  40562. for (j = 0; j < tubularSegments; j++) {
  40563. var jNext = (j + 1) % tubularSegments;
  40564. var a = i * tubularSegments + j;
  40565. var b = (i + 1) * tubularSegments + j;
  40566. var c = (i + 1) * tubularSegments + jNext;
  40567. var d = i * tubularSegments + jNext;
  40568. indices.push(d);
  40569. indices.push(b);
  40570. indices.push(a);
  40571. indices.push(d);
  40572. indices.push(c);
  40573. indices.push(b);
  40574. }
  40575. }
  40576. // Normals
  40577. VertexData.ComputeNormals(positions, indices, normals);
  40578. // Sides
  40579. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40580. // Result
  40581. var vertexData = new VertexData();
  40582. vertexData.indices = indices;
  40583. vertexData.positions = positions;
  40584. vertexData.normals = normals;
  40585. vertexData.uvs = uvs;
  40586. return vertexData;
  40587. };
  40588. // Tools
  40589. /**
  40590. * Compute normals for given positions and indices
  40591. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40592. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40593. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40594. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40595. * * facetNormals : optional array of facet normals (vector3)
  40596. * * facetPositions : optional array of facet positions (vector3)
  40597. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40598. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40599. * * bInfo : optional bounding info, required for facetPartitioning computation
  40600. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40601. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40602. * * useRightHandedSystem: optional boolean to for right handed system computation
  40603. * * depthSort : optional boolean to enable the facet depth sort computation
  40604. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40605. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40606. */
  40607. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40608. // temporary scalar variables
  40609. var index = 0; // facet index
  40610. var p1p2x = 0.0; // p1p2 vector x coordinate
  40611. var p1p2y = 0.0; // p1p2 vector y coordinate
  40612. var p1p2z = 0.0; // p1p2 vector z coordinate
  40613. var p3p2x = 0.0; // p3p2 vector x coordinate
  40614. var p3p2y = 0.0; // p3p2 vector y coordinate
  40615. var p3p2z = 0.0; // p3p2 vector z coordinate
  40616. var faceNormalx = 0.0; // facet normal x coordinate
  40617. var faceNormaly = 0.0; // facet normal y coordinate
  40618. var faceNormalz = 0.0; // facet normal z coordinate
  40619. var length = 0.0; // facet normal length before normalization
  40620. var v1x = 0; // vector1 x index in the positions array
  40621. var v1y = 0; // vector1 y index in the positions array
  40622. var v1z = 0; // vector1 z index in the positions array
  40623. var v2x = 0; // vector2 x index in the positions array
  40624. var v2y = 0; // vector2 y index in the positions array
  40625. var v2z = 0; // vector2 z index in the positions array
  40626. var v3x = 0; // vector3 x index in the positions array
  40627. var v3y = 0; // vector3 y index in the positions array
  40628. var v3z = 0; // vector3 z index in the positions array
  40629. var computeFacetNormals = false;
  40630. var computeFacetPositions = false;
  40631. var computeFacetPartitioning = false;
  40632. var computeDepthSort = false;
  40633. var faceNormalSign = 1;
  40634. var ratio = 0;
  40635. var distanceTo = null;
  40636. if (options) {
  40637. computeFacetNormals = (options.facetNormals) ? true : false;
  40638. computeFacetPositions = (options.facetPositions) ? true : false;
  40639. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40640. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40641. ratio = options.ratio || 0;
  40642. computeDepthSort = (options.depthSort) ? true : false;
  40643. distanceTo = (options.distanceTo);
  40644. if (computeDepthSort) {
  40645. if (distanceTo === undefined) {
  40646. distanceTo = BABYLON.Vector3.Zero();
  40647. }
  40648. var depthSortedFacets = options.depthSortedFacets;
  40649. }
  40650. }
  40651. // facetPartitioning reinit if needed
  40652. var xSubRatio = 0;
  40653. var ySubRatio = 0;
  40654. var zSubRatio = 0;
  40655. var subSq = 0;
  40656. if (computeFacetPartitioning && options && options.bbSize) {
  40657. var ox = 0; // X partitioning index for facet position
  40658. var oy = 0; // Y partinioning index for facet position
  40659. var oz = 0; // Z partinioning index for facet position
  40660. var b1x = 0; // X partitioning index for facet v1 vertex
  40661. var b1y = 0; // Y partitioning index for facet v1 vertex
  40662. var b1z = 0; // z partitioning index for facet v1 vertex
  40663. var b2x = 0; // X partitioning index for facet v2 vertex
  40664. var b2y = 0; // Y partitioning index for facet v2 vertex
  40665. var b2z = 0; // Z partitioning index for facet v2 vertex
  40666. var b3x = 0; // X partitioning index for facet v3 vertex
  40667. var b3y = 0; // Y partitioning index for facet v3 vertex
  40668. var b3z = 0; // Z partitioning index for facet v3 vertex
  40669. var block_idx_o = 0; // facet barycenter block index
  40670. var block_idx_v1 = 0; // v1 vertex block index
  40671. var block_idx_v2 = 0; // v2 vertex block index
  40672. var block_idx_v3 = 0; // v3 vertex block index
  40673. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40674. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40675. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40676. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40677. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40678. subSq = options.subDiv.max * options.subDiv.max;
  40679. options.facetPartitioning.length = 0;
  40680. }
  40681. // reset the normals
  40682. for (index = 0; index < positions.length; index++) {
  40683. normals[index] = 0.0;
  40684. }
  40685. // Loop : 1 indice triplet = 1 facet
  40686. var nbFaces = (indices.length / 3) | 0;
  40687. for (index = 0; index < nbFaces; index++) {
  40688. // get the indexes of the coordinates of each vertex of the facet
  40689. v1x = indices[index * 3] * 3;
  40690. v1y = v1x + 1;
  40691. v1z = v1x + 2;
  40692. v2x = indices[index * 3 + 1] * 3;
  40693. v2y = v2x + 1;
  40694. v2z = v2x + 2;
  40695. v3x = indices[index * 3 + 2] * 3;
  40696. v3y = v3x + 1;
  40697. v3z = v3x + 2;
  40698. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40699. p1p2y = positions[v1y] - positions[v2y];
  40700. p1p2z = positions[v1z] - positions[v2z];
  40701. p3p2x = positions[v3x] - positions[v2x];
  40702. p3p2y = positions[v3y] - positions[v2y];
  40703. p3p2z = positions[v3z] - positions[v2z];
  40704. // compute the face normal with the cross product
  40705. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40706. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40707. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40708. // normalize this normal and store it in the array facetData
  40709. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40710. length = (length === 0) ? 1.0 : length;
  40711. faceNormalx /= length;
  40712. faceNormaly /= length;
  40713. faceNormalz /= length;
  40714. if (computeFacetNormals && options) {
  40715. options.facetNormals[index].x = faceNormalx;
  40716. options.facetNormals[index].y = faceNormaly;
  40717. options.facetNormals[index].z = faceNormalz;
  40718. }
  40719. if (computeFacetPositions && options) {
  40720. // compute and the facet barycenter coordinates in the array facetPositions
  40721. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40722. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40723. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40724. }
  40725. if (computeFacetPartitioning && options) {
  40726. // store the facet indexes in arrays in the main facetPartitioning array :
  40727. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40728. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40729. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40730. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40731. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40732. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40733. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40734. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40735. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40736. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40737. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40738. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40739. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40740. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40741. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40742. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40743. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40744. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40745. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40746. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40747. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40748. // push each facet index in each block containing the vertex
  40749. options.facetPartitioning[block_idx_v1].push(index);
  40750. if (block_idx_v2 != block_idx_v1) {
  40751. options.facetPartitioning[block_idx_v2].push(index);
  40752. }
  40753. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40754. options.facetPartitioning[block_idx_v3].push(index);
  40755. }
  40756. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40757. options.facetPartitioning[block_idx_o].push(index);
  40758. }
  40759. }
  40760. if (computeDepthSort && options && options.facetPositions) {
  40761. var dsf = depthSortedFacets[index];
  40762. dsf.ind = index * 3;
  40763. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40764. }
  40765. // compute the normals anyway
  40766. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40767. normals[v1y] += faceNormaly;
  40768. normals[v1z] += faceNormalz;
  40769. normals[v2x] += faceNormalx;
  40770. normals[v2y] += faceNormaly;
  40771. normals[v2z] += faceNormalz;
  40772. normals[v3x] += faceNormalx;
  40773. normals[v3y] += faceNormaly;
  40774. normals[v3z] += faceNormalz;
  40775. }
  40776. // last normalization of each normal
  40777. for (index = 0; index < normals.length / 3; index++) {
  40778. faceNormalx = normals[index * 3];
  40779. faceNormaly = normals[index * 3 + 1];
  40780. faceNormalz = normals[index * 3 + 2];
  40781. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40782. length = (length === 0) ? 1.0 : length;
  40783. faceNormalx /= length;
  40784. faceNormaly /= length;
  40785. faceNormalz /= length;
  40786. normals[index * 3] = faceNormalx;
  40787. normals[index * 3 + 1] = faceNormaly;
  40788. normals[index * 3 + 2] = faceNormalz;
  40789. }
  40790. };
  40791. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40792. var li = indices.length;
  40793. var ln = normals.length;
  40794. var i;
  40795. var n;
  40796. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40797. switch (sideOrientation) {
  40798. case BABYLON.Mesh.FRONTSIDE:
  40799. // nothing changed
  40800. break;
  40801. case BABYLON.Mesh.BACKSIDE:
  40802. var tmp;
  40803. // indices
  40804. for (i = 0; i < li; i += 3) {
  40805. tmp = indices[i];
  40806. indices[i] = indices[i + 2];
  40807. indices[i + 2] = tmp;
  40808. }
  40809. // normals
  40810. for (n = 0; n < ln; n++) {
  40811. normals[n] = -normals[n];
  40812. }
  40813. break;
  40814. case BABYLON.Mesh.DOUBLESIDE:
  40815. // positions
  40816. var lp = positions.length;
  40817. var l = lp / 3;
  40818. for (var p = 0; p < lp; p++) {
  40819. positions[lp + p] = positions[p];
  40820. }
  40821. // indices
  40822. for (i = 0; i < li; i += 3) {
  40823. indices[i + li] = indices[i + 2] + l;
  40824. indices[i + 1 + li] = indices[i + 1] + l;
  40825. indices[i + 2 + li] = indices[i] + l;
  40826. }
  40827. // normals
  40828. for (n = 0; n < ln; n++) {
  40829. normals[ln + n] = -normals[n];
  40830. }
  40831. // uvs
  40832. var lu = uvs.length;
  40833. var u = 0;
  40834. for (u = 0; u < lu; u++) {
  40835. uvs[u + lu] = uvs[u];
  40836. }
  40837. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40838. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40839. u = 0;
  40840. for (i = 0; i < lu / 2; i++) {
  40841. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40842. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40843. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40844. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40845. u += 2;
  40846. }
  40847. break;
  40848. }
  40849. };
  40850. /**
  40851. * Applies VertexData created from the imported parameters to the geometry
  40852. * @param parsedVertexData the parsed data from an imported file
  40853. * @param geometry the geometry to apply the VertexData to
  40854. */
  40855. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40856. var vertexData = new VertexData();
  40857. // positions
  40858. var positions = parsedVertexData.positions;
  40859. if (positions) {
  40860. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40861. }
  40862. // normals
  40863. var normals = parsedVertexData.normals;
  40864. if (normals) {
  40865. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40866. }
  40867. // tangents
  40868. var tangents = parsedVertexData.tangents;
  40869. if (tangents) {
  40870. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40871. }
  40872. // uvs
  40873. var uvs = parsedVertexData.uvs;
  40874. if (uvs) {
  40875. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40876. }
  40877. // uv2s
  40878. var uv2s = parsedVertexData.uv2s;
  40879. if (uv2s) {
  40880. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40881. }
  40882. // uv3s
  40883. var uv3s = parsedVertexData.uv3s;
  40884. if (uv3s) {
  40885. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40886. }
  40887. // uv4s
  40888. var uv4s = parsedVertexData.uv4s;
  40889. if (uv4s) {
  40890. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40891. }
  40892. // uv5s
  40893. var uv5s = parsedVertexData.uv5s;
  40894. if (uv5s) {
  40895. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40896. }
  40897. // uv6s
  40898. var uv6s = parsedVertexData.uv6s;
  40899. if (uv6s) {
  40900. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40901. }
  40902. // colors
  40903. var colors = parsedVertexData.colors;
  40904. if (colors) {
  40905. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40906. }
  40907. // matricesIndices
  40908. var matricesIndices = parsedVertexData.matricesIndices;
  40909. if (matricesIndices) {
  40910. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40911. }
  40912. // matricesWeights
  40913. var matricesWeights = parsedVertexData.matricesWeights;
  40914. if (matricesWeights) {
  40915. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40916. }
  40917. // indices
  40918. var indices = parsedVertexData.indices;
  40919. if (indices) {
  40920. vertexData.indices = indices;
  40921. }
  40922. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40923. };
  40924. return VertexData;
  40925. }());
  40926. BABYLON.VertexData = VertexData;
  40927. })(BABYLON || (BABYLON = {}));
  40928. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40929. var BABYLON;
  40930. (function (BABYLON) {
  40931. /**
  40932. * Class used to store geometry data (vertex buffers + index buffer)
  40933. */
  40934. var Geometry = /** @class */ (function () {
  40935. /**
  40936. * Creates a new geometry
  40937. * @param id defines the unique ID
  40938. * @param scene defines the hosting scene
  40939. * @param vertexData defines the VertexData used to get geometry data
  40940. * @param updatable defines if geometry must be updatable (false by default)
  40941. * @param mesh defines the mesh that will be associated with the geometry
  40942. */
  40943. function Geometry(id, scene, vertexData, updatable, mesh) {
  40944. if (updatable === void 0) { updatable = false; }
  40945. if (mesh === void 0) { mesh = null; }
  40946. /**
  40947. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40948. */
  40949. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40950. this._totalVertices = 0;
  40951. this._isDisposed = false;
  40952. this._indexBufferIsUpdatable = false;
  40953. this.id = id;
  40954. this.uniqueId = scene.getUniqueId();
  40955. this._engine = scene.getEngine();
  40956. this._meshes = [];
  40957. this._scene = scene;
  40958. //Init vertex buffer cache
  40959. this._vertexBuffers = {};
  40960. this._indices = [];
  40961. this._updatable = updatable;
  40962. // vertexData
  40963. if (vertexData) {
  40964. this.setAllVerticesData(vertexData, updatable);
  40965. }
  40966. else {
  40967. this._totalVertices = 0;
  40968. this._indices = [];
  40969. }
  40970. if (this._engine.getCaps().vertexArrayObject) {
  40971. this._vertexArrayObjects = {};
  40972. }
  40973. // applyToMesh
  40974. if (mesh) {
  40975. this.applyToMesh(mesh);
  40976. mesh.computeWorldMatrix(true);
  40977. }
  40978. }
  40979. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40980. /**
  40981. * 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
  40982. */
  40983. get: function () {
  40984. return this._boundingBias;
  40985. },
  40986. /**
  40987. * 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
  40988. */
  40989. set: function (value) {
  40990. if (this._boundingBias) {
  40991. this._boundingBias.copyFrom(value);
  40992. }
  40993. else {
  40994. this._boundingBias = value.clone();
  40995. }
  40996. this._updateBoundingInfo(true, null);
  40997. },
  40998. enumerable: true,
  40999. configurable: true
  41000. });
  41001. /**
  41002. * Static function used to attach a new empty geometry to a mesh
  41003. * @param mesh defines the mesh to attach the geometry to
  41004. * @returns the new Geometry
  41005. */
  41006. Geometry.CreateGeometryForMesh = function (mesh) {
  41007. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  41008. geometry.applyToMesh(mesh);
  41009. return geometry;
  41010. };
  41011. Object.defineProperty(Geometry.prototype, "extend", {
  41012. /**
  41013. * Gets the current extend of the geometry
  41014. */
  41015. get: function () {
  41016. return this._extend;
  41017. },
  41018. enumerable: true,
  41019. configurable: true
  41020. });
  41021. /**
  41022. * Gets the hosting scene
  41023. * @returns the hosting Scene
  41024. */
  41025. Geometry.prototype.getScene = function () {
  41026. return this._scene;
  41027. };
  41028. /**
  41029. * Gets the hosting engine
  41030. * @returns the hosting Engine
  41031. */
  41032. Geometry.prototype.getEngine = function () {
  41033. return this._engine;
  41034. };
  41035. /**
  41036. * Defines if the geometry is ready to use
  41037. * @returns true if the geometry is ready to be used
  41038. */
  41039. Geometry.prototype.isReady = function () {
  41040. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  41041. };
  41042. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  41043. /**
  41044. * Gets a value indicating that the geometry should not be serialized
  41045. */
  41046. get: function () {
  41047. for (var index = 0; index < this._meshes.length; index++) {
  41048. if (!this._meshes[index].doNotSerialize) {
  41049. return false;
  41050. }
  41051. }
  41052. return true;
  41053. },
  41054. enumerable: true,
  41055. configurable: true
  41056. });
  41057. /** @hidden */
  41058. Geometry.prototype._rebuild = function () {
  41059. if (this._vertexArrayObjects) {
  41060. this._vertexArrayObjects = {};
  41061. }
  41062. // Index buffer
  41063. if (this._meshes.length !== 0 && this._indices) {
  41064. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41065. }
  41066. // Vertex buffers
  41067. for (var key in this._vertexBuffers) {
  41068. var vertexBuffer = this._vertexBuffers[key];
  41069. vertexBuffer._rebuild();
  41070. }
  41071. };
  41072. /**
  41073. * Affects all geometry data in one call
  41074. * @param vertexData defines the geometry data
  41075. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  41076. */
  41077. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41078. vertexData.applyToGeometry(this, updatable);
  41079. this.notifyUpdate();
  41080. };
  41081. /**
  41082. * Set specific vertex data
  41083. * @param kind defines the data kind (Position, normal, etc...)
  41084. * @param data defines the vertex data to use
  41085. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41086. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41087. */
  41088. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41089. if (updatable === void 0) { updatable = false; }
  41090. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41091. this.setVerticesBuffer(buffer);
  41092. };
  41093. /**
  41094. * Removes a specific vertex data
  41095. * @param kind defines the data kind (Position, normal, etc...)
  41096. */
  41097. Geometry.prototype.removeVerticesData = function (kind) {
  41098. if (this._vertexBuffers[kind]) {
  41099. this._vertexBuffers[kind].dispose();
  41100. delete this._vertexBuffers[kind];
  41101. }
  41102. };
  41103. /**
  41104. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41105. * @param buffer defines the vertex buffer to use
  41106. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41107. */
  41108. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41109. if (totalVertices === void 0) { totalVertices = null; }
  41110. var kind = buffer.getKind();
  41111. if (this._vertexBuffers[kind]) {
  41112. this._vertexBuffers[kind].dispose();
  41113. }
  41114. this._vertexBuffers[kind] = buffer;
  41115. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41116. var data = buffer.getData();
  41117. if (totalVertices != null) {
  41118. this._totalVertices = totalVertices;
  41119. }
  41120. else {
  41121. if (data != null) {
  41122. this._totalVertices = data.length / (buffer.byteStride / 4);
  41123. }
  41124. }
  41125. this._updateExtend(data);
  41126. this._resetPointsArrayCache();
  41127. var meshes = this._meshes;
  41128. var numOfMeshes = meshes.length;
  41129. for (var index = 0; index < numOfMeshes; index++) {
  41130. var mesh = meshes[index];
  41131. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41132. mesh._createGlobalSubMesh(false);
  41133. mesh.computeWorldMatrix(true);
  41134. }
  41135. }
  41136. this.notifyUpdate(kind);
  41137. if (this._vertexArrayObjects) {
  41138. this._disposeVertexArrayObjects();
  41139. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41140. }
  41141. };
  41142. /**
  41143. * Update a specific vertex buffer
  41144. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41145. * It will do nothing if the buffer is not updatable
  41146. * @param kind defines the data kind (Position, normal, etc...)
  41147. * @param data defines the data to use
  41148. * @param offset defines the offset in the target buffer where to store the data
  41149. * @param useBytes set to true if the offset is in bytes
  41150. */
  41151. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41152. if (useBytes === void 0) { useBytes = false; }
  41153. var vertexBuffer = this.getVertexBuffer(kind);
  41154. if (!vertexBuffer) {
  41155. return;
  41156. }
  41157. vertexBuffer.updateDirectly(data, offset, useBytes);
  41158. this.notifyUpdate(kind);
  41159. };
  41160. /**
  41161. * Update a specific vertex buffer
  41162. * This function will create a new buffer if the current one is not updatable
  41163. * @param kind defines the data kind (Position, normal, etc...)
  41164. * @param data defines the data to use
  41165. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41166. */
  41167. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41168. if (updateExtends === void 0) { updateExtends = false; }
  41169. var vertexBuffer = this.getVertexBuffer(kind);
  41170. if (!vertexBuffer) {
  41171. return;
  41172. }
  41173. vertexBuffer.update(data);
  41174. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41175. this._updateBoundingInfo(updateExtends, data);
  41176. }
  41177. this.notifyUpdate(kind);
  41178. };
  41179. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41180. if (updateExtends) {
  41181. this._updateExtend(data);
  41182. }
  41183. this._resetPointsArrayCache();
  41184. if (updateExtends) {
  41185. var meshes = this._meshes;
  41186. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41187. var mesh = meshes_1[_i];
  41188. if (mesh._boundingInfo) {
  41189. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41190. }
  41191. else {
  41192. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41193. }
  41194. var subMeshes = mesh.subMeshes;
  41195. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41196. var subMesh = subMeshes_1[_a];
  41197. subMesh.refreshBoundingInfo();
  41198. }
  41199. }
  41200. }
  41201. };
  41202. /** @hidden */
  41203. Geometry.prototype._bind = function (effect, indexToBind) {
  41204. if (!effect) {
  41205. return;
  41206. }
  41207. if (indexToBind === undefined) {
  41208. indexToBind = this._indexBuffer;
  41209. }
  41210. var vbs = this.getVertexBuffers();
  41211. if (!vbs) {
  41212. return;
  41213. }
  41214. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41215. this._engine.bindBuffers(vbs, indexToBind, effect);
  41216. return;
  41217. }
  41218. // Using VAO
  41219. if (!this._vertexArrayObjects[effect.key]) {
  41220. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41221. }
  41222. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41223. };
  41224. /**
  41225. * Gets total number of vertices
  41226. * @returns the total number of vertices
  41227. */
  41228. Geometry.prototype.getTotalVertices = function () {
  41229. if (!this.isReady()) {
  41230. return 0;
  41231. }
  41232. return this._totalVertices;
  41233. };
  41234. /**
  41235. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41236. * @param kind defines the data kind (Position, normal, etc...)
  41237. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41238. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41239. * @returns a float array containing vertex data
  41240. */
  41241. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41242. var vertexBuffer = this.getVertexBuffer(kind);
  41243. if (!vertexBuffer) {
  41244. return null;
  41245. }
  41246. var data = vertexBuffer.getData();
  41247. if (!data) {
  41248. return null;
  41249. }
  41250. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41251. var count = this._totalVertices * vertexBuffer.getSize();
  41252. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41253. var copy_1 = [];
  41254. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41255. return copy_1;
  41256. }
  41257. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41258. if (data instanceof Array) {
  41259. var offset = vertexBuffer.byteOffset / 4;
  41260. return BABYLON.Tools.Slice(data, offset, offset + count);
  41261. }
  41262. else if (data instanceof ArrayBuffer) {
  41263. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41264. }
  41265. else {
  41266. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41267. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41268. var result = new Float32Array(count);
  41269. var source = new Float32Array(data.buffer, offset, count);
  41270. result.set(source);
  41271. return result;
  41272. }
  41273. return new Float32Array(data.buffer, offset, count);
  41274. }
  41275. }
  41276. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41277. return BABYLON.Tools.Slice(data);
  41278. }
  41279. return data;
  41280. };
  41281. /**
  41282. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41283. * @param kind defines the data kind (Position, normal, etc...)
  41284. * @returns true if the vertex buffer with the specified kind is updatable
  41285. */
  41286. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41287. var vb = this._vertexBuffers[kind];
  41288. if (!vb) {
  41289. return false;
  41290. }
  41291. return vb.isUpdatable();
  41292. };
  41293. /**
  41294. * Gets a specific vertex buffer
  41295. * @param kind defines the data kind (Position, normal, etc...)
  41296. * @returns a VertexBuffer
  41297. */
  41298. Geometry.prototype.getVertexBuffer = function (kind) {
  41299. if (!this.isReady()) {
  41300. return null;
  41301. }
  41302. return this._vertexBuffers[kind];
  41303. };
  41304. /**
  41305. * Returns all vertex buffers
  41306. * @return an object holding all vertex buffers indexed by kind
  41307. */
  41308. Geometry.prototype.getVertexBuffers = function () {
  41309. if (!this.isReady()) {
  41310. return null;
  41311. }
  41312. return this._vertexBuffers;
  41313. };
  41314. /**
  41315. * Gets a boolean indicating if specific vertex buffer is present
  41316. * @param kind defines the data kind (Position, normal, etc...)
  41317. * @returns true if data is present
  41318. */
  41319. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41320. if (!this._vertexBuffers) {
  41321. if (this._delayInfo) {
  41322. return this._delayInfo.indexOf(kind) !== -1;
  41323. }
  41324. return false;
  41325. }
  41326. return this._vertexBuffers[kind] !== undefined;
  41327. };
  41328. /**
  41329. * Gets a list of all attached data kinds (Position, normal, etc...)
  41330. * @returns a list of string containing all kinds
  41331. */
  41332. Geometry.prototype.getVerticesDataKinds = function () {
  41333. var result = [];
  41334. var kind;
  41335. if (!this._vertexBuffers && this._delayInfo) {
  41336. for (kind in this._delayInfo) {
  41337. result.push(kind);
  41338. }
  41339. }
  41340. else {
  41341. for (kind in this._vertexBuffers) {
  41342. result.push(kind);
  41343. }
  41344. }
  41345. return result;
  41346. };
  41347. /**
  41348. * Update index buffer
  41349. * @param indices defines the indices to store in the index buffer
  41350. * @param offset defines the offset in the target buffer where to store the data
  41351. */
  41352. Geometry.prototype.updateIndices = function (indices, offset) {
  41353. if (!this._indexBuffer) {
  41354. return;
  41355. }
  41356. if (!this._indexBufferIsUpdatable) {
  41357. this.setIndices(indices, null, true);
  41358. }
  41359. else {
  41360. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41361. }
  41362. };
  41363. /**
  41364. * Creates a new index buffer
  41365. * @param indices defines the indices to store in the index buffer
  41366. * @param totalVertices defines the total number of vertices (could be null)
  41367. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41368. */
  41369. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41370. if (totalVertices === void 0) { totalVertices = null; }
  41371. if (updatable === void 0) { updatable = false; }
  41372. if (this._indexBuffer) {
  41373. this._engine._releaseBuffer(this._indexBuffer);
  41374. }
  41375. this._disposeVertexArrayObjects();
  41376. this._indices = indices;
  41377. this._indexBufferIsUpdatable = updatable;
  41378. if (this._meshes.length !== 0 && this._indices) {
  41379. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41380. }
  41381. if (totalVertices != undefined) { // including null and undefined
  41382. this._totalVertices = totalVertices;
  41383. }
  41384. var meshes = this._meshes;
  41385. var numOfMeshes = meshes.length;
  41386. for (var index = 0; index < numOfMeshes; index++) {
  41387. meshes[index]._createGlobalSubMesh(true);
  41388. }
  41389. this.notifyUpdate();
  41390. };
  41391. /**
  41392. * Return the total number of indices
  41393. * @returns the total number of indices
  41394. */
  41395. Geometry.prototype.getTotalIndices = function () {
  41396. if (!this.isReady()) {
  41397. return 0;
  41398. }
  41399. return this._indices.length;
  41400. };
  41401. /**
  41402. * Gets the index buffer array
  41403. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41404. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41405. * @returns the index buffer array
  41406. */
  41407. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41408. if (!this.isReady()) {
  41409. return null;
  41410. }
  41411. var orig = this._indices;
  41412. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41413. return orig;
  41414. }
  41415. else {
  41416. var len = orig.length;
  41417. var copy = [];
  41418. for (var i = 0; i < len; i++) {
  41419. copy.push(orig[i]);
  41420. }
  41421. return copy;
  41422. }
  41423. };
  41424. /**
  41425. * Gets the index buffer
  41426. * @return the index buffer
  41427. */
  41428. Geometry.prototype.getIndexBuffer = function () {
  41429. if (!this.isReady()) {
  41430. return null;
  41431. }
  41432. return this._indexBuffer;
  41433. };
  41434. /** @hidden */
  41435. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41436. if (effect === void 0) { effect = null; }
  41437. if (!effect || !this._vertexArrayObjects) {
  41438. return;
  41439. }
  41440. if (this._vertexArrayObjects[effect.key]) {
  41441. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41442. delete this._vertexArrayObjects[effect.key];
  41443. }
  41444. };
  41445. /**
  41446. * Release the associated resources for a specific mesh
  41447. * @param mesh defines the source mesh
  41448. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41449. */
  41450. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41451. var meshes = this._meshes;
  41452. var index = meshes.indexOf(mesh);
  41453. if (index === -1) {
  41454. return;
  41455. }
  41456. meshes.splice(index, 1);
  41457. mesh._geometry = null;
  41458. if (meshes.length === 0 && shouldDispose) {
  41459. this.dispose();
  41460. }
  41461. };
  41462. /**
  41463. * Apply current geometry to a given mesh
  41464. * @param mesh defines the mesh to apply geometry to
  41465. */
  41466. Geometry.prototype.applyToMesh = function (mesh) {
  41467. if (mesh._geometry === this) {
  41468. return;
  41469. }
  41470. var previousGeometry = mesh._geometry;
  41471. if (previousGeometry) {
  41472. previousGeometry.releaseForMesh(mesh);
  41473. }
  41474. var meshes = this._meshes;
  41475. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41476. mesh._geometry = this;
  41477. this._scene.pushGeometry(this);
  41478. meshes.push(mesh);
  41479. if (this.isReady()) {
  41480. this._applyToMesh(mesh);
  41481. }
  41482. else {
  41483. mesh._boundingInfo = this._boundingInfo;
  41484. }
  41485. };
  41486. Geometry.prototype._updateExtend = function (data) {
  41487. if (data === void 0) { data = null; }
  41488. if (!data) {
  41489. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41490. }
  41491. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41492. };
  41493. Geometry.prototype._applyToMesh = function (mesh) {
  41494. var numOfMeshes = this._meshes.length;
  41495. // vertexBuffers
  41496. for (var kind in this._vertexBuffers) {
  41497. if (numOfMeshes === 1) {
  41498. this._vertexBuffers[kind].create();
  41499. }
  41500. var buffer = this._vertexBuffers[kind].getBuffer();
  41501. if (buffer) {
  41502. buffer.references = numOfMeshes;
  41503. }
  41504. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41505. if (!this._extend) {
  41506. this._updateExtend();
  41507. }
  41508. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41509. mesh._createGlobalSubMesh(false);
  41510. //bounding info was just created again, world matrix should be applied again.
  41511. mesh._updateBoundingInfo();
  41512. }
  41513. }
  41514. // indexBuffer
  41515. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41516. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41517. }
  41518. if (this._indexBuffer) {
  41519. this._indexBuffer.references = numOfMeshes;
  41520. }
  41521. // morphTargets
  41522. mesh._syncGeometryWithMorphTargetManager();
  41523. // instances
  41524. mesh.synchronizeInstances();
  41525. };
  41526. Geometry.prototype.notifyUpdate = function (kind) {
  41527. if (this.onGeometryUpdated) {
  41528. this.onGeometryUpdated(this, kind);
  41529. }
  41530. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41531. var mesh = _a[_i];
  41532. mesh._markSubMeshesAsAttributesDirty();
  41533. }
  41534. };
  41535. /**
  41536. * Load the geometry if it was flagged as delay loaded
  41537. * @param scene defines the hosting scene
  41538. * @param onLoaded defines a callback called when the geometry is loaded
  41539. */
  41540. Geometry.prototype.load = function (scene, onLoaded) {
  41541. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41542. return;
  41543. }
  41544. if (this.isReady()) {
  41545. if (onLoaded) {
  41546. onLoaded();
  41547. }
  41548. return;
  41549. }
  41550. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41551. this._queueLoad(scene, onLoaded);
  41552. };
  41553. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41554. var _this = this;
  41555. if (!this.delayLoadingFile) {
  41556. return;
  41557. }
  41558. scene._addPendingData(this);
  41559. scene._loadFile(this.delayLoadingFile, function (data) {
  41560. if (!_this._delayLoadingFunction) {
  41561. return;
  41562. }
  41563. _this._delayLoadingFunction(JSON.parse(data), _this);
  41564. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41565. _this._delayInfo = [];
  41566. scene._removePendingData(_this);
  41567. var meshes = _this._meshes;
  41568. var numOfMeshes = meshes.length;
  41569. for (var index = 0; index < numOfMeshes; index++) {
  41570. _this._applyToMesh(meshes[index]);
  41571. }
  41572. if (onLoaded) {
  41573. onLoaded();
  41574. }
  41575. }, undefined, true);
  41576. };
  41577. /**
  41578. * Invert the geometry to move from a right handed system to a left handed one.
  41579. */
  41580. Geometry.prototype.toLeftHanded = function () {
  41581. // Flip faces
  41582. var tIndices = this.getIndices(false);
  41583. if (tIndices != null && tIndices.length > 0) {
  41584. for (var i = 0; i < tIndices.length; i += 3) {
  41585. var tTemp = tIndices[i + 0];
  41586. tIndices[i + 0] = tIndices[i + 2];
  41587. tIndices[i + 2] = tTemp;
  41588. }
  41589. this.setIndices(tIndices);
  41590. }
  41591. // Negate position.z
  41592. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41593. if (tPositions != null && tPositions.length > 0) {
  41594. for (var i = 0; i < tPositions.length; i += 3) {
  41595. tPositions[i + 2] = -tPositions[i + 2];
  41596. }
  41597. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41598. }
  41599. // Negate normal.z
  41600. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41601. if (tNormals != null && tNormals.length > 0) {
  41602. for (var i = 0; i < tNormals.length; i += 3) {
  41603. tNormals[i + 2] = -tNormals[i + 2];
  41604. }
  41605. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41606. }
  41607. };
  41608. // Cache
  41609. /** @hidden */
  41610. Geometry.prototype._resetPointsArrayCache = function () {
  41611. this._positions = null;
  41612. };
  41613. /** @hidden */
  41614. Geometry.prototype._generatePointsArray = function () {
  41615. if (this._positions) {
  41616. return true;
  41617. }
  41618. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41619. if (!data || data.length === 0) {
  41620. return false;
  41621. }
  41622. this._positions = [];
  41623. for (var index = 0; index < data.length; index += 3) {
  41624. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41625. }
  41626. return true;
  41627. };
  41628. /**
  41629. * Gets a value indicating if the geometry is disposed
  41630. * @returns true if the geometry was disposed
  41631. */
  41632. Geometry.prototype.isDisposed = function () {
  41633. return this._isDisposed;
  41634. };
  41635. Geometry.prototype._disposeVertexArrayObjects = function () {
  41636. if (this._vertexArrayObjects) {
  41637. for (var kind in this._vertexArrayObjects) {
  41638. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41639. }
  41640. this._vertexArrayObjects = {};
  41641. }
  41642. };
  41643. /**
  41644. * Free all associated resources
  41645. */
  41646. Geometry.prototype.dispose = function () {
  41647. var meshes = this._meshes;
  41648. var numOfMeshes = meshes.length;
  41649. var index;
  41650. for (index = 0; index < numOfMeshes; index++) {
  41651. this.releaseForMesh(meshes[index]);
  41652. }
  41653. this._meshes = [];
  41654. this._disposeVertexArrayObjects();
  41655. for (var kind in this._vertexBuffers) {
  41656. this._vertexBuffers[kind].dispose();
  41657. }
  41658. this._vertexBuffers = {};
  41659. this._totalVertices = 0;
  41660. if (this._indexBuffer) {
  41661. this._engine._releaseBuffer(this._indexBuffer);
  41662. }
  41663. this._indexBuffer = null;
  41664. this._indices = [];
  41665. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41666. this.delayLoadingFile = null;
  41667. this._delayLoadingFunction = null;
  41668. this._delayInfo = [];
  41669. this._boundingInfo = null;
  41670. this._scene.removeGeometry(this);
  41671. this._isDisposed = true;
  41672. };
  41673. /**
  41674. * Clone the current geometry into a new geometry
  41675. * @param id defines the unique ID of the new geometry
  41676. * @returns a new geometry object
  41677. */
  41678. Geometry.prototype.copy = function (id) {
  41679. var vertexData = new BABYLON.VertexData();
  41680. vertexData.indices = [];
  41681. var indices = this.getIndices();
  41682. if (indices) {
  41683. for (var index = 0; index < indices.length; index++) {
  41684. vertexData.indices.push(indices[index]);
  41685. }
  41686. }
  41687. var updatable = false;
  41688. var stopChecking = false;
  41689. var kind;
  41690. for (kind in this._vertexBuffers) {
  41691. // using slice() to make a copy of the array and not just reference it
  41692. var data = this.getVerticesData(kind);
  41693. if (data instanceof Float32Array) {
  41694. vertexData.set(new Float32Array(data), kind);
  41695. }
  41696. else {
  41697. vertexData.set(data.slice(0), kind);
  41698. }
  41699. if (!stopChecking) {
  41700. var vb = this.getVertexBuffer(kind);
  41701. if (vb) {
  41702. updatable = vb.isUpdatable();
  41703. stopChecking = !updatable;
  41704. }
  41705. }
  41706. }
  41707. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41708. geometry.delayLoadState = this.delayLoadState;
  41709. geometry.delayLoadingFile = this.delayLoadingFile;
  41710. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41711. for (kind in this._delayInfo) {
  41712. geometry._delayInfo = geometry._delayInfo || [];
  41713. geometry._delayInfo.push(kind);
  41714. }
  41715. // Bounding info
  41716. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41717. return geometry;
  41718. };
  41719. /**
  41720. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41721. * @return a JSON representation of the current geometry data (without the vertices data)
  41722. */
  41723. Geometry.prototype.serialize = function () {
  41724. var serializationObject = {};
  41725. serializationObject.id = this.id;
  41726. serializationObject.updatable = this._updatable;
  41727. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41728. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41729. }
  41730. return serializationObject;
  41731. };
  41732. Geometry.prototype.toNumberArray = function (origin) {
  41733. if (Array.isArray(origin)) {
  41734. return origin;
  41735. }
  41736. else {
  41737. return Array.prototype.slice.call(origin);
  41738. }
  41739. };
  41740. /**
  41741. * Serialize all vertices data into a JSON oject
  41742. * @returns a JSON representation of the current geometry data
  41743. */
  41744. Geometry.prototype.serializeVerticeData = function () {
  41745. var serializationObject = this.serialize();
  41746. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41747. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41748. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41749. serializationObject.positions._updatable = true;
  41750. }
  41751. }
  41752. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41753. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41754. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41755. serializationObject.normals._updatable = true;
  41756. }
  41757. }
  41758. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41759. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41760. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41761. serializationObject.tangets._updatable = true;
  41762. }
  41763. }
  41764. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41765. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41766. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41767. serializationObject.uvs._updatable = true;
  41768. }
  41769. }
  41770. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41771. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41772. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41773. serializationObject.uv2s._updatable = true;
  41774. }
  41775. }
  41776. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41777. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41778. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41779. serializationObject.uv3s._updatable = true;
  41780. }
  41781. }
  41782. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41783. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41784. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41785. serializationObject.uv4s._updatable = true;
  41786. }
  41787. }
  41788. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41789. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41790. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41791. serializationObject.uv5s._updatable = true;
  41792. }
  41793. }
  41794. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41795. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41796. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41797. serializationObject.uv6s._updatable = true;
  41798. }
  41799. }
  41800. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41801. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41802. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41803. serializationObject.colors._updatable = true;
  41804. }
  41805. }
  41806. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41807. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41808. serializationObject.matricesIndices._isExpanded = true;
  41809. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41810. serializationObject.matricesIndices._updatable = true;
  41811. }
  41812. }
  41813. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41814. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41815. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41816. serializationObject.matricesWeights._updatable = true;
  41817. }
  41818. }
  41819. serializationObject.indices = this.toNumberArray(this.getIndices());
  41820. return serializationObject;
  41821. };
  41822. // Statics
  41823. /**
  41824. * Extracts a clone of a mesh geometry
  41825. * @param mesh defines the source mesh
  41826. * @param id defines the unique ID of the new geometry object
  41827. * @returns the new geometry object
  41828. */
  41829. Geometry.ExtractFromMesh = function (mesh, id) {
  41830. var geometry = mesh._geometry;
  41831. if (!geometry) {
  41832. return null;
  41833. }
  41834. return geometry.copy(id);
  41835. };
  41836. /**
  41837. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41838. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41839. * Be aware Math.random() could cause collisions, but:
  41840. * "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"
  41841. * @returns a string containing a new GUID
  41842. */
  41843. Geometry.RandomId = function () {
  41844. return BABYLON.Tools.RandomId();
  41845. };
  41846. /** @hidden */
  41847. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41848. var scene = mesh.getScene();
  41849. // Geometry
  41850. var geometryId = parsedGeometry.geometryId;
  41851. if (geometryId) {
  41852. var geometry = scene.getGeometryByID(geometryId);
  41853. if (geometry) {
  41854. geometry.applyToMesh(mesh);
  41855. }
  41856. }
  41857. else if (parsedGeometry instanceof ArrayBuffer) {
  41858. var binaryInfo = mesh._binaryInfo;
  41859. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41860. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41861. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41862. }
  41863. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41864. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41865. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41866. }
  41867. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41868. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41869. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41870. }
  41871. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41872. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41873. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41874. }
  41875. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41876. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41877. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41878. }
  41879. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41880. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41881. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41882. }
  41883. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41884. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41885. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41886. }
  41887. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41888. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41889. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41890. }
  41891. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41892. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41893. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41894. }
  41895. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41896. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41897. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41898. }
  41899. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41900. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41901. var floatIndices = [];
  41902. for (var i = 0; i < matricesIndicesData.length; i++) {
  41903. var index = matricesIndicesData[i];
  41904. floatIndices.push(index & 0x000000FF);
  41905. floatIndices.push((index & 0x0000FF00) >> 8);
  41906. floatIndices.push((index & 0x00FF0000) >> 16);
  41907. floatIndices.push(index >> 24);
  41908. }
  41909. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41910. }
  41911. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41912. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41913. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41914. }
  41915. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41916. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41917. mesh.setIndices(indicesData, null);
  41918. }
  41919. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41920. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41921. mesh.subMeshes = [];
  41922. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41923. var materialIndex = subMeshesData[(i * 5) + 0];
  41924. var verticesStart = subMeshesData[(i * 5) + 1];
  41925. var verticesCount = subMeshesData[(i * 5) + 2];
  41926. var indexStart = subMeshesData[(i * 5) + 3];
  41927. var indexCount = subMeshesData[(i * 5) + 4];
  41928. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41929. }
  41930. }
  41931. }
  41932. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41933. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41934. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41935. if (parsedGeometry.tangents) {
  41936. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41937. }
  41938. if (parsedGeometry.uvs) {
  41939. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41940. }
  41941. if (parsedGeometry.uvs2) {
  41942. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41943. }
  41944. if (parsedGeometry.uvs3) {
  41945. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41946. }
  41947. if (parsedGeometry.uvs4) {
  41948. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41949. }
  41950. if (parsedGeometry.uvs5) {
  41951. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41952. }
  41953. if (parsedGeometry.uvs6) {
  41954. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41955. }
  41956. if (parsedGeometry.colors) {
  41957. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41958. }
  41959. if (parsedGeometry.matricesIndices) {
  41960. if (!parsedGeometry.matricesIndices._isExpanded) {
  41961. var floatIndices = [];
  41962. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41963. var matricesIndex = parsedGeometry.matricesIndices[i];
  41964. floatIndices.push(matricesIndex & 0x000000FF);
  41965. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41966. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41967. floatIndices.push(matricesIndex >> 24);
  41968. }
  41969. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41970. }
  41971. else {
  41972. delete parsedGeometry.matricesIndices._isExpanded;
  41973. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41974. }
  41975. }
  41976. if (parsedGeometry.matricesIndicesExtra) {
  41977. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41978. var floatIndices = [];
  41979. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41980. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41981. floatIndices.push(matricesIndex & 0x000000FF);
  41982. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41983. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41984. floatIndices.push(matricesIndex >> 24);
  41985. }
  41986. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41987. }
  41988. else {
  41989. delete parsedGeometry.matricesIndices._isExpanded;
  41990. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41991. }
  41992. }
  41993. if (parsedGeometry.matricesWeights) {
  41994. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41995. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41996. }
  41997. if (parsedGeometry.matricesWeightsExtra) {
  41998. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41999. }
  42000. mesh.setIndices(parsedGeometry.indices, null);
  42001. }
  42002. // SubMeshes
  42003. if (parsedGeometry.subMeshes) {
  42004. mesh.subMeshes = [];
  42005. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  42006. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  42007. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  42008. }
  42009. }
  42010. // Flat shading
  42011. if (mesh._shouldGenerateFlatShading) {
  42012. mesh.convertToFlatShadedMesh();
  42013. delete mesh._shouldGenerateFlatShading;
  42014. }
  42015. // Update
  42016. mesh.computeWorldMatrix(true);
  42017. scene.onMeshImportedObservable.notifyObservers(mesh);
  42018. };
  42019. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  42020. var epsilon = 1e-3;
  42021. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  42022. return;
  42023. }
  42024. var noInfluenceBoneIndex = 0.0;
  42025. if (parsedGeometry.skeletonId > -1) {
  42026. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  42027. if (!skeleton) {
  42028. return;
  42029. }
  42030. noInfluenceBoneIndex = skeleton.bones.length;
  42031. }
  42032. else {
  42033. return;
  42034. }
  42035. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  42036. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42037. var matricesWeights = parsedGeometry.matricesWeights;
  42038. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  42039. var influencers = parsedGeometry.numBoneInfluencer;
  42040. var size = matricesWeights.length;
  42041. for (var i = 0; i < size; i += 4) {
  42042. var weight = 0.0;
  42043. var firstZeroWeight = -1;
  42044. for (var j = 0; j < 4; j++) {
  42045. var w = matricesWeights[i + j];
  42046. weight += w;
  42047. if (w < epsilon && firstZeroWeight < 0) {
  42048. firstZeroWeight = j;
  42049. }
  42050. }
  42051. if (matricesWeightsExtra) {
  42052. for (var j = 0; j < 4; j++) {
  42053. var w = matricesWeightsExtra[i + j];
  42054. weight += w;
  42055. if (w < epsilon && firstZeroWeight < 0) {
  42056. firstZeroWeight = j + 4;
  42057. }
  42058. }
  42059. }
  42060. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  42061. firstZeroWeight = influencers - 1;
  42062. }
  42063. if (weight > epsilon) {
  42064. var mweight = 1.0 / weight;
  42065. for (var j = 0; j < 4; j++) {
  42066. matricesWeights[i + j] *= mweight;
  42067. }
  42068. if (matricesWeightsExtra) {
  42069. for (var j = 0; j < 4; j++) {
  42070. matricesWeightsExtra[i + j] *= mweight;
  42071. }
  42072. }
  42073. }
  42074. else {
  42075. if (firstZeroWeight >= 4) {
  42076. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  42077. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  42078. }
  42079. else {
  42080. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  42081. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42082. }
  42083. }
  42084. }
  42085. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42086. if (parsedGeometry.matricesWeightsExtra) {
  42087. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42088. }
  42089. };
  42090. /**
  42091. * Create a new geometry from persisted data (Using .babylon file format)
  42092. * @param parsedVertexData defines the persisted data
  42093. * @param scene defines the hosting scene
  42094. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42095. * @returns the new geometry object
  42096. */
  42097. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42098. if (scene.getGeometryByID(parsedVertexData.id)) {
  42099. return null; // null since geometry could be something else than a box...
  42100. }
  42101. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42102. if (BABYLON.Tags) {
  42103. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42104. }
  42105. if (parsedVertexData.delayLoadingFile) {
  42106. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42107. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42108. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42109. geometry._delayInfo = [];
  42110. if (parsedVertexData.hasUVs) {
  42111. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42112. }
  42113. if (parsedVertexData.hasUVs2) {
  42114. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42115. }
  42116. if (parsedVertexData.hasUVs3) {
  42117. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42118. }
  42119. if (parsedVertexData.hasUVs4) {
  42120. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42121. }
  42122. if (parsedVertexData.hasUVs5) {
  42123. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42124. }
  42125. if (parsedVertexData.hasUVs6) {
  42126. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42127. }
  42128. if (parsedVertexData.hasColors) {
  42129. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42130. }
  42131. if (parsedVertexData.hasMatricesIndices) {
  42132. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42133. }
  42134. if (parsedVertexData.hasMatricesWeights) {
  42135. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42136. }
  42137. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42138. }
  42139. else {
  42140. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42141. }
  42142. scene.pushGeometry(geometry, true);
  42143. return geometry;
  42144. };
  42145. return Geometry;
  42146. }());
  42147. BABYLON.Geometry = Geometry;
  42148. // Primitives
  42149. /// Abstract class
  42150. /**
  42151. * Abstract class used to provide common services for all typed geometries
  42152. * @hidden
  42153. */
  42154. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42155. __extends(_PrimitiveGeometry, _super);
  42156. /**
  42157. * Creates a new typed geometry
  42158. * @param id defines the unique ID of the geometry
  42159. * @param scene defines the hosting scene
  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. */
  42163. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42164. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42165. if (mesh === void 0) { mesh = null; }
  42166. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42167. _this._canBeRegenerated = _canBeRegenerated;
  42168. _this._beingRegenerated = true;
  42169. _this.regenerate();
  42170. _this._beingRegenerated = false;
  42171. return _this;
  42172. }
  42173. /**
  42174. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42175. * @returns true if the geometry can be regenerated
  42176. */
  42177. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42178. return this._canBeRegenerated;
  42179. };
  42180. /**
  42181. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42182. */
  42183. _PrimitiveGeometry.prototype.regenerate = function () {
  42184. if (!this._canBeRegenerated) {
  42185. return;
  42186. }
  42187. this._beingRegenerated = true;
  42188. this.setAllVerticesData(this._regenerateVertexData(), false);
  42189. this._beingRegenerated = false;
  42190. };
  42191. /**
  42192. * Clone the geometry
  42193. * @param id defines the unique ID of the new geometry
  42194. * @returns the new geometry
  42195. */
  42196. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42197. return _super.prototype.copy.call(this, id);
  42198. };
  42199. // overrides
  42200. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42201. if (!this._beingRegenerated) {
  42202. return;
  42203. }
  42204. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42205. };
  42206. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42207. if (!this._beingRegenerated) {
  42208. return;
  42209. }
  42210. _super.prototype.setVerticesData.call(this, kind, data, false);
  42211. };
  42212. // to override
  42213. /** @hidden */
  42214. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42215. throw new Error("Abstract method");
  42216. };
  42217. _PrimitiveGeometry.prototype.copy = function (id) {
  42218. throw new Error("Must be overriden in sub-classes.");
  42219. };
  42220. _PrimitiveGeometry.prototype.serialize = function () {
  42221. var serializationObject = _super.prototype.serialize.call(this);
  42222. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42223. return serializationObject;
  42224. };
  42225. return _PrimitiveGeometry;
  42226. }(Geometry));
  42227. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42228. /**
  42229. * Creates a ribbon geometry
  42230. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42231. */
  42232. var RibbonGeometry = /** @class */ (function (_super) {
  42233. __extends(RibbonGeometry, _super);
  42234. /**
  42235. * Creates a ribbon geometry
  42236. * @param id defines the unique ID of the geometry
  42237. * @param scene defines the hosting scene
  42238. * @param pathArray defines the array of paths to use
  42239. * @param closeArray defines if the last path and the first path must be joined
  42240. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42241. * @param offset defines the offset between points
  42242. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42243. * @param mesh defines the hosting mesh (can be null)
  42244. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42245. */
  42246. function RibbonGeometry(id, scene,
  42247. /**
  42248. * Defines the array of paths to use
  42249. */
  42250. pathArray,
  42251. /**
  42252. * Defines if the last and first points of each path in your pathArray must be joined
  42253. */
  42254. closeArray,
  42255. /**
  42256. * Defines if the last and first points of each path in your pathArray must be joined
  42257. */
  42258. closePath,
  42259. /**
  42260. * Defines the offset between points
  42261. */
  42262. offset, canBeRegenerated, mesh,
  42263. /**
  42264. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42265. */
  42266. side) {
  42267. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42268. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42269. _this.pathArray = pathArray;
  42270. _this.closeArray = closeArray;
  42271. _this.closePath = closePath;
  42272. _this.offset = offset;
  42273. _this.side = side;
  42274. return _this;
  42275. }
  42276. /** @hidden */
  42277. RibbonGeometry.prototype._regenerateVertexData = function () {
  42278. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42279. };
  42280. RibbonGeometry.prototype.copy = function (id) {
  42281. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42282. };
  42283. return RibbonGeometry;
  42284. }(_PrimitiveGeometry));
  42285. BABYLON.RibbonGeometry = RibbonGeometry;
  42286. /**
  42287. * Creates a box geometry
  42288. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42289. */
  42290. var BoxGeometry = /** @class */ (function (_super) {
  42291. __extends(BoxGeometry, _super);
  42292. /**
  42293. * Creates a box geometry
  42294. * @param id defines the unique ID of the geometry
  42295. * @param scene defines the hosting scene
  42296. * @param size defines the zise of the box (width, height and depth are the same)
  42297. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42298. * @param mesh defines the hosting mesh (can be null)
  42299. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42300. */
  42301. function BoxGeometry(id, scene,
  42302. /**
  42303. * Defines the zise of the box (width, height and depth are the same)
  42304. */
  42305. size, canBeRegenerated, mesh,
  42306. /**
  42307. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42308. */
  42309. side) {
  42310. if (mesh === void 0) { mesh = null; }
  42311. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42312. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42313. _this.size = size;
  42314. _this.side = side;
  42315. return _this;
  42316. }
  42317. /** @hidden */
  42318. BoxGeometry.prototype._regenerateVertexData = function () {
  42319. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42320. };
  42321. BoxGeometry.prototype.copy = function (id) {
  42322. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42323. };
  42324. BoxGeometry.prototype.serialize = function () {
  42325. var serializationObject = _super.prototype.serialize.call(this);
  42326. serializationObject.size = this.size;
  42327. return serializationObject;
  42328. };
  42329. BoxGeometry.Parse = function (parsedBox, scene) {
  42330. if (scene.getGeometryByID(parsedBox.id)) {
  42331. return null; // null since geometry could be something else than a box...
  42332. }
  42333. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42334. if (BABYLON.Tags) {
  42335. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42336. }
  42337. scene.pushGeometry(box, true);
  42338. return box;
  42339. };
  42340. return BoxGeometry;
  42341. }(_PrimitiveGeometry));
  42342. BABYLON.BoxGeometry = BoxGeometry;
  42343. /**
  42344. * Creates a sphere geometry
  42345. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42346. */
  42347. var SphereGeometry = /** @class */ (function (_super) {
  42348. __extends(SphereGeometry, _super);
  42349. /**
  42350. * Create a new sphere geometry
  42351. * @param id defines the unique ID of the geometry
  42352. * @param scene defines the hosting scene
  42353. * @param segments defines the number of segments to use to create the sphere
  42354. * @param diameter defines the diameter of the sphere
  42355. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42356. * @param mesh defines the hosting mesh (can be null)
  42357. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42358. */
  42359. function SphereGeometry(id, scene,
  42360. /**
  42361. * Defines the number of segments to use to create the sphere
  42362. */
  42363. segments,
  42364. /**
  42365. * Defines the diameter of the sphere
  42366. */
  42367. diameter, canBeRegenerated, mesh,
  42368. /**
  42369. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42370. */
  42371. side) {
  42372. if (mesh === void 0) { mesh = null; }
  42373. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42374. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42375. _this.segments = segments;
  42376. _this.diameter = diameter;
  42377. _this.side = side;
  42378. return _this;
  42379. }
  42380. /** @hidden */
  42381. SphereGeometry.prototype._regenerateVertexData = function () {
  42382. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42383. };
  42384. SphereGeometry.prototype.copy = function (id) {
  42385. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42386. };
  42387. SphereGeometry.prototype.serialize = function () {
  42388. var serializationObject = _super.prototype.serialize.call(this);
  42389. serializationObject.segments = this.segments;
  42390. serializationObject.diameter = this.diameter;
  42391. return serializationObject;
  42392. };
  42393. SphereGeometry.Parse = function (parsedSphere, scene) {
  42394. if (scene.getGeometryByID(parsedSphere.id)) {
  42395. return null; // null since geometry could be something else than a sphere...
  42396. }
  42397. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42398. if (BABYLON.Tags) {
  42399. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42400. }
  42401. scene.pushGeometry(sphere, true);
  42402. return sphere;
  42403. };
  42404. return SphereGeometry;
  42405. }(_PrimitiveGeometry));
  42406. BABYLON.SphereGeometry = SphereGeometry;
  42407. /**
  42408. * Creates a disc geometry
  42409. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42410. */
  42411. var DiscGeometry = /** @class */ (function (_super) {
  42412. __extends(DiscGeometry, _super);
  42413. /**
  42414. * Creates a new disc geometry
  42415. * @param id defines the unique ID of the geometry
  42416. * @param scene defines the hosting scene
  42417. * @param radius defines the radius of the disc
  42418. * @param tessellation defines the tesselation factor to apply to the disc
  42419. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42420. * @param mesh defines the hosting mesh (can be null)
  42421. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42422. */
  42423. function DiscGeometry(id, scene,
  42424. /**
  42425. * Defines the radius of the disc
  42426. */
  42427. radius,
  42428. /**
  42429. * Defines the tesselation factor to apply to the disc
  42430. */
  42431. tessellation, canBeRegenerated, mesh,
  42432. /**
  42433. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42434. */
  42435. side) {
  42436. if (mesh === void 0) { mesh = null; }
  42437. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42438. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42439. _this.radius = radius;
  42440. _this.tessellation = tessellation;
  42441. _this.side = side;
  42442. return _this;
  42443. }
  42444. /** @hidden */
  42445. DiscGeometry.prototype._regenerateVertexData = function () {
  42446. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42447. };
  42448. DiscGeometry.prototype.copy = function (id) {
  42449. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42450. };
  42451. return DiscGeometry;
  42452. }(_PrimitiveGeometry));
  42453. BABYLON.DiscGeometry = DiscGeometry;
  42454. /**
  42455. * Creates a new cylinder geometry
  42456. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42457. */
  42458. var CylinderGeometry = /** @class */ (function (_super) {
  42459. __extends(CylinderGeometry, _super);
  42460. /**
  42461. * Creates a new cylinder geometry
  42462. * @param id defines the unique ID of the geometry
  42463. * @param scene defines the hosting scene
  42464. * @param height defines the height of the cylinder
  42465. * @param diameterTop defines the diameter of the cylinder's top cap
  42466. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42467. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42468. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42469. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42470. * @param mesh defines the hosting mesh (can be null)
  42471. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42472. */
  42473. function CylinderGeometry(id, scene,
  42474. /**
  42475. * Defines the height of the cylinder
  42476. */
  42477. height,
  42478. /**
  42479. * Defines the diameter of the cylinder's top cap
  42480. */
  42481. diameterTop,
  42482. /**
  42483. * Defines the diameter of the cylinder's bottom cap
  42484. */
  42485. diameterBottom,
  42486. /**
  42487. * Defines the tessellation factor to apply to the cylinder
  42488. */
  42489. tessellation,
  42490. /**
  42491. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42492. */
  42493. subdivisions, canBeRegenerated, mesh,
  42494. /**
  42495. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42496. */
  42497. side) {
  42498. if (subdivisions === void 0) { subdivisions = 1; }
  42499. if (mesh === void 0) { mesh = null; }
  42500. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42501. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42502. _this.height = height;
  42503. _this.diameterTop = diameterTop;
  42504. _this.diameterBottom = diameterBottom;
  42505. _this.tessellation = tessellation;
  42506. _this.subdivisions = subdivisions;
  42507. _this.side = side;
  42508. return _this;
  42509. }
  42510. /** @hidden */
  42511. CylinderGeometry.prototype._regenerateVertexData = function () {
  42512. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42513. };
  42514. CylinderGeometry.prototype.copy = function (id) {
  42515. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42516. };
  42517. CylinderGeometry.prototype.serialize = function () {
  42518. var serializationObject = _super.prototype.serialize.call(this);
  42519. serializationObject.height = this.height;
  42520. serializationObject.diameterTop = this.diameterTop;
  42521. serializationObject.diameterBottom = this.diameterBottom;
  42522. serializationObject.tessellation = this.tessellation;
  42523. return serializationObject;
  42524. };
  42525. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42526. if (scene.getGeometryByID(parsedCylinder.id)) {
  42527. return null; // null since geometry could be something else than a cylinder...
  42528. }
  42529. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42530. if (BABYLON.Tags) {
  42531. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42532. }
  42533. scene.pushGeometry(cylinder, true);
  42534. return cylinder;
  42535. };
  42536. return CylinderGeometry;
  42537. }(_PrimitiveGeometry));
  42538. BABYLON.CylinderGeometry = CylinderGeometry;
  42539. /**
  42540. * Creates a new torus geometry
  42541. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42542. */
  42543. var TorusGeometry = /** @class */ (function (_super) {
  42544. __extends(TorusGeometry, _super);
  42545. /**
  42546. * Creates a new torus geometry
  42547. * @param id defines the unique ID of the geometry
  42548. * @param scene defines the hosting scene
  42549. * @param diameter defines the diameter of the torus
  42550. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42551. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42552. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42553. * @param mesh defines the hosting mesh (can be null)
  42554. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42555. */
  42556. function TorusGeometry(id, scene,
  42557. /**
  42558. * Defines the diameter of the torus
  42559. */
  42560. diameter,
  42561. /**
  42562. * Defines the thickness of the torus (ie. internal diameter)
  42563. */
  42564. thickness,
  42565. /**
  42566. * Defines the tesselation factor to apply to the torus
  42567. */
  42568. tessellation, canBeRegenerated, mesh,
  42569. /**
  42570. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42571. */
  42572. side) {
  42573. if (mesh === void 0) { mesh = null; }
  42574. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42575. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42576. _this.diameter = diameter;
  42577. _this.thickness = thickness;
  42578. _this.tessellation = tessellation;
  42579. _this.side = side;
  42580. return _this;
  42581. }
  42582. /** @hidden */
  42583. TorusGeometry.prototype._regenerateVertexData = function () {
  42584. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42585. };
  42586. TorusGeometry.prototype.copy = function (id) {
  42587. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42588. };
  42589. TorusGeometry.prototype.serialize = function () {
  42590. var serializationObject = _super.prototype.serialize.call(this);
  42591. serializationObject.diameter = this.diameter;
  42592. serializationObject.thickness = this.thickness;
  42593. serializationObject.tessellation = this.tessellation;
  42594. return serializationObject;
  42595. };
  42596. TorusGeometry.Parse = function (parsedTorus, scene) {
  42597. if (scene.getGeometryByID(parsedTorus.id)) {
  42598. return null; // null since geometry could be something else than a torus...
  42599. }
  42600. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42601. if (BABYLON.Tags) {
  42602. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42603. }
  42604. scene.pushGeometry(torus, true);
  42605. return torus;
  42606. };
  42607. return TorusGeometry;
  42608. }(_PrimitiveGeometry));
  42609. BABYLON.TorusGeometry = TorusGeometry;
  42610. /**
  42611. * Creates a new ground geometry
  42612. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42613. */
  42614. var GroundGeometry = /** @class */ (function (_super) {
  42615. __extends(GroundGeometry, _super);
  42616. /**
  42617. * Creates a new ground geometry
  42618. * @param id defines the unique ID of the geometry
  42619. * @param scene defines the hosting scene
  42620. * @param width defines the width of the ground
  42621. * @param height defines the height of the ground
  42622. * @param subdivisions defines the subdivisions to apply to the ground
  42623. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42624. * @param mesh defines the hosting mesh (can be null)
  42625. */
  42626. function GroundGeometry(id, scene,
  42627. /**
  42628. * Defines the width of the ground
  42629. */
  42630. width,
  42631. /**
  42632. * Defines the height of the ground
  42633. */
  42634. height,
  42635. /**
  42636. * Defines the subdivisions to apply to the ground
  42637. */
  42638. subdivisions, canBeRegenerated, mesh) {
  42639. if (mesh === void 0) { mesh = null; }
  42640. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42641. _this.width = width;
  42642. _this.height = height;
  42643. _this.subdivisions = subdivisions;
  42644. return _this;
  42645. }
  42646. /** @hidden */
  42647. GroundGeometry.prototype._regenerateVertexData = function () {
  42648. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42649. };
  42650. GroundGeometry.prototype.copy = function (id) {
  42651. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42652. };
  42653. GroundGeometry.prototype.serialize = function () {
  42654. var serializationObject = _super.prototype.serialize.call(this);
  42655. serializationObject.width = this.width;
  42656. serializationObject.height = this.height;
  42657. serializationObject.subdivisions = this.subdivisions;
  42658. return serializationObject;
  42659. };
  42660. GroundGeometry.Parse = function (parsedGround, scene) {
  42661. if (scene.getGeometryByID(parsedGround.id)) {
  42662. return null; // null since geometry could be something else than a ground...
  42663. }
  42664. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42665. if (BABYLON.Tags) {
  42666. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42667. }
  42668. scene.pushGeometry(ground, true);
  42669. return ground;
  42670. };
  42671. return GroundGeometry;
  42672. }(_PrimitiveGeometry));
  42673. BABYLON.GroundGeometry = GroundGeometry;
  42674. /**
  42675. * Creates a tiled ground geometry
  42676. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42677. */
  42678. var TiledGroundGeometry = /** @class */ (function (_super) {
  42679. __extends(TiledGroundGeometry, _super);
  42680. /**
  42681. * Creates a tiled ground geometry
  42682. * @param id defines the unique ID of the geometry
  42683. * @param scene defines the hosting scene
  42684. * @param xmin defines the minimum value on X axis
  42685. * @param zmin defines the minimum value on Z axis
  42686. * @param xmax defines the maximum value on X axis
  42687. * @param zmax defines the maximum value on Z axis
  42688. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42689. * @param precision defines the precision to use when computing the tiles
  42690. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42691. * @param mesh defines the hosting mesh (can be null)
  42692. */
  42693. function TiledGroundGeometry(id, scene,
  42694. /**
  42695. * Defines the minimum value on X axis
  42696. */
  42697. xmin,
  42698. /**
  42699. * Defines the minimum value on Z axis
  42700. */
  42701. zmin,
  42702. /**
  42703. * Defines the maximum value on X axis
  42704. */
  42705. xmax,
  42706. /**
  42707. * Defines the maximum value on Z axis
  42708. */
  42709. zmax,
  42710. /**
  42711. * Defines the subdivisions to apply to the ground
  42712. */
  42713. subdivisions,
  42714. /**
  42715. * Defines the precision to use when computing the tiles
  42716. */
  42717. precision, canBeRegenerated, mesh) {
  42718. if (mesh === void 0) { mesh = null; }
  42719. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42720. _this.xmin = xmin;
  42721. _this.zmin = zmin;
  42722. _this.xmax = xmax;
  42723. _this.zmax = zmax;
  42724. _this.subdivisions = subdivisions;
  42725. _this.precision = precision;
  42726. return _this;
  42727. }
  42728. /** @hidden */
  42729. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42730. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42731. };
  42732. TiledGroundGeometry.prototype.copy = function (id) {
  42733. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42734. };
  42735. return TiledGroundGeometry;
  42736. }(_PrimitiveGeometry));
  42737. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42738. /**
  42739. * Creates a plane geometry
  42740. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42741. */
  42742. var PlaneGeometry = /** @class */ (function (_super) {
  42743. __extends(PlaneGeometry, _super);
  42744. /**
  42745. * Creates a plane geometry
  42746. * @param id defines the unique ID of the geometry
  42747. * @param scene defines the hosting scene
  42748. * @param size defines the size of the plane (width === height)
  42749. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42750. * @param mesh defines the hosting mesh (can be null)
  42751. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42752. */
  42753. function PlaneGeometry(id, scene,
  42754. /**
  42755. * Defines the size of the plane (width === height)
  42756. */
  42757. size, 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.size = size;
  42766. _this.side = side;
  42767. return _this;
  42768. }
  42769. /** @hidden */
  42770. PlaneGeometry.prototype._regenerateVertexData = function () {
  42771. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42772. };
  42773. PlaneGeometry.prototype.copy = function (id) {
  42774. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42775. };
  42776. PlaneGeometry.prototype.serialize = function () {
  42777. var serializationObject = _super.prototype.serialize.call(this);
  42778. serializationObject.size = this.size;
  42779. return serializationObject;
  42780. };
  42781. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42782. if (scene.getGeometryByID(parsedPlane.id)) {
  42783. return null; // null since geometry could be something else than a ground...
  42784. }
  42785. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42786. if (BABYLON.Tags) {
  42787. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42788. }
  42789. scene.pushGeometry(plane, true);
  42790. return plane;
  42791. };
  42792. return PlaneGeometry;
  42793. }(_PrimitiveGeometry));
  42794. BABYLON.PlaneGeometry = PlaneGeometry;
  42795. /**
  42796. * Creates a torus knot geometry
  42797. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42798. */
  42799. var TorusKnotGeometry = /** @class */ (function (_super) {
  42800. __extends(TorusKnotGeometry, _super);
  42801. /**
  42802. * Creates a torus knot geometry
  42803. * @param id defines the unique ID of the geometry
  42804. * @param scene defines the hosting scene
  42805. * @param radius defines the radius of the torus knot
  42806. * @param tube defines the thickness of the torus knot tube
  42807. * @param radialSegments defines the number of radial segments
  42808. * @param tubularSegments defines the number of tubular segments
  42809. * @param p defines the first number of windings
  42810. * @param q defines the second number of windings
  42811. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42812. * @param mesh defines the hosting mesh (can be null)
  42813. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42814. */
  42815. function TorusKnotGeometry(id, scene,
  42816. /**
  42817. * Defines the radius of the torus knot
  42818. */
  42819. radius,
  42820. /**
  42821. * Defines the thickness of the torus knot tube
  42822. */
  42823. tube,
  42824. /**
  42825. * Defines the number of radial segments
  42826. */
  42827. radialSegments,
  42828. /**
  42829. * Defines the number of tubular segments
  42830. */
  42831. tubularSegments,
  42832. /**
  42833. * Defines the first number of windings
  42834. */
  42835. p,
  42836. /**
  42837. * Defines the second number of windings
  42838. */
  42839. q, canBeRegenerated, mesh,
  42840. /**
  42841. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42842. */
  42843. side) {
  42844. if (mesh === void 0) { mesh = null; }
  42845. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42846. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42847. _this.radius = radius;
  42848. _this.tube = tube;
  42849. _this.radialSegments = radialSegments;
  42850. _this.tubularSegments = tubularSegments;
  42851. _this.p = p;
  42852. _this.q = q;
  42853. _this.side = side;
  42854. return _this;
  42855. }
  42856. /** @hidden */
  42857. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42858. 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 });
  42859. };
  42860. TorusKnotGeometry.prototype.copy = function (id) {
  42861. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42862. };
  42863. TorusKnotGeometry.prototype.serialize = function () {
  42864. var serializationObject = _super.prototype.serialize.call(this);
  42865. serializationObject.radius = this.radius;
  42866. serializationObject.tube = this.tube;
  42867. serializationObject.radialSegments = this.radialSegments;
  42868. serializationObject.tubularSegments = this.tubularSegments;
  42869. serializationObject.p = this.p;
  42870. serializationObject.q = this.q;
  42871. return serializationObject;
  42872. };
  42873. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42874. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42875. return null; // null since geometry could be something else than a ground...
  42876. }
  42877. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42878. if (BABYLON.Tags) {
  42879. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42880. }
  42881. scene.pushGeometry(torusKnot, true);
  42882. return torusKnot;
  42883. };
  42884. return TorusKnotGeometry;
  42885. }(_PrimitiveGeometry));
  42886. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42887. //}
  42888. })(BABYLON || (BABYLON = {}));
  42889. //# sourceMappingURL=babylon.geometry.js.map
  42890. var BABYLON;
  42891. (function (BABYLON) {
  42892. /**
  42893. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42894. */
  42895. var PerformanceMonitor = /** @class */ (function () {
  42896. /**
  42897. * constructor
  42898. * @param frameSampleSize The number of samples required to saturate the sliding window
  42899. */
  42900. function PerformanceMonitor(frameSampleSize) {
  42901. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42902. this._enabled = true;
  42903. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42904. }
  42905. /**
  42906. * Samples current frame
  42907. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42908. */
  42909. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42910. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42911. if (!this._enabled) {
  42912. return;
  42913. }
  42914. if (this._lastFrameTimeMs != null) {
  42915. var dt = timeMs - this._lastFrameTimeMs;
  42916. this._rollingFrameTime.add(dt);
  42917. }
  42918. this._lastFrameTimeMs = timeMs;
  42919. };
  42920. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42921. /**
  42922. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42923. */
  42924. get: function () {
  42925. return this._rollingFrameTime.average;
  42926. },
  42927. enumerable: true,
  42928. configurable: true
  42929. });
  42930. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42931. /**
  42932. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42933. */
  42934. get: function () {
  42935. return this._rollingFrameTime.variance;
  42936. },
  42937. enumerable: true,
  42938. configurable: true
  42939. });
  42940. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42941. /**
  42942. * Returns the frame time of the most recent frame
  42943. */
  42944. get: function () {
  42945. return this._rollingFrameTime.history(0);
  42946. },
  42947. enumerable: true,
  42948. configurable: true
  42949. });
  42950. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42951. /**
  42952. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42953. */
  42954. get: function () {
  42955. return 1000.0 / this._rollingFrameTime.average;
  42956. },
  42957. enumerable: true,
  42958. configurable: true
  42959. });
  42960. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42961. /**
  42962. * Returns the average framerate in frames per second using the most recent frame time
  42963. */
  42964. get: function () {
  42965. var history = this._rollingFrameTime.history(0);
  42966. if (history === 0) {
  42967. return 0;
  42968. }
  42969. return 1000.0 / history;
  42970. },
  42971. enumerable: true,
  42972. configurable: true
  42973. });
  42974. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42975. /**
  42976. * Returns true if enough samples have been taken to completely fill the sliding window
  42977. */
  42978. get: function () {
  42979. return this._rollingFrameTime.isSaturated();
  42980. },
  42981. enumerable: true,
  42982. configurable: true
  42983. });
  42984. /**
  42985. * Enables contributions to the sliding window sample set
  42986. */
  42987. PerformanceMonitor.prototype.enable = function () {
  42988. this._enabled = true;
  42989. };
  42990. /**
  42991. * Disables contributions to the sliding window sample set
  42992. * Samples will not be interpolated over the disabled period
  42993. */
  42994. PerformanceMonitor.prototype.disable = function () {
  42995. this._enabled = false;
  42996. //clear last sample to avoid interpolating over the disabled period when next enabled
  42997. this._lastFrameTimeMs = null;
  42998. };
  42999. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  43000. /**
  43001. * Returns true if sampling is enabled
  43002. */
  43003. get: function () {
  43004. return this._enabled;
  43005. },
  43006. enumerable: true,
  43007. configurable: true
  43008. });
  43009. /**
  43010. * Resets performance monitor
  43011. */
  43012. PerformanceMonitor.prototype.reset = function () {
  43013. //clear last sample to avoid interpolating over the disabled period when next enabled
  43014. this._lastFrameTimeMs = null;
  43015. //wipe record
  43016. this._rollingFrameTime.reset();
  43017. };
  43018. return PerformanceMonitor;
  43019. }());
  43020. BABYLON.PerformanceMonitor = PerformanceMonitor;
  43021. /**
  43022. * RollingAverage
  43023. *
  43024. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  43025. */
  43026. var RollingAverage = /** @class */ (function () {
  43027. /**
  43028. * constructor
  43029. * @param length The number of samples required to saturate the sliding window
  43030. */
  43031. function RollingAverage(length) {
  43032. this._samples = new Array(length);
  43033. this.reset();
  43034. }
  43035. /**
  43036. * Adds a sample to the sample set
  43037. * @param v The sample value
  43038. */
  43039. RollingAverage.prototype.add = function (v) {
  43040. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  43041. var delta;
  43042. //we need to check if we've already wrapped round
  43043. if (this.isSaturated()) {
  43044. //remove bottom of stack from mean
  43045. var bottomValue = this._samples[this._pos];
  43046. delta = bottomValue - this.average;
  43047. this.average -= delta / (this._sampleCount - 1);
  43048. this._m2 -= delta * (bottomValue - this.average);
  43049. }
  43050. else {
  43051. this._sampleCount++;
  43052. }
  43053. //add new value to mean
  43054. delta = v - this.average;
  43055. this.average += delta / (this._sampleCount);
  43056. this._m2 += delta * (v - this.average);
  43057. //set the new variance
  43058. this.variance = this._m2 / (this._sampleCount - 1);
  43059. this._samples[this._pos] = v;
  43060. this._pos++;
  43061. this._pos %= this._samples.length; //positive wrap around
  43062. };
  43063. /**
  43064. * Returns previously added values or null if outside of history or outside the sliding window domain
  43065. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  43066. * @return Value previously recorded with add() or null if outside of range
  43067. */
  43068. RollingAverage.prototype.history = function (i) {
  43069. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  43070. return 0;
  43071. }
  43072. var i0 = this._wrapPosition(this._pos - 1.0);
  43073. return this._samples[this._wrapPosition(i0 - i)];
  43074. };
  43075. /**
  43076. * Returns true if enough samples have been taken to completely fill the sliding window
  43077. * @return true if sample-set saturated
  43078. */
  43079. RollingAverage.prototype.isSaturated = function () {
  43080. return this._sampleCount >= this._samples.length;
  43081. };
  43082. /**
  43083. * Resets the rolling average (equivalent to 0 samples taken so far)
  43084. */
  43085. RollingAverage.prototype.reset = function () {
  43086. this.average = 0;
  43087. this.variance = 0;
  43088. this._sampleCount = 0;
  43089. this._pos = 0;
  43090. this._m2 = 0;
  43091. };
  43092. /**
  43093. * Wraps a value around the sample range boundaries
  43094. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43095. * @return Wrapped position in sample range
  43096. */
  43097. RollingAverage.prototype._wrapPosition = function (i) {
  43098. var max = this._samples.length;
  43099. return ((i % max) + max) % max;
  43100. };
  43101. return RollingAverage;
  43102. }());
  43103. BABYLON.RollingAverage = RollingAverage;
  43104. })(BABYLON || (BABYLON = {}));
  43105. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43106. var BABYLON;
  43107. (function (BABYLON) {
  43108. /**
  43109. * "Static Class" containing the most commonly used helper while dealing with material for
  43110. * rendering purpose.
  43111. *
  43112. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43113. *
  43114. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43115. */
  43116. var MaterialHelper = /** @class */ (function () {
  43117. function MaterialHelper() {
  43118. }
  43119. /**
  43120. * Bind the current view position to an effect.
  43121. * @param effect The effect to be bound
  43122. * @param scene The scene the eyes position is used from
  43123. */
  43124. MaterialHelper.BindEyePosition = function (effect, scene) {
  43125. if (scene._forcedViewPosition) {
  43126. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43127. return;
  43128. }
  43129. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43130. };
  43131. /**
  43132. * Helps preparing the defines values about the UVs in used in the effect.
  43133. * UVs are shared as much as we can accross channels in the shaders.
  43134. * @param texture The texture we are preparing the UVs for
  43135. * @param defines The defines to update
  43136. * @param key The channel key "diffuse", "specular"... used in the shader
  43137. */
  43138. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43139. defines._needUVs = true;
  43140. defines[key] = true;
  43141. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43142. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43143. if (texture.coordinatesIndex === 0) {
  43144. defines["MAINUV1"] = true;
  43145. }
  43146. else {
  43147. defines["MAINUV2"] = true;
  43148. }
  43149. }
  43150. else {
  43151. defines[key + "DIRECTUV"] = 0;
  43152. }
  43153. };
  43154. /**
  43155. * Binds a texture matrix value to its corrsponding uniform
  43156. * @param texture The texture to bind the matrix for
  43157. * @param uniformBuffer The uniform buffer receivin the data
  43158. * @param key The channel key "diffuse", "specular"... used in the shader
  43159. */
  43160. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43161. var matrix = texture.getTextureMatrix();
  43162. if (!matrix.isIdentityAs3x2()) {
  43163. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43164. }
  43165. };
  43166. /**
  43167. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43168. * @param mesh defines the current mesh
  43169. * @param scene defines the current scene
  43170. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43171. * @param pointsCloud defines if point cloud rendering has to be turned on
  43172. * @param fogEnabled defines if fog has to be turned on
  43173. * @param alphaTest defines if alpha testing has to be turned on
  43174. * @param defines defines the current list of defines
  43175. */
  43176. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43177. if (defines._areMiscDirty) {
  43178. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43179. defines["POINTSIZE"] = pointsCloud;
  43180. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43181. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43182. defines["ALPHATEST"] = alphaTest;
  43183. }
  43184. };
  43185. /**
  43186. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43187. * @param scene defines the current scene
  43188. * @param engine defines the current engine
  43189. * @param defines specifies the list of active defines
  43190. * @param useInstances defines if instances have to be turned on
  43191. * @param useClipPlane defines if clip plane have to be turned on
  43192. */
  43193. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43194. if (useClipPlane === void 0) { useClipPlane = null; }
  43195. var changed = false;
  43196. var useClipPlane1 = false;
  43197. var useClipPlane2 = false;
  43198. var useClipPlane3 = false;
  43199. var useClipPlane4 = false;
  43200. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43201. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43202. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43203. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43204. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43205. defines["CLIPPLANE"] = useClipPlane1;
  43206. changed = true;
  43207. }
  43208. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43209. defines["CLIPPLANE2"] = useClipPlane2;
  43210. changed = true;
  43211. }
  43212. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43213. defines["CLIPPLANE3"] = useClipPlane3;
  43214. changed = true;
  43215. }
  43216. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43217. defines["CLIPPLANE4"] = useClipPlane4;
  43218. changed = true;
  43219. }
  43220. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43221. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43222. changed = true;
  43223. }
  43224. if (defines["INSTANCES"] !== useInstances) {
  43225. defines["INSTANCES"] = useInstances;
  43226. changed = true;
  43227. }
  43228. if (changed) {
  43229. defines.markAsUnprocessed();
  43230. }
  43231. };
  43232. /**
  43233. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43234. * @param mesh The mesh containing the geometry data we will draw
  43235. * @param defines The defines to update
  43236. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43237. * @param useBones Precise whether bones should be used or not (override mesh info)
  43238. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43239. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43240. * @returns false if defines are considered not dirty and have not been checked
  43241. */
  43242. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43243. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43244. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43245. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43246. return false;
  43247. }
  43248. defines._normals = defines._needNormals;
  43249. defines._uvs = defines._needUVs;
  43250. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43251. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43252. defines["TANGENT"] = true;
  43253. }
  43254. if (defines._needUVs) {
  43255. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43256. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43257. }
  43258. else {
  43259. defines["UV1"] = false;
  43260. defines["UV2"] = false;
  43261. }
  43262. if (useVertexColor) {
  43263. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43264. defines["VERTEXCOLOR"] = hasVertexColors;
  43265. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43266. }
  43267. if (useBones) {
  43268. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43269. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43270. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43271. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43272. defines["BONETEXTURE"] = true;
  43273. }
  43274. else {
  43275. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43276. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43277. }
  43278. }
  43279. else {
  43280. defines["NUM_BONE_INFLUENCERS"] = 0;
  43281. defines["BonesPerMesh"] = 0;
  43282. }
  43283. }
  43284. if (useMorphTargets) {
  43285. var manager = mesh.morphTargetManager;
  43286. if (manager) {
  43287. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43288. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43289. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43290. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43291. }
  43292. else {
  43293. defines["MORPHTARGETS_TANGENT"] = false;
  43294. defines["MORPHTARGETS_NORMAL"] = false;
  43295. defines["MORPHTARGETS"] = false;
  43296. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43297. }
  43298. }
  43299. return true;
  43300. };
  43301. /**
  43302. * Prepares the defines related to the light information passed in parameter
  43303. * @param scene The scene we are intending to draw
  43304. * @param mesh The mesh the effect is compiling for
  43305. * @param defines The defines to update
  43306. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43307. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43308. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43309. * @returns true if normals will be required for the rest of the effect
  43310. */
  43311. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43312. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43313. if (disableLighting === void 0) { disableLighting = false; }
  43314. if (!defines._areLightsDirty) {
  43315. return defines._needNormals;
  43316. }
  43317. var lightIndex = 0;
  43318. var needNormals = false;
  43319. var needRebuild = false;
  43320. var lightmapMode = false;
  43321. var shadowEnabled = false;
  43322. var specularEnabled = false;
  43323. if (scene.lightsEnabled && !disableLighting) {
  43324. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43325. var light = _a[_i];
  43326. needNormals = true;
  43327. if (defines["LIGHT" + lightIndex] === undefined) {
  43328. needRebuild = true;
  43329. }
  43330. defines["LIGHT" + lightIndex] = true;
  43331. defines["SPOTLIGHT" + lightIndex] = false;
  43332. defines["HEMILIGHT" + lightIndex] = false;
  43333. defines["POINTLIGHT" + lightIndex] = false;
  43334. defines["DIRLIGHT" + lightIndex] = false;
  43335. light.prepareLightSpecificDefines(defines, lightIndex);
  43336. // FallOff.
  43337. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43338. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43339. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43340. switch (light.falloffType) {
  43341. case BABYLON.Light.FALLOFF_GLTF:
  43342. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43343. break;
  43344. case BABYLON.Light.FALLOFF_PHYSICAL:
  43345. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43346. break;
  43347. case BABYLON.Light.FALLOFF_STANDARD:
  43348. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43349. break;
  43350. }
  43351. // Specular
  43352. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43353. specularEnabled = true;
  43354. }
  43355. // Shadows
  43356. defines["SHADOW" + lightIndex] = false;
  43357. defines["SHADOWPCF" + lightIndex] = false;
  43358. defines["SHADOWPCSS" + lightIndex] = false;
  43359. defines["SHADOWPOISSON" + lightIndex] = false;
  43360. defines["SHADOWESM" + lightIndex] = false;
  43361. defines["SHADOWCUBE" + lightIndex] = false;
  43362. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43363. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43364. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43365. var shadowGenerator = light.getShadowGenerator();
  43366. if (shadowGenerator) {
  43367. var shadowMap = shadowGenerator.getShadowMap();
  43368. if (shadowMap) {
  43369. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43370. shadowEnabled = true;
  43371. shadowGenerator.prepareDefines(defines, lightIndex);
  43372. }
  43373. }
  43374. }
  43375. }
  43376. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43377. lightmapMode = true;
  43378. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43379. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43380. }
  43381. else {
  43382. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43383. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43384. }
  43385. lightIndex++;
  43386. if (lightIndex === maxSimultaneousLights) {
  43387. break;
  43388. }
  43389. }
  43390. }
  43391. defines["SPECULARTERM"] = specularEnabled;
  43392. defines["SHADOWS"] = shadowEnabled;
  43393. // Resetting all other lights if any
  43394. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43395. if (defines["LIGHT" + index] !== undefined) {
  43396. defines["LIGHT" + index] = false;
  43397. defines["HEMILIGHT" + lightIndex] = false;
  43398. defines["POINTLIGHT" + lightIndex] = false;
  43399. defines["DIRLIGHT" + lightIndex] = false;
  43400. defines["SPOTLIGHT" + lightIndex] = false;
  43401. defines["SHADOW" + lightIndex] = false;
  43402. }
  43403. }
  43404. var caps = scene.getEngine().getCaps();
  43405. if (defines["SHADOWFLOAT"] === undefined) {
  43406. needRebuild = true;
  43407. }
  43408. defines["SHADOWFLOAT"] = shadowEnabled &&
  43409. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43410. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43411. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43412. if (needRebuild) {
  43413. defines.rebuild();
  43414. }
  43415. return needNormals;
  43416. };
  43417. /**
  43418. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43419. * that won t be acctive due to defines being turned off.
  43420. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43421. * @param samplersList The samplers list
  43422. * @param defines The defines helping in the list generation
  43423. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43424. */
  43425. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43426. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43427. var uniformsList;
  43428. var uniformBuffersList = null;
  43429. if (uniformsListOrOptions.uniformsNames) {
  43430. var options = uniformsListOrOptions;
  43431. uniformsList = options.uniformsNames;
  43432. uniformBuffersList = options.uniformBuffersNames;
  43433. samplersList = options.samplers;
  43434. defines = options.defines;
  43435. maxSimultaneousLights = options.maxSimultaneousLights;
  43436. }
  43437. else {
  43438. uniformsList = uniformsListOrOptions;
  43439. if (!samplersList) {
  43440. samplersList = [];
  43441. }
  43442. }
  43443. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43444. if (!defines["LIGHT" + lightIndex]) {
  43445. break;
  43446. }
  43447. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43448. if (uniformBuffersList) {
  43449. uniformBuffersList.push("Light" + lightIndex);
  43450. }
  43451. samplersList.push("shadowSampler" + lightIndex);
  43452. samplersList.push("depthSampler" + lightIndex);
  43453. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43454. samplersList.push("projectionLightSampler" + lightIndex);
  43455. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43456. }
  43457. }
  43458. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43459. uniformsList.push("morphTargetInfluences");
  43460. }
  43461. };
  43462. /**
  43463. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43464. * @param defines The defines to update while falling back
  43465. * @param fallbacks The authorized effect fallbacks
  43466. * @param maxSimultaneousLights The maximum number of lights allowed
  43467. * @param rank the current rank of the Effect
  43468. * @returns The newly affected rank
  43469. */
  43470. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43471. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43472. if (rank === void 0) { rank = 0; }
  43473. var lightFallbackRank = 0;
  43474. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43475. if (!defines["LIGHT" + lightIndex]) {
  43476. break;
  43477. }
  43478. if (lightIndex > 0) {
  43479. lightFallbackRank = rank + lightIndex;
  43480. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43481. }
  43482. if (!defines["SHADOWS"]) {
  43483. if (defines["SHADOW" + lightIndex]) {
  43484. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43485. }
  43486. if (defines["SHADOWPCF" + lightIndex]) {
  43487. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43488. }
  43489. if (defines["SHADOWPCSS" + lightIndex]) {
  43490. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43491. }
  43492. if (defines["SHADOWPOISSON" + lightIndex]) {
  43493. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43494. }
  43495. if (defines["SHADOWESM" + lightIndex]) {
  43496. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43497. }
  43498. }
  43499. }
  43500. return lightFallbackRank++;
  43501. };
  43502. /**
  43503. * Prepares the list of attributes required for morph targets according to the effect defines.
  43504. * @param attribs The current list of supported attribs
  43505. * @param mesh The mesh to prepare the morph targets attributes for
  43506. * @param defines The current Defines of the effect
  43507. */
  43508. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43509. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43510. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43511. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43512. var manager = mesh.morphTargetManager;
  43513. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43514. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43515. for (var index = 0; index < influencers; index++) {
  43516. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43517. if (normal) {
  43518. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43519. }
  43520. if (tangent) {
  43521. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43522. }
  43523. if (attribs.length > maxAttributesCount) {
  43524. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43525. }
  43526. }
  43527. }
  43528. };
  43529. /**
  43530. * Prepares the list of attributes required for bones according to the effect defines.
  43531. * @param attribs The current list of supported attribs
  43532. * @param mesh The mesh to prepare the bones attributes for
  43533. * @param defines The current Defines of the effect
  43534. * @param fallbacks The current efffect fallback strategy
  43535. */
  43536. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43537. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43538. fallbacks.addCPUSkinningFallback(0, mesh);
  43539. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43540. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43541. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43542. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43543. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43544. }
  43545. }
  43546. };
  43547. /**
  43548. * Prepares the list of attributes required for instances according to the effect defines.
  43549. * @param attribs The current list of supported attribs
  43550. * @param defines The current Defines of the effect
  43551. */
  43552. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43553. if (defines["INSTANCES"]) {
  43554. attribs.push("world0");
  43555. attribs.push("world1");
  43556. attribs.push("world2");
  43557. attribs.push("world3");
  43558. }
  43559. };
  43560. /**
  43561. * Binds the light shadow information to the effect for the given mesh.
  43562. * @param light The light containing the generator
  43563. * @param scene The scene the lights belongs to
  43564. * @param mesh The mesh we are binding the information to render
  43565. * @param lightIndex The light index in the effect used to render the mesh
  43566. * @param effect The effect we are binding the data to
  43567. */
  43568. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43569. if (light.shadowEnabled && mesh.receiveShadows) {
  43570. var shadowGenerator = light.getShadowGenerator();
  43571. if (shadowGenerator) {
  43572. shadowGenerator.bindShadowLight(lightIndex, effect);
  43573. }
  43574. }
  43575. };
  43576. /**
  43577. * Binds the light information to the effect.
  43578. * @param light The light containing the generator
  43579. * @param effect The effect we are binding the data to
  43580. * @param lightIndex The light index in the effect used to render
  43581. */
  43582. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43583. light.transferToEffect(effect, lightIndex + "");
  43584. };
  43585. /**
  43586. * Binds the lights information from the scene to the effect for the given mesh.
  43587. * @param scene The scene the lights belongs to
  43588. * @param mesh The mesh we are binding the information to render
  43589. * @param effect The effect we are binding the data to
  43590. * @param defines The generated defines for the effect
  43591. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43592. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43593. */
  43594. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43595. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43596. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43597. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43598. for (var i = 0; i < len; i++) {
  43599. var light = mesh._lightSources[i];
  43600. var iAsString = i.toString();
  43601. var scaledIntensity = light.getScaledIntensity();
  43602. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43603. MaterialHelper.BindLightProperties(light, effect, i);
  43604. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43605. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43606. if (defines["SPECULARTERM"]) {
  43607. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43608. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43609. }
  43610. // Shadows
  43611. if (scene.shadowsEnabled) {
  43612. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43613. }
  43614. light._uniformBuffer.update();
  43615. }
  43616. };
  43617. /**
  43618. * Binds the fog information from the scene to the effect for the given mesh.
  43619. * @param scene The scene the lights belongs to
  43620. * @param mesh The mesh we are binding the information to render
  43621. * @param effect The effect we are binding the data to
  43622. * @param linearSpace Defines if the fog effect is applied in linear space
  43623. */
  43624. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43625. if (linearSpace === void 0) { linearSpace = false; }
  43626. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43627. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43628. // Convert fog color to linear space if used in a linear space computed shader.
  43629. if (linearSpace) {
  43630. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43631. effect.setColor3("vFogColor", this._tempFogColor);
  43632. }
  43633. else {
  43634. effect.setColor3("vFogColor", scene.fogColor);
  43635. }
  43636. }
  43637. };
  43638. /**
  43639. * Binds the bones information from the mesh to the effect.
  43640. * @param mesh The mesh we are binding the information to render
  43641. * @param effect The effect we are binding the data to
  43642. */
  43643. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43644. if (!effect || !mesh) {
  43645. return;
  43646. }
  43647. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43648. mesh.computeBonesUsingShaders = false;
  43649. }
  43650. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43651. var skeleton = mesh.skeleton;
  43652. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43653. var boneTexture = skeleton.getTransformMatrixTexture();
  43654. effect.setTexture("boneSampler", boneTexture);
  43655. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43656. }
  43657. else {
  43658. var matrices = skeleton.getTransformMatrices(mesh);
  43659. if (matrices) {
  43660. effect.setMatrices("mBones", matrices);
  43661. }
  43662. }
  43663. }
  43664. };
  43665. /**
  43666. * Binds the morph targets information from the mesh to the effect.
  43667. * @param abstractMesh The mesh we are binding the information to render
  43668. * @param effect The effect we are binding the data to
  43669. */
  43670. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43671. var manager = abstractMesh.morphTargetManager;
  43672. if (!abstractMesh || !manager) {
  43673. return;
  43674. }
  43675. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43676. };
  43677. /**
  43678. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43679. * @param defines The generated defines used in the effect
  43680. * @param effect The effect we are binding the data to
  43681. * @param scene The scene we are willing to render with logarithmic scale for
  43682. */
  43683. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43684. if (defines["LOGARITHMICDEPTH"]) {
  43685. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43686. }
  43687. };
  43688. /**
  43689. * Binds the clip plane information from the scene to the effect.
  43690. * @param scene The scene the clip plane information are extracted from
  43691. * @param effect The effect we are binding the data to
  43692. */
  43693. MaterialHelper.BindClipPlane = function (effect, scene) {
  43694. if (scene.clipPlane) {
  43695. var clipPlane = scene.clipPlane;
  43696. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43697. }
  43698. if (scene.clipPlane2) {
  43699. var clipPlane = scene.clipPlane2;
  43700. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43701. }
  43702. if (scene.clipPlane3) {
  43703. var clipPlane = scene.clipPlane3;
  43704. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43705. }
  43706. if (scene.clipPlane4) {
  43707. var clipPlane = scene.clipPlane4;
  43708. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43709. }
  43710. };
  43711. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43712. return MaterialHelper;
  43713. }());
  43714. BABYLON.MaterialHelper = MaterialHelper;
  43715. })(BABYLON || (BABYLON = {}));
  43716. //# sourceMappingURL=babylon.materialHelper.js.map
  43717. var BABYLON;
  43718. (function (BABYLON) {
  43719. /**
  43720. * Base class of materials working in push mode in babylon JS
  43721. * @hidden
  43722. */
  43723. var PushMaterial = /** @class */ (function (_super) {
  43724. __extends(PushMaterial, _super);
  43725. function PushMaterial(name, scene) {
  43726. var _this = _super.call(this, name, scene) || this;
  43727. _this._normalMatrix = new BABYLON.Matrix();
  43728. /**
  43729. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43730. * This means that the material can keep using a previous shader while a new one is being compiled.
  43731. * This is mostly used when shader parallel compilation is supported (true by default)
  43732. */
  43733. _this.allowShaderHotSwapping = true;
  43734. _this._storeEffectOnSubMeshes = true;
  43735. return _this;
  43736. }
  43737. PushMaterial.prototype.getEffect = function () {
  43738. return this._activeEffect;
  43739. };
  43740. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43741. if (!mesh) {
  43742. return false;
  43743. }
  43744. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43745. return true;
  43746. }
  43747. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43748. };
  43749. /**
  43750. * Binds the given world matrix to the active effect
  43751. *
  43752. * @param world the matrix to bind
  43753. */
  43754. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43755. this._activeEffect.setMatrix("world", world);
  43756. };
  43757. /**
  43758. * Binds the given normal matrix to the active effect
  43759. *
  43760. * @param normalMatrix the matrix to bind
  43761. */
  43762. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43763. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43764. };
  43765. PushMaterial.prototype.bind = function (world, mesh) {
  43766. if (!mesh) {
  43767. return;
  43768. }
  43769. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43770. };
  43771. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43772. if (effect === void 0) { effect = null; }
  43773. _super.prototype._afterBind.call(this, mesh);
  43774. this.getScene()._cachedEffect = effect;
  43775. };
  43776. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43777. if (visibility === void 0) { visibility = 1; }
  43778. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43779. };
  43780. return PushMaterial;
  43781. }(BABYLON.Material));
  43782. BABYLON.PushMaterial = PushMaterial;
  43783. })(BABYLON || (BABYLON = {}));
  43784. //# sourceMappingURL=babylon.pushMaterial.js.map
  43785. var BABYLON;
  43786. (function (BABYLON) {
  43787. /** @hidden */
  43788. var StandardMaterialDefines = /** @class */ (function (_super) {
  43789. __extends(StandardMaterialDefines, _super);
  43790. function StandardMaterialDefines() {
  43791. var _this = _super.call(this) || this;
  43792. _this.MAINUV1 = false;
  43793. _this.MAINUV2 = false;
  43794. _this.DIFFUSE = false;
  43795. _this.DIFFUSEDIRECTUV = 0;
  43796. _this.AMBIENT = false;
  43797. _this.AMBIENTDIRECTUV = 0;
  43798. _this.OPACITY = false;
  43799. _this.OPACITYDIRECTUV = 0;
  43800. _this.OPACITYRGB = false;
  43801. _this.REFLECTION = false;
  43802. _this.EMISSIVE = false;
  43803. _this.EMISSIVEDIRECTUV = 0;
  43804. _this.SPECULAR = false;
  43805. _this.SPECULARDIRECTUV = 0;
  43806. _this.BUMP = false;
  43807. _this.BUMPDIRECTUV = 0;
  43808. _this.PARALLAX = false;
  43809. _this.PARALLAXOCCLUSION = false;
  43810. _this.SPECULAROVERALPHA = false;
  43811. _this.CLIPPLANE = false;
  43812. _this.CLIPPLANE2 = false;
  43813. _this.CLIPPLANE3 = false;
  43814. _this.CLIPPLANE4 = false;
  43815. _this.ALPHATEST = false;
  43816. _this.DEPTHPREPASS = false;
  43817. _this.ALPHAFROMDIFFUSE = false;
  43818. _this.POINTSIZE = false;
  43819. _this.FOG = false;
  43820. _this.SPECULARTERM = false;
  43821. _this.DIFFUSEFRESNEL = false;
  43822. _this.OPACITYFRESNEL = false;
  43823. _this.REFLECTIONFRESNEL = false;
  43824. _this.REFRACTIONFRESNEL = false;
  43825. _this.EMISSIVEFRESNEL = false;
  43826. _this.FRESNEL = false;
  43827. _this.NORMAL = false;
  43828. _this.UV1 = false;
  43829. _this.UV2 = false;
  43830. _this.VERTEXCOLOR = false;
  43831. _this.VERTEXALPHA = false;
  43832. _this.NUM_BONE_INFLUENCERS = 0;
  43833. _this.BonesPerMesh = 0;
  43834. _this.BONETEXTURE = false;
  43835. _this.INSTANCES = false;
  43836. _this.GLOSSINESS = false;
  43837. _this.ROUGHNESS = false;
  43838. _this.EMISSIVEASILLUMINATION = false;
  43839. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43840. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43841. _this.LIGHTMAP = false;
  43842. _this.LIGHTMAPDIRECTUV = 0;
  43843. _this.OBJECTSPACE_NORMALMAP = false;
  43844. _this.USELIGHTMAPASSHADOWMAP = false;
  43845. _this.REFLECTIONMAP_3D = false;
  43846. _this.REFLECTIONMAP_SPHERICAL = false;
  43847. _this.REFLECTIONMAP_PLANAR = false;
  43848. _this.REFLECTIONMAP_CUBIC = false;
  43849. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43850. _this.REFLECTIONMAP_PROJECTION = false;
  43851. _this.REFLECTIONMAP_SKYBOX = false;
  43852. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43853. _this.REFLECTIONMAP_EXPLICIT = false;
  43854. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43855. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43856. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43857. _this.INVERTCUBICMAP = false;
  43858. _this.LOGARITHMICDEPTH = false;
  43859. _this.REFRACTION = false;
  43860. _this.REFRACTIONMAP_3D = false;
  43861. _this.REFLECTIONOVERALPHA = false;
  43862. _this.TWOSIDEDLIGHTING = false;
  43863. _this.SHADOWFLOAT = false;
  43864. _this.MORPHTARGETS = false;
  43865. _this.MORPHTARGETS_NORMAL = false;
  43866. _this.MORPHTARGETS_TANGENT = false;
  43867. _this.NUM_MORPH_INFLUENCERS = 0;
  43868. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43869. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43870. _this.IMAGEPROCESSING = false;
  43871. _this.VIGNETTE = false;
  43872. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43873. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43874. _this.TONEMAPPING = false;
  43875. _this.TONEMAPPING_ACES = false;
  43876. _this.CONTRAST = false;
  43877. _this.COLORCURVES = false;
  43878. _this.COLORGRADING = false;
  43879. _this.COLORGRADING3D = false;
  43880. _this.SAMPLER3DGREENDEPTH = false;
  43881. _this.SAMPLER3DBGRMAP = false;
  43882. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43883. /**
  43884. * If the reflection texture on this material is in linear color space
  43885. * @hidden
  43886. */
  43887. _this.IS_REFLECTION_LINEAR = false;
  43888. /**
  43889. * If the refraction texture on this material is in linear color space
  43890. * @hidden
  43891. */
  43892. _this.IS_REFRACTION_LINEAR = false;
  43893. _this.EXPOSURE = false;
  43894. _this.rebuild();
  43895. return _this;
  43896. }
  43897. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43898. var modes = [
  43899. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43900. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43901. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43902. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43903. ];
  43904. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43905. var mode = modes_1[_i];
  43906. this[mode] = (mode === modeToEnable);
  43907. }
  43908. };
  43909. return StandardMaterialDefines;
  43910. }(BABYLON.MaterialDefines));
  43911. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43912. /**
  43913. * This is the default material used in Babylon. It is the best trade off between quality
  43914. * and performances.
  43915. * @see http://doc.babylonjs.com/babylon101/materials
  43916. */
  43917. var StandardMaterial = /** @class */ (function (_super) {
  43918. __extends(StandardMaterial, _super);
  43919. /**
  43920. * Instantiates a new standard material.
  43921. * This is the default material used in Babylon. It is the best trade off between quality
  43922. * and performances.
  43923. * @see http://doc.babylonjs.com/babylon101/materials
  43924. * @param name Define the name of the material in the scene
  43925. * @param scene Define the scene the material belong to
  43926. */
  43927. function StandardMaterial(name, scene) {
  43928. var _this = _super.call(this, name, scene) || this;
  43929. /**
  43930. * The color of the material lit by the environmental background lighting.
  43931. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43932. */
  43933. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43934. /**
  43935. * The basic color of the material as viewed under a light.
  43936. */
  43937. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43938. /**
  43939. * Define how the color and intensity of the highlight given by the light in the material.
  43940. */
  43941. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43942. /**
  43943. * Define the color of the material as if self lit.
  43944. * This will be mixed in the final result even in the absence of light.
  43945. */
  43946. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43947. /**
  43948. * Defines how sharp are the highlights in the material.
  43949. * The bigger the value the sharper giving a more glossy feeling to the result.
  43950. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43951. */
  43952. _this.specularPower = 64;
  43953. _this._useAlphaFromDiffuseTexture = false;
  43954. _this._useEmissiveAsIllumination = false;
  43955. _this._linkEmissiveWithDiffuse = false;
  43956. _this._useSpecularOverAlpha = false;
  43957. _this._useReflectionOverAlpha = false;
  43958. _this._disableLighting = false;
  43959. _this._useObjectSpaceNormalMap = false;
  43960. _this._useParallax = false;
  43961. _this._useParallaxOcclusion = false;
  43962. /**
  43963. * 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.
  43964. */
  43965. _this.parallaxScaleBias = 0.05;
  43966. _this._roughness = 0;
  43967. /**
  43968. * In case of refraction, define the value of the indice of refraction.
  43969. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43970. */
  43971. _this.indexOfRefraction = 0.98;
  43972. /**
  43973. * Invert the refraction texture alongside the y axis.
  43974. * It can be useful with procedural textures or probe for instance.
  43975. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43976. */
  43977. _this.invertRefractionY = true;
  43978. /**
  43979. * Defines the alpha limits in alpha test mode.
  43980. */
  43981. _this.alphaCutOff = 0.4;
  43982. _this._useLightmapAsShadowmap = false;
  43983. _this._useReflectionFresnelFromSpecular = false;
  43984. _this._useGlossinessFromSpecularMapAlpha = false;
  43985. _this._maxSimultaneousLights = 4;
  43986. _this._invertNormalMapX = false;
  43987. _this._invertNormalMapY = false;
  43988. _this._twoSidedLighting = false;
  43989. _this._renderTargets = new BABYLON.SmartArray(16);
  43990. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43991. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43992. // Setup the default processing configuration to the scene.
  43993. _this._attachImageProcessingConfiguration(null);
  43994. _this.getRenderTargetTextures = function () {
  43995. _this._renderTargets.reset();
  43996. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43997. _this._renderTargets.push(_this._reflectionTexture);
  43998. }
  43999. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  44000. _this._renderTargets.push(_this._refractionTexture);
  44001. }
  44002. return _this._renderTargets;
  44003. };
  44004. return _this;
  44005. }
  44006. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  44007. /**
  44008. * Gets the image processing configuration used either in this material.
  44009. */
  44010. get: function () {
  44011. return this._imageProcessingConfiguration;
  44012. },
  44013. /**
  44014. * Sets the Default image processing configuration used either in the this material.
  44015. *
  44016. * If sets to null, the scene one is in use.
  44017. */
  44018. set: function (value) {
  44019. this._attachImageProcessingConfiguration(value);
  44020. // Ensure the effect will be rebuilt.
  44021. this._markAllSubMeshesAsTexturesDirty();
  44022. },
  44023. enumerable: true,
  44024. configurable: true
  44025. });
  44026. /**
  44027. * Attaches a new image processing configuration to the Standard Material.
  44028. * @param configuration
  44029. */
  44030. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44031. var _this = this;
  44032. if (configuration === this._imageProcessingConfiguration) {
  44033. return;
  44034. }
  44035. // Detaches observer.
  44036. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44037. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44038. }
  44039. // Pick the scene configuration if needed.
  44040. if (!configuration) {
  44041. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44042. }
  44043. else {
  44044. this._imageProcessingConfiguration = configuration;
  44045. }
  44046. // Attaches observer.
  44047. if (this._imageProcessingConfiguration) {
  44048. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44049. _this._markAllSubMeshesAsImageProcessingDirty();
  44050. });
  44051. }
  44052. };
  44053. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  44054. /**
  44055. * Gets wether the color curves effect is enabled.
  44056. */
  44057. get: function () {
  44058. return this.imageProcessingConfiguration.colorCurvesEnabled;
  44059. },
  44060. /**
  44061. * Sets wether the color curves effect is enabled.
  44062. */
  44063. set: function (value) {
  44064. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  44065. },
  44066. enumerable: true,
  44067. configurable: true
  44068. });
  44069. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  44070. /**
  44071. * Gets wether the color grading effect is enabled.
  44072. */
  44073. get: function () {
  44074. return this.imageProcessingConfiguration.colorGradingEnabled;
  44075. },
  44076. /**
  44077. * Gets wether the color grading effect is enabled.
  44078. */
  44079. set: function (value) {
  44080. this.imageProcessingConfiguration.colorGradingEnabled = value;
  44081. },
  44082. enumerable: true,
  44083. configurable: true
  44084. });
  44085. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44086. /**
  44087. * Gets wether tonemapping is enabled or not.
  44088. */
  44089. get: function () {
  44090. return this._imageProcessingConfiguration.toneMappingEnabled;
  44091. },
  44092. /**
  44093. * Sets wether tonemapping is enabled or not
  44094. */
  44095. set: function (value) {
  44096. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44097. },
  44098. enumerable: true,
  44099. configurable: true
  44100. });
  44101. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44102. /**
  44103. * The camera exposure used on this material.
  44104. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44105. * This corresponds to a photographic exposure.
  44106. */
  44107. get: function () {
  44108. return this._imageProcessingConfiguration.exposure;
  44109. },
  44110. /**
  44111. * The camera exposure used on this material.
  44112. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44113. * This corresponds to a photographic exposure.
  44114. */
  44115. set: function (value) {
  44116. this._imageProcessingConfiguration.exposure = value;
  44117. },
  44118. enumerable: true,
  44119. configurable: true
  44120. });
  44121. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44122. /**
  44123. * Gets The camera contrast used on this material.
  44124. */
  44125. get: function () {
  44126. return this._imageProcessingConfiguration.contrast;
  44127. },
  44128. /**
  44129. * Sets The camera contrast used on this material.
  44130. */
  44131. set: function (value) {
  44132. this._imageProcessingConfiguration.contrast = value;
  44133. },
  44134. enumerable: true,
  44135. configurable: true
  44136. });
  44137. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44138. /**
  44139. * Gets the Color Grading 2D Lookup Texture.
  44140. */
  44141. get: function () {
  44142. return this._imageProcessingConfiguration.colorGradingTexture;
  44143. },
  44144. /**
  44145. * Sets the Color Grading 2D Lookup Texture.
  44146. */
  44147. set: function (value) {
  44148. this._imageProcessingConfiguration.colorGradingTexture = value;
  44149. },
  44150. enumerable: true,
  44151. configurable: true
  44152. });
  44153. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44154. /**
  44155. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44156. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44157. * 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;
  44158. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44159. */
  44160. get: function () {
  44161. return this._imageProcessingConfiguration.colorCurves;
  44162. },
  44163. /**
  44164. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44165. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44166. * 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;
  44167. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44168. */
  44169. set: function (value) {
  44170. this._imageProcessingConfiguration.colorCurves = value;
  44171. },
  44172. enumerable: true,
  44173. configurable: true
  44174. });
  44175. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44176. /**
  44177. * Gets a boolean indicating that current material needs to register RTT
  44178. */
  44179. get: function () {
  44180. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44181. return true;
  44182. }
  44183. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44184. return true;
  44185. }
  44186. return false;
  44187. },
  44188. enumerable: true,
  44189. configurable: true
  44190. });
  44191. /**
  44192. * Gets the current class name of the material e.g. "StandardMaterial"
  44193. * Mainly use in serialization.
  44194. * @returns the class name
  44195. */
  44196. StandardMaterial.prototype.getClassName = function () {
  44197. return "StandardMaterial";
  44198. };
  44199. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44200. /**
  44201. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44202. * You can try switching to logarithmic depth.
  44203. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44204. */
  44205. get: function () {
  44206. return this._useLogarithmicDepth;
  44207. },
  44208. set: function (value) {
  44209. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44210. this._markAllSubMeshesAsMiscDirty();
  44211. },
  44212. enumerable: true,
  44213. configurable: true
  44214. });
  44215. /**
  44216. * Specifies if the material will require alpha blending
  44217. * @returns a boolean specifying if alpha blending is needed
  44218. */
  44219. StandardMaterial.prototype.needAlphaBlending = function () {
  44220. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44221. };
  44222. /**
  44223. * Specifies if this material should be rendered in alpha test mode
  44224. * @returns a boolean specifying if an alpha test is needed.
  44225. */
  44226. StandardMaterial.prototype.needAlphaTesting = function () {
  44227. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44228. };
  44229. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44230. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44231. };
  44232. /**
  44233. * Get the texture used for alpha test purpose.
  44234. * @returns the diffuse texture in case of the standard material.
  44235. */
  44236. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44237. return this._diffuseTexture;
  44238. };
  44239. /**
  44240. * Get if the submesh is ready to be used and all its information available.
  44241. * Child classes can use it to update shaders
  44242. * @param mesh defines the mesh to check
  44243. * @param subMesh defines which submesh to check
  44244. * @param useInstances specifies that instances should be used
  44245. * @returns a boolean indicating that the submesh is ready or not
  44246. */
  44247. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44248. if (useInstances === void 0) { useInstances = false; }
  44249. if (subMesh.effect && this.isFrozen) {
  44250. if (this._wasPreviouslyReady) {
  44251. return true;
  44252. }
  44253. }
  44254. if (!subMesh._materialDefines) {
  44255. subMesh._materialDefines = new StandardMaterialDefines();
  44256. }
  44257. var scene = this.getScene();
  44258. var defines = subMesh._materialDefines;
  44259. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44260. if (defines._renderId === scene.getRenderId()) {
  44261. return true;
  44262. }
  44263. }
  44264. var engine = scene.getEngine();
  44265. // Lights
  44266. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44267. // Textures
  44268. if (defines._areTexturesDirty) {
  44269. defines._needUVs = false;
  44270. defines.MAINUV1 = false;
  44271. defines.MAINUV2 = false;
  44272. if (scene.texturesEnabled) {
  44273. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44274. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44275. return false;
  44276. }
  44277. else {
  44278. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44279. }
  44280. }
  44281. else {
  44282. defines.DIFFUSE = false;
  44283. }
  44284. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44285. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44286. return false;
  44287. }
  44288. else {
  44289. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44290. }
  44291. }
  44292. else {
  44293. defines.AMBIENT = false;
  44294. }
  44295. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44296. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44297. return false;
  44298. }
  44299. else {
  44300. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44301. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44302. }
  44303. }
  44304. else {
  44305. defines.OPACITY = false;
  44306. }
  44307. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44308. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44309. return false;
  44310. }
  44311. else {
  44312. defines._needNormals = true;
  44313. defines.REFLECTION = true;
  44314. defines.ROUGHNESS = (this._roughness > 0);
  44315. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44316. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44317. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44318. switch (this._reflectionTexture.coordinatesMode) {
  44319. case BABYLON.Texture.EXPLICIT_MODE:
  44320. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44321. break;
  44322. case BABYLON.Texture.PLANAR_MODE:
  44323. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44324. break;
  44325. case BABYLON.Texture.PROJECTION_MODE:
  44326. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44327. break;
  44328. case BABYLON.Texture.SKYBOX_MODE:
  44329. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44330. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44331. break;
  44332. case BABYLON.Texture.SPHERICAL_MODE:
  44333. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44334. break;
  44335. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44336. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44337. break;
  44338. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44339. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44340. break;
  44341. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44342. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44343. break;
  44344. case BABYLON.Texture.CUBIC_MODE:
  44345. case BABYLON.Texture.INVCUBIC_MODE:
  44346. default:
  44347. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44348. break;
  44349. }
  44350. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44351. }
  44352. }
  44353. else {
  44354. defines.REFLECTION = false;
  44355. }
  44356. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44357. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44358. return false;
  44359. }
  44360. else {
  44361. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44362. }
  44363. }
  44364. else {
  44365. defines.EMISSIVE = false;
  44366. }
  44367. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44368. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44369. return false;
  44370. }
  44371. else {
  44372. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44373. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44374. }
  44375. }
  44376. else {
  44377. defines.LIGHTMAP = false;
  44378. }
  44379. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44380. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44381. return false;
  44382. }
  44383. else {
  44384. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44385. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44386. }
  44387. }
  44388. else {
  44389. defines.SPECULAR = false;
  44390. }
  44391. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44392. // Bump texure can not be not blocking.
  44393. if (!this._bumpTexture.isReady()) {
  44394. return false;
  44395. }
  44396. else {
  44397. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44398. defines.PARALLAX = this._useParallax;
  44399. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44400. }
  44401. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44402. }
  44403. else {
  44404. defines.BUMP = false;
  44405. }
  44406. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44407. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44408. return false;
  44409. }
  44410. else {
  44411. defines._needUVs = true;
  44412. defines.REFRACTION = true;
  44413. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44414. }
  44415. }
  44416. else {
  44417. defines.REFRACTION = false;
  44418. }
  44419. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44420. }
  44421. else {
  44422. defines.DIFFUSE = false;
  44423. defines.AMBIENT = false;
  44424. defines.OPACITY = false;
  44425. defines.REFLECTION = false;
  44426. defines.EMISSIVE = false;
  44427. defines.LIGHTMAP = false;
  44428. defines.BUMP = false;
  44429. defines.REFRACTION = false;
  44430. }
  44431. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44432. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44433. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44434. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44435. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44436. }
  44437. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44438. if (!this._imageProcessingConfiguration.isReady()) {
  44439. return false;
  44440. }
  44441. this._imageProcessingConfiguration.prepareDefines(defines);
  44442. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44443. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44444. }
  44445. if (defines._areFresnelDirty) {
  44446. if (StandardMaterial.FresnelEnabled) {
  44447. // Fresnel
  44448. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44449. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44450. this._reflectionFresnelParameters) {
  44451. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44452. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44453. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44454. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44455. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44456. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44457. defines._needNormals = true;
  44458. defines.FRESNEL = true;
  44459. }
  44460. }
  44461. else {
  44462. defines.FRESNEL = false;
  44463. }
  44464. }
  44465. // Misc.
  44466. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44467. // Attribs
  44468. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44469. // Values that need to be evaluated on every frame
  44470. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44471. // Get correct effect
  44472. if (defines.isDirty) {
  44473. defines.markAsProcessed();
  44474. // Fallbacks
  44475. var fallbacks = new BABYLON.EffectFallbacks();
  44476. if (defines.REFLECTION) {
  44477. fallbacks.addFallback(0, "REFLECTION");
  44478. }
  44479. if (defines.SPECULAR) {
  44480. fallbacks.addFallback(0, "SPECULAR");
  44481. }
  44482. if (defines.BUMP) {
  44483. fallbacks.addFallback(0, "BUMP");
  44484. }
  44485. if (defines.PARALLAX) {
  44486. fallbacks.addFallback(1, "PARALLAX");
  44487. }
  44488. if (defines.PARALLAXOCCLUSION) {
  44489. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44490. }
  44491. if (defines.SPECULAROVERALPHA) {
  44492. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44493. }
  44494. if (defines.FOG) {
  44495. fallbacks.addFallback(1, "FOG");
  44496. }
  44497. if (defines.POINTSIZE) {
  44498. fallbacks.addFallback(0, "POINTSIZE");
  44499. }
  44500. if (defines.LOGARITHMICDEPTH) {
  44501. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44502. }
  44503. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44504. if (defines.SPECULARTERM) {
  44505. fallbacks.addFallback(0, "SPECULARTERM");
  44506. }
  44507. if (defines.DIFFUSEFRESNEL) {
  44508. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44509. }
  44510. if (defines.OPACITYFRESNEL) {
  44511. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44512. }
  44513. if (defines.REFLECTIONFRESNEL) {
  44514. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44515. }
  44516. if (defines.EMISSIVEFRESNEL) {
  44517. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44518. }
  44519. if (defines.FRESNEL) {
  44520. fallbacks.addFallback(4, "FRESNEL");
  44521. }
  44522. //Attributes
  44523. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44524. if (defines.NORMAL) {
  44525. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44526. }
  44527. if (defines.UV1) {
  44528. attribs.push(BABYLON.VertexBuffer.UVKind);
  44529. }
  44530. if (defines.UV2) {
  44531. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44532. }
  44533. if (defines.VERTEXCOLOR) {
  44534. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44535. }
  44536. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44537. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44538. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44539. var shaderName = "default";
  44540. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44541. "vFogInfos", "vFogColor", "pointSize",
  44542. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44543. "mBones",
  44544. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44545. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44546. "vReflectionPosition", "vReflectionSize",
  44547. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44548. ];
  44549. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44550. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44551. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44552. var uniformBuffers = ["Material", "Scene"];
  44553. if (BABYLON.ImageProcessingConfiguration) {
  44554. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44555. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44556. }
  44557. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44558. uniformsNames: uniforms,
  44559. uniformBuffersNames: uniformBuffers,
  44560. samplers: samplers,
  44561. defines: defines,
  44562. maxSimultaneousLights: this._maxSimultaneousLights
  44563. });
  44564. if (this.customShaderNameResolve) {
  44565. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44566. }
  44567. var join = defines.toString();
  44568. var previousEffect = subMesh.effect;
  44569. var effect = scene.getEngine().createEffect(shaderName, {
  44570. attributes: attribs,
  44571. uniformsNames: uniforms,
  44572. uniformBuffersNames: uniformBuffers,
  44573. samplers: samplers,
  44574. defines: join,
  44575. fallbacks: fallbacks,
  44576. onCompiled: this.onCompiled,
  44577. onError: this.onError,
  44578. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44579. }, engine);
  44580. if (effect) {
  44581. // Use previous effect while new one is compiling
  44582. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44583. effect = previousEffect;
  44584. defines.markAsUnprocessed();
  44585. }
  44586. else {
  44587. scene.resetCachedMaterial();
  44588. subMesh.setEffect(effect, defines);
  44589. this.buildUniformLayout();
  44590. }
  44591. }
  44592. }
  44593. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44594. return false;
  44595. }
  44596. defines._renderId = scene.getRenderId();
  44597. this._wasPreviouslyReady = true;
  44598. return true;
  44599. };
  44600. /**
  44601. * Builds the material UBO layouts.
  44602. * Used internally during the effect preparation.
  44603. */
  44604. StandardMaterial.prototype.buildUniformLayout = function () {
  44605. // Order is important !
  44606. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44607. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44608. this._uniformBuffer.addUniform("opacityParts", 4);
  44609. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44610. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44611. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44612. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44613. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44614. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44615. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44616. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44617. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44618. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44619. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44620. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44621. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44622. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44623. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44624. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44625. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44626. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44627. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44628. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44629. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44630. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44631. this._uniformBuffer.addUniform("specularMatrix", 16);
  44632. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44633. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44634. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44635. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44636. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44637. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44638. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44639. this._uniformBuffer.addUniform("pointSize", 1);
  44640. this._uniformBuffer.create();
  44641. };
  44642. /**
  44643. * Unbinds the material from the mesh
  44644. */
  44645. StandardMaterial.prototype.unbind = function () {
  44646. if (this._activeEffect) {
  44647. var needFlag = false;
  44648. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44649. this._activeEffect.setTexture("reflection2DSampler", null);
  44650. needFlag = true;
  44651. }
  44652. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44653. this._activeEffect.setTexture("refraction2DSampler", null);
  44654. needFlag = true;
  44655. }
  44656. if (needFlag) {
  44657. this._markAllSubMeshesAsTexturesDirty();
  44658. }
  44659. }
  44660. _super.prototype.unbind.call(this);
  44661. };
  44662. /**
  44663. * Binds the submesh to this material by preparing the effect and shader to draw
  44664. * @param world defines the world transformation matrix
  44665. * @param mesh defines the mesh containing the submesh
  44666. * @param subMesh defines the submesh to bind the material to
  44667. */
  44668. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44669. var scene = this.getScene();
  44670. var defines = subMesh._materialDefines;
  44671. if (!defines) {
  44672. return;
  44673. }
  44674. var effect = subMesh.effect;
  44675. if (!effect) {
  44676. return;
  44677. }
  44678. this._activeEffect = effect;
  44679. // Matrices
  44680. this.bindOnlyWorldMatrix(world);
  44681. // Normal Matrix
  44682. if (defines.OBJECTSPACE_NORMALMAP) {
  44683. world.toNormalMatrix(this._normalMatrix);
  44684. this.bindOnlyNormalMatrix(this._normalMatrix);
  44685. }
  44686. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44687. // Bones
  44688. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44689. if (mustRebind) {
  44690. this._uniformBuffer.bindToEffect(effect, "Material");
  44691. this.bindViewProjection(effect);
  44692. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44693. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44694. // Fresnel
  44695. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44696. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44697. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44698. }
  44699. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44700. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44701. }
  44702. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44703. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44704. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44705. }
  44706. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44707. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44708. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44709. }
  44710. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44711. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44712. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44713. }
  44714. }
  44715. // Textures
  44716. if (scene.texturesEnabled) {
  44717. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44718. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44719. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44720. if (this._diffuseTexture.hasAlpha) {
  44721. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44722. }
  44723. }
  44724. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44725. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44726. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44727. }
  44728. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44729. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44730. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44731. }
  44732. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44733. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44734. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44735. if (this._reflectionTexture.boundingBoxSize) {
  44736. var cubeTexture = this._reflectionTexture;
  44737. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44738. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44739. }
  44740. }
  44741. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44742. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44743. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44744. }
  44745. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44746. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44747. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44748. }
  44749. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44750. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44751. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44752. }
  44753. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44754. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44755. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44756. if (scene._mirroredCameraPosition) {
  44757. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44758. }
  44759. else {
  44760. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44761. }
  44762. }
  44763. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44764. var depth = 1.0;
  44765. if (!this._refractionTexture.isCube) {
  44766. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44767. if (this._refractionTexture.depth) {
  44768. depth = this._refractionTexture.depth;
  44769. }
  44770. }
  44771. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44772. }
  44773. }
  44774. // Point size
  44775. if (this.pointsCloud) {
  44776. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44777. }
  44778. if (defines.SPECULARTERM) {
  44779. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44780. }
  44781. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44782. // Diffuse
  44783. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44784. }
  44785. // Textures
  44786. if (scene.texturesEnabled) {
  44787. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44788. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44789. }
  44790. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44791. effect.setTexture("ambientSampler", this._ambientTexture);
  44792. }
  44793. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44794. effect.setTexture("opacitySampler", this._opacityTexture);
  44795. }
  44796. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44797. if (this._reflectionTexture.isCube) {
  44798. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44799. }
  44800. else {
  44801. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44802. }
  44803. }
  44804. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44805. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44806. }
  44807. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44808. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44809. }
  44810. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44811. effect.setTexture("specularSampler", this._specularTexture);
  44812. }
  44813. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44814. effect.setTexture("bumpSampler", this._bumpTexture);
  44815. }
  44816. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44817. var depth = 1.0;
  44818. if (this._refractionTexture.isCube) {
  44819. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44820. }
  44821. else {
  44822. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44823. }
  44824. }
  44825. }
  44826. // Clip plane
  44827. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44828. // Colors
  44829. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44830. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44831. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44832. }
  44833. if (mustRebind || !this.isFrozen) {
  44834. // Lights
  44835. if (scene.lightsEnabled && !this._disableLighting) {
  44836. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44837. }
  44838. // View
  44839. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44840. this.bindView(effect);
  44841. }
  44842. // Fog
  44843. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44844. // Morph targets
  44845. if (defines.NUM_MORPH_INFLUENCERS) {
  44846. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44847. }
  44848. // Log. depth
  44849. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44850. // image processing
  44851. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44852. this._imageProcessingConfiguration.bind(this._activeEffect);
  44853. }
  44854. }
  44855. this._uniformBuffer.update();
  44856. this._afterBind(mesh, this._activeEffect);
  44857. };
  44858. /**
  44859. * Get the list of animatables in the material.
  44860. * @returns the list of animatables object used in the material
  44861. */
  44862. StandardMaterial.prototype.getAnimatables = function () {
  44863. var results = [];
  44864. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44865. results.push(this._diffuseTexture);
  44866. }
  44867. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44868. results.push(this._ambientTexture);
  44869. }
  44870. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44871. results.push(this._opacityTexture);
  44872. }
  44873. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44874. results.push(this._reflectionTexture);
  44875. }
  44876. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44877. results.push(this._emissiveTexture);
  44878. }
  44879. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44880. results.push(this._specularTexture);
  44881. }
  44882. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44883. results.push(this._bumpTexture);
  44884. }
  44885. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44886. results.push(this._lightmapTexture);
  44887. }
  44888. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44889. results.push(this._refractionTexture);
  44890. }
  44891. return results;
  44892. };
  44893. /**
  44894. * Gets the active textures from the material
  44895. * @returns an array of textures
  44896. */
  44897. StandardMaterial.prototype.getActiveTextures = function () {
  44898. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44899. if (this._diffuseTexture) {
  44900. activeTextures.push(this._diffuseTexture);
  44901. }
  44902. if (this._ambientTexture) {
  44903. activeTextures.push(this._ambientTexture);
  44904. }
  44905. if (this._opacityTexture) {
  44906. activeTextures.push(this._opacityTexture);
  44907. }
  44908. if (this._reflectionTexture) {
  44909. activeTextures.push(this._reflectionTexture);
  44910. }
  44911. if (this._emissiveTexture) {
  44912. activeTextures.push(this._emissiveTexture);
  44913. }
  44914. if (this._specularTexture) {
  44915. activeTextures.push(this._specularTexture);
  44916. }
  44917. if (this._bumpTexture) {
  44918. activeTextures.push(this._bumpTexture);
  44919. }
  44920. if (this._lightmapTexture) {
  44921. activeTextures.push(this._lightmapTexture);
  44922. }
  44923. if (this._refractionTexture) {
  44924. activeTextures.push(this._refractionTexture);
  44925. }
  44926. return activeTextures;
  44927. };
  44928. /**
  44929. * Specifies if the material uses a texture
  44930. * @param texture defines the texture to check against the material
  44931. * @returns a boolean specifying if the material uses the texture
  44932. */
  44933. StandardMaterial.prototype.hasTexture = function (texture) {
  44934. if (_super.prototype.hasTexture.call(this, texture)) {
  44935. return true;
  44936. }
  44937. if (this._diffuseTexture === texture) {
  44938. return true;
  44939. }
  44940. if (this._ambientTexture === texture) {
  44941. return true;
  44942. }
  44943. if (this._opacityTexture === texture) {
  44944. return true;
  44945. }
  44946. if (this._reflectionTexture === texture) {
  44947. return true;
  44948. }
  44949. if (this._emissiveTexture === texture) {
  44950. return true;
  44951. }
  44952. if (this._specularTexture === texture) {
  44953. return true;
  44954. }
  44955. if (this._bumpTexture === texture) {
  44956. return true;
  44957. }
  44958. if (this._lightmapTexture === texture) {
  44959. return true;
  44960. }
  44961. if (this._refractionTexture === texture) {
  44962. return true;
  44963. }
  44964. return false;
  44965. };
  44966. /**
  44967. * Disposes the material
  44968. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44969. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44970. */
  44971. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44972. if (forceDisposeTextures) {
  44973. if (this._diffuseTexture) {
  44974. this._diffuseTexture.dispose();
  44975. }
  44976. if (this._ambientTexture) {
  44977. this._ambientTexture.dispose();
  44978. }
  44979. if (this._opacityTexture) {
  44980. this._opacityTexture.dispose();
  44981. }
  44982. if (this._reflectionTexture) {
  44983. this._reflectionTexture.dispose();
  44984. }
  44985. if (this._emissiveTexture) {
  44986. this._emissiveTexture.dispose();
  44987. }
  44988. if (this._specularTexture) {
  44989. this._specularTexture.dispose();
  44990. }
  44991. if (this._bumpTexture) {
  44992. this._bumpTexture.dispose();
  44993. }
  44994. if (this._lightmapTexture) {
  44995. this._lightmapTexture.dispose();
  44996. }
  44997. if (this._refractionTexture) {
  44998. this._refractionTexture.dispose();
  44999. }
  45000. }
  45001. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45002. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45003. }
  45004. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45005. };
  45006. /**
  45007. * Makes a duplicate of the material, and gives it a new name
  45008. * @param name defines the new name for the duplicated material
  45009. * @returns the cloned material
  45010. */
  45011. StandardMaterial.prototype.clone = function (name) {
  45012. var _this = this;
  45013. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  45014. result.name = name;
  45015. result.id = name;
  45016. return result;
  45017. };
  45018. /**
  45019. * Serializes this material in a JSON representation
  45020. * @returns the serialized material object
  45021. */
  45022. StandardMaterial.prototype.serialize = function () {
  45023. return BABYLON.SerializationHelper.Serialize(this);
  45024. };
  45025. /**
  45026. * Creates a standard material from parsed material data
  45027. * @param source defines the JSON represnetation of the material
  45028. * @param scene defines the hosting scene
  45029. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  45030. * @returns a new material
  45031. */
  45032. StandardMaterial.Parse = function (source, scene, rootUrl) {
  45033. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  45034. };
  45035. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  45036. /**
  45037. * Are diffuse textures enabled in the application.
  45038. */
  45039. get: function () {
  45040. return StandardMaterial._DiffuseTextureEnabled;
  45041. },
  45042. set: function (value) {
  45043. if (StandardMaterial._DiffuseTextureEnabled === value) {
  45044. return;
  45045. }
  45046. StandardMaterial._DiffuseTextureEnabled = value;
  45047. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45048. },
  45049. enumerable: true,
  45050. configurable: true
  45051. });
  45052. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  45053. /**
  45054. * Are ambient textures enabled in the application.
  45055. */
  45056. get: function () {
  45057. return StandardMaterial._AmbientTextureEnabled;
  45058. },
  45059. set: function (value) {
  45060. if (StandardMaterial._AmbientTextureEnabled === value) {
  45061. return;
  45062. }
  45063. StandardMaterial._AmbientTextureEnabled = value;
  45064. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45065. },
  45066. enumerable: true,
  45067. configurable: true
  45068. });
  45069. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  45070. /**
  45071. * Are opacity textures enabled in the application.
  45072. */
  45073. get: function () {
  45074. return StandardMaterial._OpacityTextureEnabled;
  45075. },
  45076. set: function (value) {
  45077. if (StandardMaterial._OpacityTextureEnabled === value) {
  45078. return;
  45079. }
  45080. StandardMaterial._OpacityTextureEnabled = value;
  45081. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45082. },
  45083. enumerable: true,
  45084. configurable: true
  45085. });
  45086. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45087. /**
  45088. * Are reflection textures enabled in the application.
  45089. */
  45090. get: function () {
  45091. return StandardMaterial._ReflectionTextureEnabled;
  45092. },
  45093. set: function (value) {
  45094. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45095. return;
  45096. }
  45097. StandardMaterial._ReflectionTextureEnabled = value;
  45098. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45099. },
  45100. enumerable: true,
  45101. configurable: true
  45102. });
  45103. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45104. /**
  45105. * Are emissive textures enabled in the application.
  45106. */
  45107. get: function () {
  45108. return StandardMaterial._EmissiveTextureEnabled;
  45109. },
  45110. set: function (value) {
  45111. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45112. return;
  45113. }
  45114. StandardMaterial._EmissiveTextureEnabled = value;
  45115. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45116. },
  45117. enumerable: true,
  45118. configurable: true
  45119. });
  45120. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45121. /**
  45122. * Are specular textures enabled in the application.
  45123. */
  45124. get: function () {
  45125. return StandardMaterial._SpecularTextureEnabled;
  45126. },
  45127. set: function (value) {
  45128. if (StandardMaterial._SpecularTextureEnabled === value) {
  45129. return;
  45130. }
  45131. StandardMaterial._SpecularTextureEnabled = value;
  45132. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45133. },
  45134. enumerable: true,
  45135. configurable: true
  45136. });
  45137. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45138. /**
  45139. * Are bump textures enabled in the application.
  45140. */
  45141. get: function () {
  45142. return StandardMaterial._BumpTextureEnabled;
  45143. },
  45144. set: function (value) {
  45145. if (StandardMaterial._BumpTextureEnabled === value) {
  45146. return;
  45147. }
  45148. StandardMaterial._BumpTextureEnabled = value;
  45149. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45150. },
  45151. enumerable: true,
  45152. configurable: true
  45153. });
  45154. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45155. /**
  45156. * Are lightmap textures enabled in the application.
  45157. */
  45158. get: function () {
  45159. return StandardMaterial._LightmapTextureEnabled;
  45160. },
  45161. set: function (value) {
  45162. if (StandardMaterial._LightmapTextureEnabled === value) {
  45163. return;
  45164. }
  45165. StandardMaterial._LightmapTextureEnabled = value;
  45166. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45167. },
  45168. enumerable: true,
  45169. configurable: true
  45170. });
  45171. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45172. /**
  45173. * Are refraction textures enabled in the application.
  45174. */
  45175. get: function () {
  45176. return StandardMaterial._RefractionTextureEnabled;
  45177. },
  45178. set: function (value) {
  45179. if (StandardMaterial._RefractionTextureEnabled === value) {
  45180. return;
  45181. }
  45182. StandardMaterial._RefractionTextureEnabled = value;
  45183. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45184. },
  45185. enumerable: true,
  45186. configurable: true
  45187. });
  45188. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45189. /**
  45190. * Are color grading textures enabled in the application.
  45191. */
  45192. get: function () {
  45193. return StandardMaterial._ColorGradingTextureEnabled;
  45194. },
  45195. set: function (value) {
  45196. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45197. return;
  45198. }
  45199. StandardMaterial._ColorGradingTextureEnabled = value;
  45200. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45201. },
  45202. enumerable: true,
  45203. configurable: true
  45204. });
  45205. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45206. /**
  45207. * Are fresnels enabled in the application.
  45208. */
  45209. get: function () {
  45210. return StandardMaterial._FresnelEnabled;
  45211. },
  45212. set: function (value) {
  45213. if (StandardMaterial._FresnelEnabled === value) {
  45214. return;
  45215. }
  45216. StandardMaterial._FresnelEnabled = value;
  45217. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45218. },
  45219. enumerable: true,
  45220. configurable: true
  45221. });
  45222. // Flags used to enable or disable a type of texture for all Standard Materials
  45223. StandardMaterial._DiffuseTextureEnabled = true;
  45224. StandardMaterial._AmbientTextureEnabled = true;
  45225. StandardMaterial._OpacityTextureEnabled = true;
  45226. StandardMaterial._ReflectionTextureEnabled = true;
  45227. StandardMaterial._EmissiveTextureEnabled = true;
  45228. StandardMaterial._SpecularTextureEnabled = true;
  45229. StandardMaterial._BumpTextureEnabled = true;
  45230. StandardMaterial._LightmapTextureEnabled = true;
  45231. StandardMaterial._RefractionTextureEnabled = true;
  45232. StandardMaterial._ColorGradingTextureEnabled = true;
  45233. StandardMaterial._FresnelEnabled = true;
  45234. __decorate([
  45235. BABYLON.serializeAsTexture("diffuseTexture")
  45236. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45237. __decorate([
  45238. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45239. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45240. __decorate([
  45241. BABYLON.serializeAsTexture("ambientTexture")
  45242. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45243. __decorate([
  45244. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45245. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45246. __decorate([
  45247. BABYLON.serializeAsTexture("opacityTexture")
  45248. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45249. __decorate([
  45250. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45251. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45252. __decorate([
  45253. BABYLON.serializeAsTexture("reflectionTexture")
  45254. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45255. __decorate([
  45256. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45257. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45258. __decorate([
  45259. BABYLON.serializeAsTexture("emissiveTexture")
  45260. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45261. __decorate([
  45262. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45263. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45264. __decorate([
  45265. BABYLON.serializeAsTexture("specularTexture")
  45266. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45267. __decorate([
  45268. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45269. ], StandardMaterial.prototype, "specularTexture", void 0);
  45270. __decorate([
  45271. BABYLON.serializeAsTexture("bumpTexture")
  45272. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45273. __decorate([
  45274. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45275. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45276. __decorate([
  45277. BABYLON.serializeAsTexture("lightmapTexture")
  45278. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45279. __decorate([
  45280. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45281. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45282. __decorate([
  45283. BABYLON.serializeAsTexture("refractionTexture")
  45284. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45285. __decorate([
  45286. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45287. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45288. __decorate([
  45289. BABYLON.serializeAsColor3("ambient")
  45290. ], StandardMaterial.prototype, "ambientColor", void 0);
  45291. __decorate([
  45292. BABYLON.serializeAsColor3("diffuse")
  45293. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45294. __decorate([
  45295. BABYLON.serializeAsColor3("specular")
  45296. ], StandardMaterial.prototype, "specularColor", void 0);
  45297. __decorate([
  45298. BABYLON.serializeAsColor3("emissive")
  45299. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45300. __decorate([
  45301. BABYLON.serialize()
  45302. ], StandardMaterial.prototype, "specularPower", void 0);
  45303. __decorate([
  45304. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45305. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45306. __decorate([
  45307. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45308. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45309. __decorate([
  45310. BABYLON.serialize("useEmissiveAsIllumination")
  45311. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45312. __decorate([
  45313. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45314. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45315. __decorate([
  45316. BABYLON.serialize("linkEmissiveWithDiffuse")
  45317. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45318. __decorate([
  45319. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45320. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45321. __decorate([
  45322. BABYLON.serialize("useSpecularOverAlpha")
  45323. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45324. __decorate([
  45325. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45326. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45327. __decorate([
  45328. BABYLON.serialize("useReflectionOverAlpha")
  45329. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45330. __decorate([
  45331. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45332. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45333. __decorate([
  45334. BABYLON.serialize("disableLighting")
  45335. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45336. __decorate([
  45337. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45338. ], StandardMaterial.prototype, "disableLighting", void 0);
  45339. __decorate([
  45340. BABYLON.serialize("useObjectSpaceNormalMap")
  45341. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45342. __decorate([
  45343. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45344. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45345. __decorate([
  45346. BABYLON.serialize("useParallax")
  45347. ], StandardMaterial.prototype, "_useParallax", void 0);
  45348. __decorate([
  45349. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45350. ], StandardMaterial.prototype, "useParallax", void 0);
  45351. __decorate([
  45352. BABYLON.serialize("useParallaxOcclusion")
  45353. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45354. __decorate([
  45355. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45356. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45357. __decorate([
  45358. BABYLON.serialize()
  45359. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45360. __decorate([
  45361. BABYLON.serialize("roughness")
  45362. ], StandardMaterial.prototype, "_roughness", void 0);
  45363. __decorate([
  45364. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45365. ], StandardMaterial.prototype, "roughness", void 0);
  45366. __decorate([
  45367. BABYLON.serialize()
  45368. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45369. __decorate([
  45370. BABYLON.serialize()
  45371. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45372. __decorate([
  45373. BABYLON.serialize()
  45374. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45375. __decorate([
  45376. BABYLON.serialize("useLightmapAsShadowmap")
  45377. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45378. __decorate([
  45379. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45380. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45381. __decorate([
  45382. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45383. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45384. __decorate([
  45385. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45386. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45387. __decorate([
  45388. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45389. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45390. __decorate([
  45391. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45392. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45393. __decorate([
  45394. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45395. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45396. __decorate([
  45397. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45398. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45399. __decorate([
  45400. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45401. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45402. __decorate([
  45403. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45404. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45405. __decorate([
  45406. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45407. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45408. __decorate([
  45409. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45410. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45411. __decorate([
  45412. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45413. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45414. __decorate([
  45415. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45416. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45417. __decorate([
  45418. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45419. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45420. __decorate([
  45421. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45422. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45423. __decorate([
  45424. BABYLON.serialize("maxSimultaneousLights")
  45425. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45426. __decorate([
  45427. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45428. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45429. __decorate([
  45430. BABYLON.serialize("invertNormalMapX")
  45431. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45432. __decorate([
  45433. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45434. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45435. __decorate([
  45436. BABYLON.serialize("invertNormalMapY")
  45437. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45438. __decorate([
  45439. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45440. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45441. __decorate([
  45442. BABYLON.serialize("twoSidedLighting")
  45443. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45444. __decorate([
  45445. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45446. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45447. __decorate([
  45448. BABYLON.serialize()
  45449. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45450. return StandardMaterial;
  45451. }(BABYLON.PushMaterial));
  45452. BABYLON.StandardMaterial = StandardMaterial;
  45453. })(BABYLON || (BABYLON = {}));
  45454. //# sourceMappingURL=babylon.standardMaterial.js.map
  45455. var BABYLON;
  45456. (function (BABYLON) {
  45457. /**
  45458. * Class representing spherical polynomial coefficients to the 3rd degree
  45459. */
  45460. var SphericalPolynomial = /** @class */ (function () {
  45461. function SphericalPolynomial() {
  45462. /**
  45463. * The x coefficients of the spherical polynomial
  45464. */
  45465. this.x = BABYLON.Vector3.Zero();
  45466. /**
  45467. * The y coefficients of the spherical polynomial
  45468. */
  45469. this.y = BABYLON.Vector3.Zero();
  45470. /**
  45471. * The z coefficients of the spherical polynomial
  45472. */
  45473. this.z = BABYLON.Vector3.Zero();
  45474. /**
  45475. * The xx coefficients of the spherical polynomial
  45476. */
  45477. this.xx = BABYLON.Vector3.Zero();
  45478. /**
  45479. * The yy coefficients of the spherical polynomial
  45480. */
  45481. this.yy = BABYLON.Vector3.Zero();
  45482. /**
  45483. * The zz coefficients of the spherical polynomial
  45484. */
  45485. this.zz = BABYLON.Vector3.Zero();
  45486. /**
  45487. * The xy coefficients of the spherical polynomial
  45488. */
  45489. this.xy = BABYLON.Vector3.Zero();
  45490. /**
  45491. * The yz coefficients of the spherical polynomial
  45492. */
  45493. this.yz = BABYLON.Vector3.Zero();
  45494. /**
  45495. * The zx coefficients of the spherical polynomial
  45496. */
  45497. this.zx = BABYLON.Vector3.Zero();
  45498. }
  45499. /**
  45500. * Adds an ambient color to the spherical polynomial
  45501. * @param color the color to add
  45502. */
  45503. SphericalPolynomial.prototype.addAmbient = function (color) {
  45504. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45505. this.xx = this.xx.add(colorVector);
  45506. this.yy = this.yy.add(colorVector);
  45507. this.zz = this.zz.add(colorVector);
  45508. };
  45509. /**
  45510. * Scales the spherical polynomial by the given amount
  45511. * @param scale the amount to scale
  45512. */
  45513. SphericalPolynomial.prototype.scale = function (scale) {
  45514. this.x = this.x.scale(scale);
  45515. this.y = this.y.scale(scale);
  45516. this.z = this.z.scale(scale);
  45517. this.xx = this.xx.scale(scale);
  45518. this.yy = this.yy.scale(scale);
  45519. this.zz = this.zz.scale(scale);
  45520. this.yz = this.yz.scale(scale);
  45521. this.zx = this.zx.scale(scale);
  45522. this.xy = this.xy.scale(scale);
  45523. };
  45524. /**
  45525. * Gets the spherical polynomial from harmonics
  45526. * @param harmonics the spherical harmonics
  45527. * @returns the spherical polynomial
  45528. */
  45529. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45530. var result = new SphericalPolynomial();
  45531. result.x = harmonics.l11.scale(1.02333);
  45532. result.y = harmonics.l1_1.scale(1.02333);
  45533. result.z = harmonics.l10.scale(1.02333);
  45534. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45535. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45536. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45537. result.yz = harmonics.l2_1.scale(0.858086);
  45538. result.zx = harmonics.l21.scale(0.858086);
  45539. result.xy = harmonics.l2_2.scale(0.858086);
  45540. result.scale(1.0 / Math.PI);
  45541. return result;
  45542. };
  45543. /**
  45544. * Constructs a spherical polynomial from an array.
  45545. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45546. * @returns the spherical polynomial
  45547. */
  45548. SphericalPolynomial.FromArray = function (data) {
  45549. var sp = new SphericalPolynomial();
  45550. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45551. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45552. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45553. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45554. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45555. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45556. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45557. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45558. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45559. return sp;
  45560. };
  45561. return SphericalPolynomial;
  45562. }());
  45563. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45564. /**
  45565. * Class representing spherical harmonics coefficients to the 3rd degree
  45566. */
  45567. var SphericalHarmonics = /** @class */ (function () {
  45568. function SphericalHarmonics() {
  45569. /**
  45570. * The l0,0 coefficients of the spherical harmonics
  45571. */
  45572. this.l00 = BABYLON.Vector3.Zero();
  45573. /**
  45574. * The l1,-1 coefficients of the spherical harmonics
  45575. */
  45576. this.l1_1 = BABYLON.Vector3.Zero();
  45577. /**
  45578. * The l1,0 coefficients of the spherical harmonics
  45579. */
  45580. this.l10 = BABYLON.Vector3.Zero();
  45581. /**
  45582. * The l1,1 coefficients of the spherical harmonics
  45583. */
  45584. this.l11 = BABYLON.Vector3.Zero();
  45585. /**
  45586. * The l2,-2 coefficients of the spherical harmonics
  45587. */
  45588. this.l2_2 = BABYLON.Vector3.Zero();
  45589. /**
  45590. * The l2,-1 coefficients of the spherical harmonics
  45591. */
  45592. this.l2_1 = BABYLON.Vector3.Zero();
  45593. /**
  45594. * The l2,0 coefficients of the spherical harmonics
  45595. */
  45596. this.l20 = BABYLON.Vector3.Zero();
  45597. /**
  45598. * The l2,1 coefficients of the spherical harmonics
  45599. */
  45600. this.l21 = BABYLON.Vector3.Zero();
  45601. /**
  45602. * The l2,2 coefficients of the spherical harmonics
  45603. */
  45604. this.lL22 = BABYLON.Vector3.Zero();
  45605. }
  45606. /**
  45607. * Adds a light to the spherical harmonics
  45608. * @param direction the direction of the light
  45609. * @param color the color of the light
  45610. * @param deltaSolidAngle the delta solid angle of the light
  45611. */
  45612. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45613. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45614. var c = colorVector.scale(deltaSolidAngle);
  45615. this.l00 = this.l00.add(c.scale(0.282095));
  45616. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45617. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45618. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45619. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45620. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45621. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45622. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45623. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45624. };
  45625. /**
  45626. * Scales the spherical harmonics by the given amount
  45627. * @param scale the amount to scale
  45628. */
  45629. SphericalHarmonics.prototype.scale = function (scale) {
  45630. this.l00 = this.l00.scale(scale);
  45631. this.l1_1 = this.l1_1.scale(scale);
  45632. this.l10 = this.l10.scale(scale);
  45633. this.l11 = this.l11.scale(scale);
  45634. this.l2_2 = this.l2_2.scale(scale);
  45635. this.l2_1 = this.l2_1.scale(scale);
  45636. this.l20 = this.l20.scale(scale);
  45637. this.l21 = this.l21.scale(scale);
  45638. this.lL22 = this.lL22.scale(scale);
  45639. };
  45640. /**
  45641. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45642. *
  45643. * ```
  45644. * E_lm = A_l * L_lm
  45645. * ```
  45646. *
  45647. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45648. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45649. * the scaling factors are given in equation 9.
  45650. */
  45651. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45652. // Constant (Band 0)
  45653. this.l00 = this.l00.scale(3.141593);
  45654. // Linear (Band 1)
  45655. this.l1_1 = this.l1_1.scale(2.094395);
  45656. this.l10 = this.l10.scale(2.094395);
  45657. this.l11 = this.l11.scale(2.094395);
  45658. // Quadratic (Band 2)
  45659. this.l2_2 = this.l2_2.scale(0.785398);
  45660. this.l2_1 = this.l2_1.scale(0.785398);
  45661. this.l20 = this.l20.scale(0.785398);
  45662. this.l21 = this.l21.scale(0.785398);
  45663. this.lL22 = this.lL22.scale(0.785398);
  45664. };
  45665. /**
  45666. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45667. *
  45668. * ```
  45669. * L = (1/pi) * E * rho
  45670. * ```
  45671. *
  45672. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45673. */
  45674. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45675. this.scale(1.0 / Math.PI);
  45676. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45677. // (The pixel shader must apply albedo after texture fetches, etc).
  45678. };
  45679. /**
  45680. * Gets the spherical harmonics from polynomial
  45681. * @param polynomial the spherical polynomial
  45682. * @returns the spherical harmonics
  45683. */
  45684. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45685. var result = new SphericalHarmonics();
  45686. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45687. result.l1_1 = polynomial.y.scale(0.977204);
  45688. result.l10 = polynomial.z.scale(0.977204);
  45689. result.l11 = polynomial.x.scale(0.977204);
  45690. result.l2_2 = polynomial.xy.scale(1.16538);
  45691. result.l2_1 = polynomial.yz.scale(1.16538);
  45692. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45693. result.l21 = polynomial.zx.scale(1.16538);
  45694. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45695. result.scale(Math.PI);
  45696. return result;
  45697. };
  45698. /**
  45699. * Constructs a spherical harmonics from an array.
  45700. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45701. * @returns the spherical harmonics
  45702. */
  45703. SphericalHarmonics.FromArray = function (data) {
  45704. var sh = new SphericalHarmonics();
  45705. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45706. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45707. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45708. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45709. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45710. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45711. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45712. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45713. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45714. return sh;
  45715. };
  45716. return SphericalHarmonics;
  45717. }());
  45718. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45719. })(BABYLON || (BABYLON = {}));
  45720. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45721. var BABYLON;
  45722. (function (BABYLON) {
  45723. var FileFaceOrientation = /** @class */ (function () {
  45724. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45725. this.name = name;
  45726. this.worldAxisForNormal = worldAxisForNormal;
  45727. this.worldAxisForFileX = worldAxisForFileX;
  45728. this.worldAxisForFileY = worldAxisForFileY;
  45729. }
  45730. return FileFaceOrientation;
  45731. }());
  45732. /**
  45733. * Helper class dealing with the extraction of spherical polynomial dataArray
  45734. * from a cube map.
  45735. */
  45736. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45737. function CubeMapToSphericalPolynomialTools() {
  45738. }
  45739. /**
  45740. * Converts a texture to the according Spherical Polynomial data.
  45741. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45742. *
  45743. * @param texture The texture to extract the information from.
  45744. * @return The Spherical Polynomial data.
  45745. */
  45746. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45747. if (!texture.isCube) {
  45748. // Only supports cube Textures currently.
  45749. return null;
  45750. }
  45751. var size = texture.getSize().width;
  45752. var right = texture.readPixels(0);
  45753. var left = texture.readPixels(1);
  45754. var up;
  45755. var down;
  45756. if (texture.isRenderTarget) {
  45757. up = texture.readPixels(3);
  45758. down = texture.readPixels(2);
  45759. }
  45760. else {
  45761. up = texture.readPixels(2);
  45762. down = texture.readPixels(3);
  45763. }
  45764. var front = texture.readPixels(4);
  45765. var back = texture.readPixels(5);
  45766. var gammaSpace = texture.gammaSpace;
  45767. // Always read as RGBA.
  45768. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45769. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45770. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45771. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45772. }
  45773. var cubeInfo = {
  45774. size: size,
  45775. right: right,
  45776. left: left,
  45777. up: up,
  45778. down: down,
  45779. front: front,
  45780. back: back,
  45781. format: format,
  45782. type: type,
  45783. gammaSpace: gammaSpace,
  45784. };
  45785. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45786. };
  45787. /**
  45788. * Converts a cubemap to the according Spherical Polynomial data.
  45789. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45790. *
  45791. * @param cubeInfo The Cube map to extract the information from.
  45792. * @return The Spherical Polynomial data.
  45793. */
  45794. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45795. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45796. var totalSolidAngle = 0.0;
  45797. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45798. var du = 2.0 / cubeInfo.size;
  45799. var dv = du;
  45800. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45801. var minUV = du * 0.5 - 1.0;
  45802. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45803. var fileFace = this.FileFaces[faceIndex];
  45804. var dataArray = cubeInfo[fileFace.name];
  45805. var v = minUV;
  45806. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45807. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45808. // Because SP is still linear, so summation is fine in that basis.
  45809. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45810. for (var y = 0; y < cubeInfo.size; y++) {
  45811. var u = minUV;
  45812. for (var x = 0; x < cubeInfo.size; x++) {
  45813. // World direction (not normalised)
  45814. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45815. worldDirection.normalize();
  45816. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45817. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45818. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45819. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45820. // Handle Integer types.
  45821. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45822. r /= 255;
  45823. g /= 255;
  45824. b /= 255;
  45825. }
  45826. // Handle Gamma space textures.
  45827. if (cubeInfo.gammaSpace) {
  45828. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45829. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45830. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45831. }
  45832. var color = new BABYLON.Color3(r, g, b);
  45833. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45834. totalSolidAngle += deltaSolidAngle;
  45835. u += du;
  45836. }
  45837. v += dv;
  45838. }
  45839. }
  45840. // Solid angle for entire sphere is 4*pi
  45841. var sphereSolidAngle = 4.0 * Math.PI;
  45842. // Adjust the solid angle to allow for how many faces we processed.
  45843. var facesProcessed = 6.0;
  45844. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45845. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45846. // This is needed because the numerical integration over the cube uses a
  45847. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45848. // and also to compensate for accumulative error due to float precision in the summation.
  45849. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45850. sphericalHarmonics.scale(correctionFactor);
  45851. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45852. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45853. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45854. };
  45855. CubeMapToSphericalPolynomialTools.FileFaces = [
  45856. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45857. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45858. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45859. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45860. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45861. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45862. ];
  45863. return CubeMapToSphericalPolynomialTools;
  45864. }());
  45865. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45866. })(BABYLON || (BABYLON = {}));
  45867. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45868. var BABYLON;
  45869. (function (BABYLON) {
  45870. /**
  45871. * Manages the defines for the PBR Material.
  45872. * @hiddenChildren
  45873. */
  45874. var PBRMaterialDefines = /** @class */ (function (_super) {
  45875. __extends(PBRMaterialDefines, _super);
  45876. /**
  45877. * Initializes the PBR Material defines.
  45878. */
  45879. function PBRMaterialDefines() {
  45880. var _this = _super.call(this) || this;
  45881. _this.PBR = true;
  45882. _this.MAINUV1 = false;
  45883. _this.MAINUV2 = false;
  45884. _this.UV1 = false;
  45885. _this.UV2 = false;
  45886. _this.ALBEDO = false;
  45887. _this.ALBEDODIRECTUV = 0;
  45888. _this.VERTEXCOLOR = false;
  45889. _this.AMBIENT = false;
  45890. _this.AMBIENTDIRECTUV = 0;
  45891. _this.AMBIENTINGRAYSCALE = false;
  45892. _this.OPACITY = false;
  45893. _this.VERTEXALPHA = false;
  45894. _this.OPACITYDIRECTUV = 0;
  45895. _this.OPACITYRGB = false;
  45896. _this.ALPHATEST = false;
  45897. _this.DEPTHPREPASS = false;
  45898. _this.ALPHABLEND = false;
  45899. _this.ALPHAFROMALBEDO = false;
  45900. _this.ALPHATESTVALUE = "0.5";
  45901. _this.SPECULAROVERALPHA = false;
  45902. _this.RADIANCEOVERALPHA = false;
  45903. _this.ALPHAFRESNEL = false;
  45904. _this.LINEARALPHAFRESNEL = false;
  45905. _this.PREMULTIPLYALPHA = false;
  45906. _this.EMISSIVE = false;
  45907. _this.EMISSIVEDIRECTUV = 0;
  45908. _this.REFLECTIVITY = false;
  45909. _this.REFLECTIVITYDIRECTUV = 0;
  45910. _this.SPECULARTERM = false;
  45911. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45912. _this.MICROSURFACEAUTOMATIC = false;
  45913. _this.LODBASEDMICROSFURACE = false;
  45914. _this.MICROSURFACEMAP = false;
  45915. _this.MICROSURFACEMAPDIRECTUV = 0;
  45916. _this.METALLICWORKFLOW = false;
  45917. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45918. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45919. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45920. _this.AOSTOREINMETALMAPRED = false;
  45921. _this.ENVIRONMENTBRDF = false;
  45922. _this.NORMAL = false;
  45923. _this.TANGENT = false;
  45924. _this.BUMP = false;
  45925. _this.BUMPDIRECTUV = 0;
  45926. _this.OBJECTSPACE_NORMALMAP = false;
  45927. _this.PARALLAX = false;
  45928. _this.PARALLAXOCCLUSION = false;
  45929. _this.NORMALXYSCALE = true;
  45930. _this.LIGHTMAP = false;
  45931. _this.LIGHTMAPDIRECTUV = 0;
  45932. _this.USELIGHTMAPASSHADOWMAP = false;
  45933. _this.GAMMALIGHTMAP = false;
  45934. _this.REFLECTION = false;
  45935. _this.REFLECTIONMAP_3D = false;
  45936. _this.REFLECTIONMAP_SPHERICAL = false;
  45937. _this.REFLECTIONMAP_PLANAR = false;
  45938. _this.REFLECTIONMAP_CUBIC = false;
  45939. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45940. _this.REFLECTIONMAP_PROJECTION = false;
  45941. _this.REFLECTIONMAP_SKYBOX = false;
  45942. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45943. _this.REFLECTIONMAP_EXPLICIT = false;
  45944. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45945. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45946. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45947. _this.INVERTCUBICMAP = false;
  45948. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45949. _this.USESPHERICALINVERTEX = false;
  45950. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45951. _this.LODINREFLECTIONALPHA = false;
  45952. _this.GAMMAREFLECTION = false;
  45953. _this.RGBDREFLECTION = false;
  45954. _this.RADIANCEOCCLUSION = false;
  45955. _this.HORIZONOCCLUSION = false;
  45956. _this.REFRACTION = false;
  45957. _this.REFRACTIONMAP_3D = false;
  45958. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45959. _this.LODINREFRACTIONALPHA = false;
  45960. _this.GAMMAREFRACTION = false;
  45961. _this.RGBDREFRACTION = false;
  45962. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45963. _this.INSTANCES = false;
  45964. _this.NUM_BONE_INFLUENCERS = 0;
  45965. _this.BonesPerMesh = 0;
  45966. _this.BONETEXTURE = false;
  45967. _this.NONUNIFORMSCALING = false;
  45968. _this.MORPHTARGETS = false;
  45969. _this.MORPHTARGETS_NORMAL = false;
  45970. _this.MORPHTARGETS_TANGENT = false;
  45971. _this.NUM_MORPH_INFLUENCERS = 0;
  45972. _this.IMAGEPROCESSING = false;
  45973. _this.VIGNETTE = false;
  45974. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45975. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45976. _this.TONEMAPPING = false;
  45977. _this.TONEMAPPING_ACES = false;
  45978. _this.CONTRAST = false;
  45979. _this.COLORCURVES = false;
  45980. _this.COLORGRADING = false;
  45981. _this.COLORGRADING3D = false;
  45982. _this.SAMPLER3DGREENDEPTH = false;
  45983. _this.SAMPLER3DBGRMAP = false;
  45984. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45985. _this.EXPOSURE = false;
  45986. _this.USEPHYSICALLIGHTFALLOFF = false;
  45987. _this.USEGLTFLIGHTFALLOFF = false;
  45988. _this.TWOSIDEDLIGHTING = false;
  45989. _this.SHADOWFLOAT = false;
  45990. _this.CLIPPLANE = false;
  45991. _this.CLIPPLANE2 = false;
  45992. _this.CLIPPLANE3 = false;
  45993. _this.CLIPPLANE4 = false;
  45994. _this.POINTSIZE = false;
  45995. _this.FOG = false;
  45996. _this.LOGARITHMICDEPTH = false;
  45997. _this.FORCENORMALFORWARD = false;
  45998. _this.SPECULARAA = false;
  45999. _this.UNLIT = false;
  46000. _this.rebuild();
  46001. return _this;
  46002. }
  46003. /**
  46004. * Resets the PBR Material defines.
  46005. */
  46006. PBRMaterialDefines.prototype.reset = function () {
  46007. _super.prototype.reset.call(this);
  46008. this.ALPHATESTVALUE = "0.5";
  46009. this.PBR = true;
  46010. };
  46011. return PBRMaterialDefines;
  46012. }(BABYLON.MaterialDefines));
  46013. /**
  46014. * The Physically based material base class of BJS.
  46015. *
  46016. * This offers the main features of a standard PBR material.
  46017. * For more information, please refer to the documentation :
  46018. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46019. */
  46020. var PBRBaseMaterial = /** @class */ (function (_super) {
  46021. __extends(PBRBaseMaterial, _super);
  46022. /**
  46023. * Instantiates a new PBRMaterial instance.
  46024. *
  46025. * @param name The material name
  46026. * @param scene The scene the material will be use in.
  46027. */
  46028. function PBRBaseMaterial(name, scene) {
  46029. var _this = _super.call(this, name, scene) || this;
  46030. /**
  46031. * Intensity of the direct lights e.g. the four lights available in your scene.
  46032. * This impacts both the direct diffuse and specular highlights.
  46033. */
  46034. _this._directIntensity = 1.0;
  46035. /**
  46036. * Intensity of the emissive part of the material.
  46037. * This helps controlling the emissive effect without modifying the emissive color.
  46038. */
  46039. _this._emissiveIntensity = 1.0;
  46040. /**
  46041. * Intensity of the environment e.g. how much the environment will light the object
  46042. * either through harmonics for rough material or through the refelction for shiny ones.
  46043. */
  46044. _this._environmentIntensity = 1.0;
  46045. /**
  46046. * This is a special control allowing the reduction of the specular highlights coming from the
  46047. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46048. */
  46049. _this._specularIntensity = 1.0;
  46050. /**
  46051. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  46052. */
  46053. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  46054. /**
  46055. * Debug Control allowing disabling the bump map on this material.
  46056. */
  46057. _this._disableBumpMap = false;
  46058. /**
  46059. * AKA Occlusion Texture Intensity in other nomenclature.
  46060. */
  46061. _this._ambientTextureStrength = 1.0;
  46062. /**
  46063. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46064. * 1 means it completely occludes it
  46065. * 0 mean it has no impact
  46066. */
  46067. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46068. /**
  46069. * The color of a material in ambient lighting.
  46070. */
  46071. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  46072. /**
  46073. * AKA Diffuse Color in other nomenclature.
  46074. */
  46075. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  46076. /**
  46077. * AKA Specular Color in other nomenclature.
  46078. */
  46079. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46080. /**
  46081. * The color applied when light is reflected from a material.
  46082. */
  46083. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46084. /**
  46085. * The color applied when light is emitted from a material.
  46086. */
  46087. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46088. /**
  46089. * AKA Glossiness in other nomenclature.
  46090. */
  46091. _this._microSurface = 0.9;
  46092. /**
  46093. * source material index of refraction (IOR)' / 'destination material IOR.
  46094. */
  46095. _this._indexOfRefraction = 0.66;
  46096. /**
  46097. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46098. */
  46099. _this._invertRefractionY = false;
  46100. /**
  46101. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46102. * Materials half opaque for instance using refraction could benefit from this control.
  46103. */
  46104. _this._linkRefractionWithTransparency = false;
  46105. /**
  46106. * Specifies that the material will use the light map as a show map.
  46107. */
  46108. _this._useLightmapAsShadowmap = false;
  46109. /**
  46110. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46111. * makes the reflect vector face the model (under horizon).
  46112. */
  46113. _this._useHorizonOcclusion = true;
  46114. /**
  46115. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46116. * too much the area relying on ambient texture to define their ambient occlusion.
  46117. */
  46118. _this._useRadianceOcclusion = true;
  46119. /**
  46120. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46121. */
  46122. _this._useAlphaFromAlbedoTexture = false;
  46123. /**
  46124. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46125. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46126. */
  46127. _this._useSpecularOverAlpha = true;
  46128. /**
  46129. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46130. */
  46131. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46132. /**
  46133. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46134. */
  46135. _this._useRoughnessFromMetallicTextureAlpha = true;
  46136. /**
  46137. * Specifies if the metallic texture contains the roughness information in its green channel.
  46138. */
  46139. _this._useRoughnessFromMetallicTextureGreen = false;
  46140. /**
  46141. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46142. */
  46143. _this._useMetallnessFromMetallicTextureBlue = false;
  46144. /**
  46145. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46146. */
  46147. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46148. /**
  46149. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46150. */
  46151. _this._useAmbientInGrayScale = false;
  46152. /**
  46153. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46154. * The material will try to infer what glossiness each pixel should be.
  46155. */
  46156. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46157. /**
  46158. * Defines the falloff type used in this material.
  46159. * It by default is Physical.
  46160. */
  46161. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46162. /**
  46163. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46164. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46165. */
  46166. _this._useRadianceOverAlpha = true;
  46167. /**
  46168. * Allows using an object space normal map (instead of tangent space).
  46169. */
  46170. _this._useObjectSpaceNormalMap = false;
  46171. /**
  46172. * Allows using the bump map in parallax mode.
  46173. */
  46174. _this._useParallax = false;
  46175. /**
  46176. * Allows using the bump map in parallax occlusion mode.
  46177. */
  46178. _this._useParallaxOcclusion = false;
  46179. /**
  46180. * Controls the scale bias of the parallax mode.
  46181. */
  46182. _this._parallaxScaleBias = 0.05;
  46183. /**
  46184. * If sets to true, disables all the lights affecting the material.
  46185. */
  46186. _this._disableLighting = false;
  46187. /**
  46188. * Number of Simultaneous lights allowed on the material.
  46189. */
  46190. _this._maxSimultaneousLights = 4;
  46191. /**
  46192. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46193. */
  46194. _this._invertNormalMapX = false;
  46195. /**
  46196. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46197. */
  46198. _this._invertNormalMapY = false;
  46199. /**
  46200. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46201. */
  46202. _this._twoSidedLighting = false;
  46203. /**
  46204. * Defines the alpha limits in alpha test mode.
  46205. */
  46206. _this._alphaCutOff = 0.4;
  46207. /**
  46208. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46209. */
  46210. _this._forceAlphaTest = false;
  46211. /**
  46212. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46213. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46214. */
  46215. _this._useAlphaFresnel = false;
  46216. /**
  46217. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46218. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46219. */
  46220. _this._useLinearAlphaFresnel = false;
  46221. /**
  46222. * The transparency mode of the material.
  46223. */
  46224. _this._transparencyMode = null;
  46225. /**
  46226. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46227. * from cos thetav and roughness:
  46228. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46229. */
  46230. _this._environmentBRDFTexture = null;
  46231. /**
  46232. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46233. */
  46234. _this._forceIrradianceInFragment = false;
  46235. /**
  46236. * Force normal to face away from face.
  46237. */
  46238. _this._forceNormalForward = false;
  46239. /**
  46240. * Enables specular anti aliasing in the PBR shader.
  46241. * It will both interacts on the Geometry for analytical and IBL lighting.
  46242. * It also prefilter the roughness map based on the bump values.
  46243. */
  46244. _this._enableSpecularAntiAliasing = false;
  46245. /**
  46246. * Stores the available render targets.
  46247. */
  46248. _this._renderTargets = new BABYLON.SmartArray(16);
  46249. /**
  46250. * Sets the global ambient color for the material used in lighting calculations.
  46251. */
  46252. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46253. /**
  46254. * If set to true, no lighting calculations will be applied.
  46255. */
  46256. _this._unlit = false;
  46257. // Setup the default processing configuration to the scene.
  46258. _this._attachImageProcessingConfiguration(null);
  46259. _this.getRenderTargetTextures = function () {
  46260. _this._renderTargets.reset();
  46261. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46262. _this._renderTargets.push(_this._reflectionTexture);
  46263. }
  46264. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46265. _this._renderTargets.push(_this._refractionTexture);
  46266. }
  46267. return _this._renderTargets;
  46268. };
  46269. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46270. return _this;
  46271. }
  46272. /**
  46273. * Attaches a new image processing configuration to the PBR Material.
  46274. * @param configuration
  46275. */
  46276. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46277. var _this = this;
  46278. if (configuration === this._imageProcessingConfiguration) {
  46279. return;
  46280. }
  46281. // Detaches observer.
  46282. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46283. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46284. }
  46285. // Pick the scene configuration if needed.
  46286. if (!configuration) {
  46287. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46288. }
  46289. else {
  46290. this._imageProcessingConfiguration = configuration;
  46291. }
  46292. // Attaches observer.
  46293. if (this._imageProcessingConfiguration) {
  46294. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46295. _this._markAllSubMeshesAsImageProcessingDirty();
  46296. });
  46297. }
  46298. };
  46299. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46300. /**
  46301. * Gets a boolean indicating that current material needs to register RTT
  46302. */
  46303. get: function () {
  46304. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46305. return true;
  46306. }
  46307. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46308. return true;
  46309. }
  46310. return false;
  46311. },
  46312. enumerable: true,
  46313. configurable: true
  46314. });
  46315. /**
  46316. * Gets the name of the material class.
  46317. */
  46318. PBRBaseMaterial.prototype.getClassName = function () {
  46319. return "PBRBaseMaterial";
  46320. };
  46321. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46322. /**
  46323. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46324. */
  46325. get: function () {
  46326. return this._useLogarithmicDepth;
  46327. },
  46328. /**
  46329. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46330. */
  46331. set: function (value) {
  46332. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46333. },
  46334. enumerable: true,
  46335. configurable: true
  46336. });
  46337. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46338. /**
  46339. * Gets the current transparency mode.
  46340. */
  46341. get: function () {
  46342. return this._transparencyMode;
  46343. },
  46344. /**
  46345. * Sets the transparency mode of the material.
  46346. *
  46347. * | Value | Type | Description |
  46348. * | ----- | ----------------------------------- | ----------- |
  46349. * | 0 | OPAQUE | |
  46350. * | 1 | ALPHATEST | |
  46351. * | 2 | ALPHABLEND | |
  46352. * | 3 | ALPHATESTANDBLEND | |
  46353. *
  46354. */
  46355. set: function (value) {
  46356. if (this._transparencyMode === value) {
  46357. return;
  46358. }
  46359. this._transparencyMode = value;
  46360. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46361. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46362. },
  46363. enumerable: true,
  46364. configurable: true
  46365. });
  46366. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46367. /**
  46368. * Returns true if alpha blending should be disabled.
  46369. */
  46370. get: function () {
  46371. return (this._linkRefractionWithTransparency ||
  46372. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46373. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46374. },
  46375. enumerable: true,
  46376. configurable: true
  46377. });
  46378. /**
  46379. * Specifies whether or not this material should be rendered in alpha blend mode.
  46380. */
  46381. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46382. if (this._disableAlphaBlending) {
  46383. return false;
  46384. }
  46385. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46386. };
  46387. /**
  46388. * Specifies if the mesh will require alpha blending.
  46389. * @param mesh - BJS mesh.
  46390. */
  46391. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46392. if (this._disableAlphaBlending) {
  46393. return false;
  46394. }
  46395. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46396. };
  46397. /**
  46398. * Specifies whether or not this material should be rendered in alpha test mode.
  46399. */
  46400. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46401. if (this._forceAlphaTest) {
  46402. return true;
  46403. }
  46404. if (this._linkRefractionWithTransparency) {
  46405. return false;
  46406. }
  46407. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46408. };
  46409. /**
  46410. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46411. */
  46412. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46413. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46414. };
  46415. /**
  46416. * Gets the texture used for the alpha test.
  46417. */
  46418. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46419. return this._albedoTexture;
  46420. };
  46421. /**
  46422. * Specifies that the submesh is ready to be used.
  46423. * @param mesh - BJS mesh.
  46424. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46425. * @param useInstances - Specifies that instances should be used.
  46426. * @returns - boolean indicating that the submesh is ready or not.
  46427. */
  46428. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46429. if (subMesh.effect && this.isFrozen) {
  46430. if (this._wasPreviouslyReady) {
  46431. return true;
  46432. }
  46433. }
  46434. if (!subMesh._materialDefines) {
  46435. subMesh._materialDefines = new PBRMaterialDefines();
  46436. }
  46437. var defines = subMesh._materialDefines;
  46438. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46439. if (defines._renderId === this.getScene().getRenderId()) {
  46440. return true;
  46441. }
  46442. }
  46443. var scene = this.getScene();
  46444. var engine = scene.getEngine();
  46445. if (defines._areTexturesDirty) {
  46446. if (scene.texturesEnabled) {
  46447. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46448. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46449. return false;
  46450. }
  46451. }
  46452. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46453. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46454. return false;
  46455. }
  46456. }
  46457. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46458. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46459. return false;
  46460. }
  46461. }
  46462. var reflectionTexture = this._getReflectionTexture();
  46463. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46464. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46465. return false;
  46466. }
  46467. }
  46468. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46469. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46470. return false;
  46471. }
  46472. }
  46473. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46474. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46475. return false;
  46476. }
  46477. }
  46478. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46479. if (this._metallicTexture) {
  46480. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46481. return false;
  46482. }
  46483. }
  46484. else if (this._reflectivityTexture) {
  46485. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46486. return false;
  46487. }
  46488. }
  46489. if (this._microSurfaceTexture) {
  46490. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46491. return false;
  46492. }
  46493. }
  46494. }
  46495. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46496. // Bump texture cannot be not blocking.
  46497. if (!this._bumpTexture.isReady()) {
  46498. return false;
  46499. }
  46500. }
  46501. var refractionTexture = this._getRefractionTexture();
  46502. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46503. if (!refractionTexture.isReadyOrNotBlocking()) {
  46504. return false;
  46505. }
  46506. }
  46507. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46508. // This is blocking.
  46509. if (!this._environmentBRDFTexture.isReady()) {
  46510. return false;
  46511. }
  46512. }
  46513. }
  46514. }
  46515. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46516. if (!this._imageProcessingConfiguration.isReady()) {
  46517. return false;
  46518. }
  46519. }
  46520. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46521. mesh.createNormals(true);
  46522. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46523. }
  46524. var previousEffect = subMesh.effect;
  46525. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46526. if (effect) {
  46527. // Use previous effect while new one is compiling
  46528. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46529. effect = previousEffect;
  46530. defines.markAsUnprocessed();
  46531. }
  46532. else {
  46533. scene.resetCachedMaterial();
  46534. subMesh.setEffect(effect, defines);
  46535. this.buildUniformLayout();
  46536. }
  46537. }
  46538. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46539. return false;
  46540. }
  46541. defines._renderId = scene.getRenderId();
  46542. this._wasPreviouslyReady = true;
  46543. return true;
  46544. };
  46545. /**
  46546. * Specifies if the material uses metallic roughness workflow.
  46547. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46548. */
  46549. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46550. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46551. return true;
  46552. }
  46553. return false;
  46554. };
  46555. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46556. if (onCompiled === void 0) { onCompiled = null; }
  46557. if (onError === void 0) { onError = null; }
  46558. if (useInstances === void 0) { useInstances = null; }
  46559. if (useClipPlane === void 0) { useClipPlane = null; }
  46560. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46561. if (!defines.isDirty) {
  46562. return null;
  46563. }
  46564. defines.markAsProcessed();
  46565. var scene = this.getScene();
  46566. var engine = scene.getEngine();
  46567. // Fallbacks
  46568. var fallbacks = new BABYLON.EffectFallbacks();
  46569. var fallbackRank = 0;
  46570. if (defines.USESPHERICALINVERTEX) {
  46571. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46572. }
  46573. if (defines.FOG) {
  46574. fallbacks.addFallback(fallbackRank, "FOG");
  46575. }
  46576. if (defines.SPECULARAA) {
  46577. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46578. }
  46579. if (defines.POINTSIZE) {
  46580. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46581. }
  46582. if (defines.LOGARITHMICDEPTH) {
  46583. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46584. }
  46585. if (defines.PARALLAX) {
  46586. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46587. }
  46588. if (defines.PARALLAXOCCLUSION) {
  46589. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46590. }
  46591. if (defines.ENVIRONMENTBRDF) {
  46592. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46593. }
  46594. if (defines.TANGENT) {
  46595. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46596. }
  46597. if (defines.BUMP) {
  46598. fallbacks.addFallback(fallbackRank++, "BUMP");
  46599. }
  46600. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46601. if (defines.SPECULARTERM) {
  46602. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46603. }
  46604. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46605. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46606. }
  46607. if (defines.LIGHTMAP) {
  46608. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46609. }
  46610. if (defines.NORMAL) {
  46611. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46612. }
  46613. if (defines.AMBIENT) {
  46614. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46615. }
  46616. if (defines.EMISSIVE) {
  46617. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46618. }
  46619. if (defines.VERTEXCOLOR) {
  46620. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46621. }
  46622. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46623. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46624. }
  46625. if (defines.MORPHTARGETS) {
  46626. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46627. }
  46628. //Attributes
  46629. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46630. if (defines.NORMAL) {
  46631. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46632. }
  46633. if (defines.TANGENT) {
  46634. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46635. }
  46636. if (defines.UV1) {
  46637. attribs.push(BABYLON.VertexBuffer.UVKind);
  46638. }
  46639. if (defines.UV2) {
  46640. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46641. }
  46642. if (defines.VERTEXCOLOR) {
  46643. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46644. }
  46645. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46646. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46647. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46648. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46649. "vFogInfos", "vFogColor", "pointSize",
  46650. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46651. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46652. "mBones",
  46653. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46654. "vLightingIntensity",
  46655. "logarithmicDepthConstant",
  46656. "vSphericalX", "vSphericalY", "vSphericalZ",
  46657. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46658. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46659. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46660. "vTangentSpaceParams", "boneTextureWidth"
  46661. ];
  46662. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46663. "bumpSampler", "lightmapSampler", "opacitySampler",
  46664. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46665. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46666. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46667. var uniformBuffers = ["Material", "Scene"];
  46668. if (BABYLON.ImageProcessingConfiguration) {
  46669. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46670. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46671. }
  46672. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46673. uniformsNames: uniforms,
  46674. uniformBuffersNames: uniformBuffers,
  46675. samplers: samplers,
  46676. defines: defines,
  46677. maxSimultaneousLights: this._maxSimultaneousLights
  46678. });
  46679. var join = defines.toString();
  46680. return engine.createEffect("pbr", {
  46681. attributes: attribs,
  46682. uniformsNames: uniforms,
  46683. uniformBuffersNames: uniformBuffers,
  46684. samplers: samplers,
  46685. defines: join,
  46686. fallbacks: fallbacks,
  46687. onCompiled: onCompiled,
  46688. onError: onError,
  46689. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46690. }, engine);
  46691. };
  46692. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46693. if (useInstances === void 0) { useInstances = null; }
  46694. if (useClipPlane === void 0) { useClipPlane = null; }
  46695. var scene = this.getScene();
  46696. var engine = scene.getEngine();
  46697. // Lights
  46698. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46699. defines._needNormals = true;
  46700. // Textures
  46701. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46702. if (defines._areTexturesDirty) {
  46703. defines._needUVs = false;
  46704. if (scene.texturesEnabled) {
  46705. if (scene.getEngine().getCaps().textureLOD) {
  46706. defines.LODBASEDMICROSFURACE = true;
  46707. }
  46708. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46709. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46710. }
  46711. else {
  46712. defines.ALBEDO = false;
  46713. }
  46714. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46715. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46716. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46717. }
  46718. else {
  46719. defines.AMBIENT = false;
  46720. }
  46721. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46722. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46723. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46724. }
  46725. else {
  46726. defines.OPACITY = false;
  46727. }
  46728. var reflectionTexture = this._getReflectionTexture();
  46729. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46730. defines.REFLECTION = true;
  46731. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46732. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46733. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46734. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46735. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46736. defines.INVERTCUBICMAP = true;
  46737. }
  46738. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46739. switch (reflectionTexture.coordinatesMode) {
  46740. case BABYLON.Texture.EXPLICIT_MODE:
  46741. defines.REFLECTIONMAP_EXPLICIT = true;
  46742. break;
  46743. case BABYLON.Texture.PLANAR_MODE:
  46744. defines.REFLECTIONMAP_PLANAR = true;
  46745. break;
  46746. case BABYLON.Texture.PROJECTION_MODE:
  46747. defines.REFLECTIONMAP_PROJECTION = true;
  46748. break;
  46749. case BABYLON.Texture.SKYBOX_MODE:
  46750. defines.REFLECTIONMAP_SKYBOX = true;
  46751. break;
  46752. case BABYLON.Texture.SPHERICAL_MODE:
  46753. defines.REFLECTIONMAP_SPHERICAL = true;
  46754. break;
  46755. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46756. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46757. break;
  46758. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46759. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46760. break;
  46761. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46762. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46763. break;
  46764. case BABYLON.Texture.CUBIC_MODE:
  46765. case BABYLON.Texture.INVCUBIC_MODE:
  46766. default:
  46767. defines.REFLECTIONMAP_CUBIC = true;
  46768. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46769. break;
  46770. }
  46771. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46772. if (reflectionTexture.sphericalPolynomial) {
  46773. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46774. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46775. defines.USESPHERICALINVERTEX = false;
  46776. }
  46777. else {
  46778. defines.USESPHERICALINVERTEX = true;
  46779. }
  46780. }
  46781. }
  46782. else {
  46783. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46784. }
  46785. }
  46786. else {
  46787. defines.REFLECTION = false;
  46788. defines.REFLECTIONMAP_3D = false;
  46789. defines.REFLECTIONMAP_SPHERICAL = false;
  46790. defines.REFLECTIONMAP_PLANAR = false;
  46791. defines.REFLECTIONMAP_CUBIC = false;
  46792. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46793. defines.REFLECTIONMAP_PROJECTION = false;
  46794. defines.REFLECTIONMAP_SKYBOX = false;
  46795. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46796. defines.REFLECTIONMAP_EXPLICIT = false;
  46797. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46798. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46799. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46800. defines.INVERTCUBICMAP = false;
  46801. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46802. defines.USESPHERICALINVERTEX = false;
  46803. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46804. defines.LODINREFLECTIONALPHA = false;
  46805. defines.GAMMAREFLECTION = false;
  46806. defines.RGBDREFLECTION = false;
  46807. }
  46808. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46809. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46810. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46811. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46812. }
  46813. else {
  46814. defines.LIGHTMAP = false;
  46815. }
  46816. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46817. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46818. }
  46819. else {
  46820. defines.EMISSIVE = false;
  46821. }
  46822. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46823. if (this._metallicTexture) {
  46824. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46825. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46826. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46827. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46828. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46829. }
  46830. else if (this._reflectivityTexture) {
  46831. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46832. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46833. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46834. }
  46835. else {
  46836. defines.REFLECTIVITY = false;
  46837. }
  46838. if (this._microSurfaceTexture) {
  46839. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46840. }
  46841. else {
  46842. defines.MICROSURFACEMAP = false;
  46843. }
  46844. }
  46845. else {
  46846. defines.REFLECTIVITY = false;
  46847. defines.MICROSURFACEMAP = false;
  46848. }
  46849. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46850. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46851. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46852. defines.PARALLAX = true;
  46853. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46854. }
  46855. else {
  46856. defines.PARALLAX = false;
  46857. }
  46858. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46859. }
  46860. else {
  46861. defines.BUMP = false;
  46862. }
  46863. var refractionTexture = this._getRefractionTexture();
  46864. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46865. defines.REFRACTION = true;
  46866. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46867. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46868. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46869. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46870. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46871. if (this._linkRefractionWithTransparency) {
  46872. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46873. }
  46874. }
  46875. else {
  46876. defines.REFRACTION = false;
  46877. }
  46878. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46879. defines.ENVIRONMENTBRDF = true;
  46880. }
  46881. else {
  46882. defines.ENVIRONMENTBRDF = false;
  46883. }
  46884. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46885. defines.ALPHAFROMALBEDO = true;
  46886. }
  46887. else {
  46888. defines.ALPHAFROMALBEDO = false;
  46889. }
  46890. }
  46891. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46892. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46893. defines.USEPHYSICALLIGHTFALLOFF = false;
  46894. defines.USEGLTFLIGHTFALLOFF = false;
  46895. }
  46896. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46897. defines.USEPHYSICALLIGHTFALLOFF = false;
  46898. defines.USEGLTFLIGHTFALLOFF = true;
  46899. }
  46900. else {
  46901. defines.USEPHYSICALLIGHTFALLOFF = true;
  46902. defines.USEGLTFLIGHTFALLOFF = false;
  46903. }
  46904. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46905. if (!this.backFaceCulling && this._twoSidedLighting) {
  46906. defines.TWOSIDEDLIGHTING = true;
  46907. }
  46908. else {
  46909. defines.TWOSIDEDLIGHTING = false;
  46910. }
  46911. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46912. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46913. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46914. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46915. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46916. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46917. }
  46918. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46919. this._imageProcessingConfiguration.prepareDefines(defines);
  46920. }
  46921. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46922. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46923. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46924. // Misc.
  46925. if (defines._areMiscDirty) {
  46926. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46927. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46928. }
  46929. // Values that need to be evaluated on every frame
  46930. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46931. // Attribs
  46932. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46933. };
  46934. /**
  46935. * Force shader compilation
  46936. */
  46937. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46938. var _this = this;
  46939. var localOptions = __assign({ clipPlane: false }, options);
  46940. var defines = new PBRMaterialDefines();
  46941. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46942. if (effect.isReady()) {
  46943. if (onCompiled) {
  46944. onCompiled(this);
  46945. }
  46946. }
  46947. else {
  46948. effect.onCompileObservable.add(function () {
  46949. if (onCompiled) {
  46950. onCompiled(_this);
  46951. }
  46952. });
  46953. }
  46954. };
  46955. /**
  46956. * Initializes the uniform buffer layout for the shader.
  46957. */
  46958. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46959. // Order is important !
  46960. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46961. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46962. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46963. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46964. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46965. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46966. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46967. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46968. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46969. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46970. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46971. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46972. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46973. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46974. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46975. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46976. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46977. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46978. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46979. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46980. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46981. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46982. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46983. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46984. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46985. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46986. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46987. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46988. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46989. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46990. this._uniformBuffer.addUniform("pointSize", 1);
  46991. this._uniformBuffer.create();
  46992. };
  46993. /**
  46994. * Unbinds the textures.
  46995. */
  46996. PBRBaseMaterial.prototype.unbind = function () {
  46997. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46998. this._uniformBuffer.setTexture("reflectionSampler", null);
  46999. }
  47000. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  47001. this._uniformBuffer.setTexture("refractionSampler", null);
  47002. }
  47003. _super.prototype.unbind.call(this);
  47004. };
  47005. /**
  47006. * Binds the submesh data.
  47007. * @param world - The world matrix.
  47008. * @param mesh - The BJS mesh.
  47009. * @param subMesh - A submesh of the BJS mesh.
  47010. */
  47011. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  47012. var scene = this.getScene();
  47013. var defines = subMesh._materialDefines;
  47014. if (!defines) {
  47015. return;
  47016. }
  47017. var effect = subMesh.effect;
  47018. if (!effect) {
  47019. return;
  47020. }
  47021. this._activeEffect = effect;
  47022. // Matrices
  47023. this.bindOnlyWorldMatrix(world);
  47024. // Normal Matrix
  47025. if (defines.OBJECTSPACE_NORMALMAP) {
  47026. world.toNormalMatrix(this._normalMatrix);
  47027. this.bindOnlyNormalMatrix(this._normalMatrix);
  47028. }
  47029. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  47030. // Bones
  47031. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  47032. var reflectionTexture = null;
  47033. if (mustRebind) {
  47034. this._uniformBuffer.bindToEffect(effect, "Material");
  47035. this.bindViewProjection(effect);
  47036. reflectionTexture = this._getReflectionTexture();
  47037. var refractionTexture = this._getRefractionTexture();
  47038. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  47039. // Texture uniforms
  47040. if (scene.texturesEnabled) {
  47041. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47042. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  47043. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  47044. }
  47045. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47046. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  47047. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  47048. }
  47049. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47050. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  47051. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  47052. }
  47053. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47054. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  47055. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  47056. if (reflectionTexture.boundingBoxSize) {
  47057. var cubeTexture = reflectionTexture;
  47058. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  47059. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  47060. }
  47061. var polynomials = reflectionTexture.sphericalPolynomial;
  47062. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  47063. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  47064. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  47065. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  47066. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  47067. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  47068. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  47069. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  47070. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  47071. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  47072. }
  47073. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  47074. }
  47075. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47076. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  47077. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  47078. }
  47079. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47080. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  47081. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47082. }
  47083. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47084. if (this._metallicTexture) {
  47085. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47086. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47087. }
  47088. else if (this._reflectivityTexture) {
  47089. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47090. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47091. }
  47092. if (this._microSurfaceTexture) {
  47093. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47094. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47095. }
  47096. }
  47097. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47098. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47099. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47100. if (scene._mirroredCameraPosition) {
  47101. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47102. }
  47103. else {
  47104. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47105. }
  47106. }
  47107. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47108. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47109. var depth = 1.0;
  47110. if (!refractionTexture.isCube) {
  47111. if (refractionTexture.depth) {
  47112. depth = refractionTexture.depth;
  47113. }
  47114. }
  47115. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47116. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47117. }
  47118. }
  47119. // Point size
  47120. if (this.pointsCloud) {
  47121. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47122. }
  47123. // Colors
  47124. if (defines.METALLICWORKFLOW) {
  47125. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47126. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47127. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47128. }
  47129. else {
  47130. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47131. }
  47132. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47133. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47134. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47135. // Misc
  47136. this._lightingInfos.x = this._directIntensity;
  47137. this._lightingInfos.y = this._emissiveIntensity;
  47138. this._lightingInfos.z = this._environmentIntensity;
  47139. this._lightingInfos.w = this._specularIntensity;
  47140. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47141. }
  47142. // Textures
  47143. if (scene.texturesEnabled) {
  47144. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47145. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47146. }
  47147. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47148. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47149. }
  47150. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47151. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47152. }
  47153. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47154. if (defines.LODBASEDMICROSFURACE) {
  47155. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47156. }
  47157. else {
  47158. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47159. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47160. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47161. }
  47162. }
  47163. if (defines.ENVIRONMENTBRDF) {
  47164. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47165. }
  47166. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47167. if (defines.LODBASEDMICROSFURACE) {
  47168. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47169. }
  47170. else {
  47171. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47172. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47173. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47174. }
  47175. }
  47176. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47177. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47178. }
  47179. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47180. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47181. }
  47182. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47183. if (this._metallicTexture) {
  47184. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47185. }
  47186. else if (this._reflectivityTexture) {
  47187. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47188. }
  47189. if (this._microSurfaceTexture) {
  47190. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47191. }
  47192. }
  47193. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47194. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47195. }
  47196. }
  47197. // Clip plane
  47198. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47199. // Colors
  47200. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47201. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47202. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47203. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47204. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47205. }
  47206. if (mustRebind || !this.isFrozen) {
  47207. // Lights
  47208. if (scene.lightsEnabled && !this._disableLighting) {
  47209. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47210. }
  47211. // View
  47212. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47213. this.bindView(effect);
  47214. }
  47215. // Fog
  47216. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47217. // Morph targets
  47218. if (defines.NUM_MORPH_INFLUENCERS) {
  47219. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47220. }
  47221. // image processing
  47222. this._imageProcessingConfiguration.bind(this._activeEffect);
  47223. // Log. depth
  47224. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47225. }
  47226. this._uniformBuffer.update();
  47227. this._afterBind(mesh, this._activeEffect);
  47228. };
  47229. /**
  47230. * Returns the animatable textures.
  47231. * @returns - Array of animatable textures.
  47232. */
  47233. PBRBaseMaterial.prototype.getAnimatables = function () {
  47234. var results = [];
  47235. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47236. results.push(this._albedoTexture);
  47237. }
  47238. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47239. results.push(this._ambientTexture);
  47240. }
  47241. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47242. results.push(this._opacityTexture);
  47243. }
  47244. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47245. results.push(this._reflectionTexture);
  47246. }
  47247. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47248. results.push(this._emissiveTexture);
  47249. }
  47250. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47251. results.push(this._metallicTexture);
  47252. }
  47253. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47254. results.push(this._reflectivityTexture);
  47255. }
  47256. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47257. results.push(this._bumpTexture);
  47258. }
  47259. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47260. results.push(this._lightmapTexture);
  47261. }
  47262. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47263. results.push(this._refractionTexture);
  47264. }
  47265. return results;
  47266. };
  47267. /**
  47268. * Returns the texture used for reflections.
  47269. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47270. */
  47271. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47272. if (this._reflectionTexture) {
  47273. return this._reflectionTexture;
  47274. }
  47275. return this.getScene().environmentTexture;
  47276. };
  47277. /**
  47278. * Returns the texture used for refraction or null if none is used.
  47279. * @returns - Refection texture if present. If no refraction texture and refraction
  47280. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47281. */
  47282. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47283. if (this._refractionTexture) {
  47284. return this._refractionTexture;
  47285. }
  47286. if (this._linkRefractionWithTransparency) {
  47287. return this.getScene().environmentTexture;
  47288. }
  47289. return null;
  47290. };
  47291. /**
  47292. * Disposes the resources of the material.
  47293. * @param forceDisposeEffect - Forces the disposal of effects.
  47294. * @param forceDisposeTextures - Forces the disposal of all textures.
  47295. */
  47296. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47297. if (forceDisposeTextures) {
  47298. if (this._albedoTexture) {
  47299. this._albedoTexture.dispose();
  47300. }
  47301. if (this._ambientTexture) {
  47302. this._ambientTexture.dispose();
  47303. }
  47304. if (this._opacityTexture) {
  47305. this._opacityTexture.dispose();
  47306. }
  47307. if (this._reflectionTexture) {
  47308. this._reflectionTexture.dispose();
  47309. }
  47310. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47311. this._environmentBRDFTexture.dispose();
  47312. }
  47313. if (this._emissiveTexture) {
  47314. this._emissiveTexture.dispose();
  47315. }
  47316. if (this._metallicTexture) {
  47317. this._metallicTexture.dispose();
  47318. }
  47319. if (this._reflectivityTexture) {
  47320. this._reflectivityTexture.dispose();
  47321. }
  47322. if (this._bumpTexture) {
  47323. this._bumpTexture.dispose();
  47324. }
  47325. if (this._lightmapTexture) {
  47326. this._lightmapTexture.dispose();
  47327. }
  47328. if (this._refractionTexture) {
  47329. this._refractionTexture.dispose();
  47330. }
  47331. }
  47332. this._renderTargets.dispose();
  47333. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47334. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47335. }
  47336. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47337. };
  47338. /**
  47339. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47340. */
  47341. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47342. /**
  47343. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47344. * to enhance interoperability with other engines.
  47345. */
  47346. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47347. /**
  47348. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47349. * to enhance interoperability with other materials.
  47350. */
  47351. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47352. /**
  47353. * Stores the reflectivity values based on metallic roughness workflow.
  47354. */
  47355. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47356. __decorate([
  47357. BABYLON.serializeAsImageProcessingConfiguration()
  47358. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47359. __decorate([
  47360. BABYLON.serialize()
  47361. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47362. __decorate([
  47363. BABYLON.serialize()
  47364. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47365. return PBRBaseMaterial;
  47366. }(BABYLON.PushMaterial));
  47367. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47368. })(BABYLON || (BABYLON = {}));
  47369. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47370. var BABYLON;
  47371. (function (BABYLON) {
  47372. /**
  47373. * The Physically based simple base material of BJS.
  47374. *
  47375. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47376. * It is used as the base class for both the specGloss and metalRough conventions.
  47377. */
  47378. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47379. __extends(PBRBaseSimpleMaterial, _super);
  47380. /**
  47381. * Instantiates a new PBRMaterial instance.
  47382. *
  47383. * @param name The material name
  47384. * @param scene The scene the material will be use in.
  47385. */
  47386. function PBRBaseSimpleMaterial(name, scene) {
  47387. var _this = _super.call(this, name, scene) || this;
  47388. /**
  47389. * Number of Simultaneous lights allowed on the material.
  47390. */
  47391. _this.maxSimultaneousLights = 4;
  47392. /**
  47393. * If sets to true, disables all the lights affecting the material.
  47394. */
  47395. _this.disableLighting = false;
  47396. /**
  47397. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47398. */
  47399. _this.invertNormalMapX = false;
  47400. /**
  47401. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47402. */
  47403. _this.invertNormalMapY = false;
  47404. /**
  47405. * Emissivie color used to self-illuminate the model.
  47406. */
  47407. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47408. /**
  47409. * Occlusion Channel Strenght.
  47410. */
  47411. _this.occlusionStrength = 1.0;
  47412. /**
  47413. * If true, the light map contains occlusion information instead of lighting info.
  47414. */
  47415. _this.useLightmapAsShadowmap = false;
  47416. _this._useAlphaFromAlbedoTexture = true;
  47417. _this._useAmbientInGrayScale = true;
  47418. return _this;
  47419. }
  47420. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47421. /**
  47422. * Gets the current double sided mode.
  47423. */
  47424. get: function () {
  47425. return this._twoSidedLighting;
  47426. },
  47427. /**
  47428. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47429. */
  47430. set: function (value) {
  47431. if (this._twoSidedLighting === value) {
  47432. return;
  47433. }
  47434. this._twoSidedLighting = value;
  47435. this.backFaceCulling = !value;
  47436. this._markAllSubMeshesAsTexturesDirty();
  47437. },
  47438. enumerable: true,
  47439. configurable: true
  47440. });
  47441. /**
  47442. * Return the active textures of the material.
  47443. */
  47444. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47445. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47446. if (this.environmentTexture) {
  47447. activeTextures.push(this.environmentTexture);
  47448. }
  47449. if (this.normalTexture) {
  47450. activeTextures.push(this.normalTexture);
  47451. }
  47452. if (this.emissiveTexture) {
  47453. activeTextures.push(this.emissiveTexture);
  47454. }
  47455. if (this.occlusionTexture) {
  47456. activeTextures.push(this.occlusionTexture);
  47457. }
  47458. if (this.lightmapTexture) {
  47459. activeTextures.push(this.lightmapTexture);
  47460. }
  47461. return activeTextures;
  47462. };
  47463. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47464. if (_super.prototype.hasTexture.call(this, texture)) {
  47465. return true;
  47466. }
  47467. if (this.lightmapTexture === texture) {
  47468. return true;
  47469. }
  47470. return false;
  47471. };
  47472. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47473. return "PBRBaseSimpleMaterial";
  47474. };
  47475. __decorate([
  47476. BABYLON.serialize(),
  47477. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47478. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47479. __decorate([
  47480. BABYLON.serialize(),
  47481. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47482. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47483. __decorate([
  47484. BABYLON.serializeAsTexture(),
  47485. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47486. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47487. __decorate([
  47488. BABYLON.serialize(),
  47489. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47490. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47491. __decorate([
  47492. BABYLON.serialize(),
  47493. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47494. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47495. __decorate([
  47496. BABYLON.serializeAsTexture(),
  47497. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47498. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47499. __decorate([
  47500. BABYLON.serializeAsColor3("emissive"),
  47501. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47502. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47503. __decorate([
  47504. BABYLON.serializeAsTexture(),
  47505. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47506. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47507. __decorate([
  47508. BABYLON.serialize(),
  47509. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47510. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47511. __decorate([
  47512. BABYLON.serializeAsTexture(),
  47513. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47514. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47515. __decorate([
  47516. BABYLON.serialize(),
  47517. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47518. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47519. __decorate([
  47520. BABYLON.serialize()
  47521. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47522. __decorate([
  47523. BABYLON.serializeAsTexture(),
  47524. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47525. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47526. __decorate([
  47527. BABYLON.serialize(),
  47528. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47529. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47530. return PBRBaseSimpleMaterial;
  47531. }(BABYLON.PBRBaseMaterial));
  47532. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47533. })(BABYLON || (BABYLON = {}));
  47534. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47535. var BABYLON;
  47536. (function (BABYLON) {
  47537. /**
  47538. * The Physically based material of BJS.
  47539. *
  47540. * This offers the main features of a standard PBR material.
  47541. * For more information, please refer to the documentation :
  47542. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47543. */
  47544. var PBRMaterial = /** @class */ (function (_super) {
  47545. __extends(PBRMaterial, _super);
  47546. /**
  47547. * Instantiates a new PBRMaterial instance.
  47548. *
  47549. * @param name The material name
  47550. * @param scene The scene the material will be use in.
  47551. */
  47552. function PBRMaterial(name, scene) {
  47553. var _this = _super.call(this, name, scene) || this;
  47554. /**
  47555. * Intensity of the direct lights e.g. the four lights available in your scene.
  47556. * This impacts both the direct diffuse and specular highlights.
  47557. */
  47558. _this.directIntensity = 1.0;
  47559. /**
  47560. * Intensity of the emissive part of the material.
  47561. * This helps controlling the emissive effect without modifying the emissive color.
  47562. */
  47563. _this.emissiveIntensity = 1.0;
  47564. /**
  47565. * Intensity of the environment e.g. how much the environment will light the object
  47566. * either through harmonics for rough material or through the refelction for shiny ones.
  47567. */
  47568. _this.environmentIntensity = 1.0;
  47569. /**
  47570. * This is a special control allowing the reduction of the specular highlights coming from the
  47571. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47572. */
  47573. _this.specularIntensity = 1.0;
  47574. /**
  47575. * Debug Control allowing disabling the bump map on this material.
  47576. */
  47577. _this.disableBumpMap = false;
  47578. /**
  47579. * AKA Occlusion Texture Intensity in other nomenclature.
  47580. */
  47581. _this.ambientTextureStrength = 1.0;
  47582. /**
  47583. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47584. * 1 means it completely occludes it
  47585. * 0 mean it has no impact
  47586. */
  47587. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47588. /**
  47589. * The color of a material in ambient lighting.
  47590. */
  47591. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47592. /**
  47593. * AKA Diffuse Color in other nomenclature.
  47594. */
  47595. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47596. /**
  47597. * AKA Specular Color in other nomenclature.
  47598. */
  47599. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47600. /**
  47601. * The color reflected from the material.
  47602. */
  47603. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47604. /**
  47605. * The color emitted from the material.
  47606. */
  47607. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47608. /**
  47609. * AKA Glossiness in other nomenclature.
  47610. */
  47611. _this.microSurface = 1.0;
  47612. /**
  47613. * source material index of refraction (IOR)' / 'destination material IOR.
  47614. */
  47615. _this.indexOfRefraction = 0.66;
  47616. /**
  47617. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47618. */
  47619. _this.invertRefractionY = false;
  47620. /**
  47621. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47622. * Materials half opaque for instance using refraction could benefit from this control.
  47623. */
  47624. _this.linkRefractionWithTransparency = false;
  47625. /**
  47626. * If true, the light map contains occlusion information instead of lighting info.
  47627. */
  47628. _this.useLightmapAsShadowmap = false;
  47629. /**
  47630. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47631. */
  47632. _this.useAlphaFromAlbedoTexture = false;
  47633. /**
  47634. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47635. */
  47636. _this.forceAlphaTest = false;
  47637. /**
  47638. * Defines the alpha limits in alpha test mode.
  47639. */
  47640. _this.alphaCutOff = 0.4;
  47641. /**
  47642. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47643. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47644. */
  47645. _this.useSpecularOverAlpha = true;
  47646. /**
  47647. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47648. */
  47649. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47650. /**
  47651. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47652. */
  47653. _this.useRoughnessFromMetallicTextureAlpha = true;
  47654. /**
  47655. * Specifies if the metallic texture contains the roughness information in its green channel.
  47656. */
  47657. _this.useRoughnessFromMetallicTextureGreen = false;
  47658. /**
  47659. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47660. */
  47661. _this.useMetallnessFromMetallicTextureBlue = false;
  47662. /**
  47663. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47664. */
  47665. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47666. /**
  47667. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47668. */
  47669. _this.useAmbientInGrayScale = false;
  47670. /**
  47671. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47672. * The material will try to infer what glossiness each pixel should be.
  47673. */
  47674. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47675. /**
  47676. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47677. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47678. */
  47679. _this.useRadianceOverAlpha = true;
  47680. /**
  47681. * Allows using an object space normal map (instead of tangent space).
  47682. */
  47683. _this.useObjectSpaceNormalMap = false;
  47684. /**
  47685. * Allows using the bump map in parallax mode.
  47686. */
  47687. _this.useParallax = false;
  47688. /**
  47689. * Allows using the bump map in parallax occlusion mode.
  47690. */
  47691. _this.useParallaxOcclusion = false;
  47692. /**
  47693. * Controls the scale bias of the parallax mode.
  47694. */
  47695. _this.parallaxScaleBias = 0.05;
  47696. /**
  47697. * If sets to true, disables all the lights affecting the material.
  47698. */
  47699. _this.disableLighting = false;
  47700. /**
  47701. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47702. */
  47703. _this.forceIrradianceInFragment = false;
  47704. /**
  47705. * Number of Simultaneous lights allowed on the material.
  47706. */
  47707. _this.maxSimultaneousLights = 4;
  47708. /**
  47709. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47710. */
  47711. _this.invertNormalMapX = false;
  47712. /**
  47713. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47714. */
  47715. _this.invertNormalMapY = false;
  47716. /**
  47717. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47718. */
  47719. _this.twoSidedLighting = false;
  47720. /**
  47721. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47722. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47723. */
  47724. _this.useAlphaFresnel = false;
  47725. /**
  47726. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47727. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47728. */
  47729. _this.useLinearAlphaFresnel = false;
  47730. /**
  47731. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47732. * And/Or occlude the blended part.
  47733. */
  47734. _this.environmentBRDFTexture = null;
  47735. /**
  47736. * Force normal to face away from face.
  47737. */
  47738. _this.forceNormalForward = false;
  47739. /**
  47740. * Enables specular anti aliasing in the PBR shader.
  47741. * It will both interacts on the Geometry for analytical and IBL lighting.
  47742. * It also prefilter the roughness map based on the bump values.
  47743. */
  47744. _this.enableSpecularAntiAliasing = false;
  47745. /**
  47746. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47747. * makes the reflect vector face the model (under horizon).
  47748. */
  47749. _this.useHorizonOcclusion = true;
  47750. /**
  47751. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47752. * too much the area relying on ambient texture to define their ambient occlusion.
  47753. */
  47754. _this.useRadianceOcclusion = true;
  47755. /**
  47756. * If set to true, no lighting calculations will be applied.
  47757. */
  47758. _this.unlit = false;
  47759. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47760. return _this;
  47761. }
  47762. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47763. /**
  47764. * BJS is using an harcoded light falloff based on a manually sets up range.
  47765. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47766. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47767. */
  47768. get: function () {
  47769. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47770. },
  47771. /**
  47772. * BJS is using an harcoded light falloff based on a manually sets up range.
  47773. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47774. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47775. */
  47776. set: function (value) {
  47777. if (value !== this.usePhysicalLightFalloff) {
  47778. // Ensure the effect will be rebuilt.
  47779. this._markAllSubMeshesAsTexturesDirty();
  47780. if (value) {
  47781. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47782. }
  47783. else {
  47784. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47785. }
  47786. }
  47787. },
  47788. enumerable: true,
  47789. configurable: true
  47790. });
  47791. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47792. /**
  47793. * In order to support the falloff compatibility with gltf, a special mode has been added
  47794. * to reproduce the gltf light falloff.
  47795. */
  47796. get: function () {
  47797. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47798. },
  47799. /**
  47800. * In order to support the falloff compatibility with gltf, a special mode has been added
  47801. * to reproduce the gltf light falloff.
  47802. */
  47803. set: function (value) {
  47804. if (value !== this.useGLTFLightFalloff) {
  47805. // Ensure the effect will be rebuilt.
  47806. this._markAllSubMeshesAsTexturesDirty();
  47807. if (value) {
  47808. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47809. }
  47810. else {
  47811. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47812. }
  47813. }
  47814. },
  47815. enumerable: true,
  47816. configurable: true
  47817. });
  47818. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47819. /**
  47820. * Gets the image processing configuration used either in this material.
  47821. */
  47822. get: function () {
  47823. return this._imageProcessingConfiguration;
  47824. },
  47825. /**
  47826. * Sets the Default image processing configuration used either in the this material.
  47827. *
  47828. * If sets to null, the scene one is in use.
  47829. */
  47830. set: function (value) {
  47831. this._attachImageProcessingConfiguration(value);
  47832. // Ensure the effect will be rebuilt.
  47833. this._markAllSubMeshesAsTexturesDirty();
  47834. },
  47835. enumerable: true,
  47836. configurable: true
  47837. });
  47838. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47839. /**
  47840. * Gets wether the color curves effect is enabled.
  47841. */
  47842. get: function () {
  47843. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47844. },
  47845. /**
  47846. * Sets wether the color curves effect is enabled.
  47847. */
  47848. set: function (value) {
  47849. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47850. },
  47851. enumerable: true,
  47852. configurable: true
  47853. });
  47854. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47855. /**
  47856. * Gets wether the color grading effect is enabled.
  47857. */
  47858. get: function () {
  47859. return this.imageProcessingConfiguration.colorGradingEnabled;
  47860. },
  47861. /**
  47862. * Gets wether the color grading effect is enabled.
  47863. */
  47864. set: function (value) {
  47865. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47866. },
  47867. enumerable: true,
  47868. configurable: true
  47869. });
  47870. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47871. /**
  47872. * Gets wether tonemapping is enabled or not.
  47873. */
  47874. get: function () {
  47875. return this._imageProcessingConfiguration.toneMappingEnabled;
  47876. },
  47877. /**
  47878. * Sets wether tonemapping is enabled or not
  47879. */
  47880. set: function (value) {
  47881. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47882. },
  47883. enumerable: true,
  47884. configurable: true
  47885. });
  47886. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47887. /**
  47888. * The camera exposure used on this material.
  47889. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47890. * This corresponds to a photographic exposure.
  47891. */
  47892. get: function () {
  47893. return this._imageProcessingConfiguration.exposure;
  47894. },
  47895. /**
  47896. * The camera exposure used on this material.
  47897. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47898. * This corresponds to a photographic exposure.
  47899. */
  47900. set: function (value) {
  47901. this._imageProcessingConfiguration.exposure = value;
  47902. },
  47903. enumerable: true,
  47904. configurable: true
  47905. });
  47906. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47907. /**
  47908. * Gets The camera contrast used on this material.
  47909. */
  47910. get: function () {
  47911. return this._imageProcessingConfiguration.contrast;
  47912. },
  47913. /**
  47914. * Sets The camera contrast used on this material.
  47915. */
  47916. set: function (value) {
  47917. this._imageProcessingConfiguration.contrast = value;
  47918. },
  47919. enumerable: true,
  47920. configurable: true
  47921. });
  47922. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47923. /**
  47924. * Gets the Color Grading 2D Lookup Texture.
  47925. */
  47926. get: function () {
  47927. return this._imageProcessingConfiguration.colorGradingTexture;
  47928. },
  47929. /**
  47930. * Sets the Color Grading 2D Lookup Texture.
  47931. */
  47932. set: function (value) {
  47933. this._imageProcessingConfiguration.colorGradingTexture = value;
  47934. },
  47935. enumerable: true,
  47936. configurable: true
  47937. });
  47938. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47939. /**
  47940. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47941. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47942. * 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;
  47943. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47944. */
  47945. get: function () {
  47946. return this._imageProcessingConfiguration.colorCurves;
  47947. },
  47948. /**
  47949. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47950. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47951. * 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;
  47952. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47953. */
  47954. set: function (value) {
  47955. this._imageProcessingConfiguration.colorCurves = value;
  47956. },
  47957. enumerable: true,
  47958. configurable: true
  47959. });
  47960. /**
  47961. * Returns the name of this material class.
  47962. */
  47963. PBRMaterial.prototype.getClassName = function () {
  47964. return "PBRMaterial";
  47965. };
  47966. /**
  47967. * Returns an array of the actively used textures.
  47968. * @returns - Array of BaseTextures
  47969. */
  47970. PBRMaterial.prototype.getActiveTextures = function () {
  47971. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47972. if (this._albedoTexture) {
  47973. activeTextures.push(this._albedoTexture);
  47974. }
  47975. if (this._ambientTexture) {
  47976. activeTextures.push(this._ambientTexture);
  47977. }
  47978. if (this._opacityTexture) {
  47979. activeTextures.push(this._opacityTexture);
  47980. }
  47981. if (this._reflectionTexture) {
  47982. activeTextures.push(this._reflectionTexture);
  47983. }
  47984. if (this._emissiveTexture) {
  47985. activeTextures.push(this._emissiveTexture);
  47986. }
  47987. if (this._reflectivityTexture) {
  47988. activeTextures.push(this._reflectivityTexture);
  47989. }
  47990. if (this._metallicTexture) {
  47991. activeTextures.push(this._metallicTexture);
  47992. }
  47993. if (this._microSurfaceTexture) {
  47994. activeTextures.push(this._microSurfaceTexture);
  47995. }
  47996. if (this._bumpTexture) {
  47997. activeTextures.push(this._bumpTexture);
  47998. }
  47999. if (this._lightmapTexture) {
  48000. activeTextures.push(this._lightmapTexture);
  48001. }
  48002. if (this._refractionTexture) {
  48003. activeTextures.push(this._refractionTexture);
  48004. }
  48005. return activeTextures;
  48006. };
  48007. /**
  48008. * Checks to see if a texture is used in the material.
  48009. * @param texture - Base texture to use.
  48010. * @returns - Boolean specifying if a texture is used in the material.
  48011. */
  48012. PBRMaterial.prototype.hasTexture = function (texture) {
  48013. if (_super.prototype.hasTexture.call(this, texture)) {
  48014. return true;
  48015. }
  48016. if (this._albedoTexture === texture) {
  48017. return true;
  48018. }
  48019. if (this._ambientTexture === texture) {
  48020. return true;
  48021. }
  48022. if (this._opacityTexture === texture) {
  48023. return true;
  48024. }
  48025. if (this._reflectionTexture === texture) {
  48026. return true;
  48027. }
  48028. if (this._reflectivityTexture === texture) {
  48029. return true;
  48030. }
  48031. if (this._metallicTexture === texture) {
  48032. return true;
  48033. }
  48034. if (this._microSurfaceTexture === texture) {
  48035. return true;
  48036. }
  48037. if (this._bumpTexture === texture) {
  48038. return true;
  48039. }
  48040. if (this._lightmapTexture === texture) {
  48041. return true;
  48042. }
  48043. if (this._refractionTexture === texture) {
  48044. return true;
  48045. }
  48046. return false;
  48047. };
  48048. /**
  48049. * Makes a duplicate of the current material.
  48050. * @param name - name to use for the new material.
  48051. */
  48052. PBRMaterial.prototype.clone = function (name) {
  48053. var _this = this;
  48054. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  48055. clone.id = name;
  48056. clone.name = name;
  48057. return clone;
  48058. };
  48059. /**
  48060. * Serializes this PBR Material.
  48061. * @returns - An object with the serialized material.
  48062. */
  48063. PBRMaterial.prototype.serialize = function () {
  48064. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48065. serializationObject.customType = "BABYLON.PBRMaterial";
  48066. return serializationObject;
  48067. };
  48068. // Statics
  48069. /**
  48070. * Parses a PBR Material from a serialized object.
  48071. * @param source - Serialized object.
  48072. * @param scene - BJS scene instance.
  48073. * @param rootUrl - url for the scene object
  48074. * @returns - PBRMaterial
  48075. */
  48076. PBRMaterial.Parse = function (source, scene, rootUrl) {
  48077. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  48078. };
  48079. /**
  48080. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48081. */
  48082. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48083. /**
  48084. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48085. */
  48086. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48087. /**
  48088. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48089. */
  48090. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48091. /**
  48092. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48093. * They are also discarded below the alpha cutoff threshold to improve performances.
  48094. */
  48095. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48096. /**
  48097. * Defines the default value of how much AO map is occluding the analytical lights
  48098. * (point spot...).
  48099. */
  48100. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48101. __decorate([
  48102. BABYLON.serialize(),
  48103. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48104. ], PBRMaterial.prototype, "directIntensity", void 0);
  48105. __decorate([
  48106. BABYLON.serialize(),
  48107. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48108. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48109. __decorate([
  48110. BABYLON.serialize(),
  48111. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48112. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48113. __decorate([
  48114. BABYLON.serialize(),
  48115. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48116. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48117. __decorate([
  48118. BABYLON.serialize(),
  48119. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48120. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48121. __decorate([
  48122. BABYLON.serializeAsTexture(),
  48123. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48124. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48125. __decorate([
  48126. BABYLON.serializeAsTexture(),
  48127. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48128. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48129. __decorate([
  48130. BABYLON.serialize(),
  48131. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48132. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48133. __decorate([
  48134. BABYLON.serialize(),
  48135. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48136. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48137. __decorate([
  48138. BABYLON.serializeAsTexture(),
  48139. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48140. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48141. __decorate([
  48142. BABYLON.serializeAsTexture(),
  48143. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48144. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48145. __decorate([
  48146. BABYLON.serializeAsTexture(),
  48147. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48148. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48149. __decorate([
  48150. BABYLON.serializeAsTexture(),
  48151. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48152. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48153. __decorate([
  48154. BABYLON.serializeAsTexture(),
  48155. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48156. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48157. __decorate([
  48158. BABYLON.serialize(),
  48159. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48160. ], PBRMaterial.prototype, "metallic", void 0);
  48161. __decorate([
  48162. BABYLON.serialize(),
  48163. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48164. ], PBRMaterial.prototype, "roughness", void 0);
  48165. __decorate([
  48166. BABYLON.serializeAsTexture(),
  48167. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48168. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48169. __decorate([
  48170. BABYLON.serializeAsTexture(),
  48171. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48172. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48173. __decorate([
  48174. BABYLON.serializeAsTexture(),
  48175. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48176. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48177. __decorate([
  48178. BABYLON.serializeAsTexture(),
  48179. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48180. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48181. __decorate([
  48182. BABYLON.serializeAsColor3("ambient"),
  48183. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48184. ], PBRMaterial.prototype, "ambientColor", void 0);
  48185. __decorate([
  48186. BABYLON.serializeAsColor3("albedo"),
  48187. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48188. ], PBRMaterial.prototype, "albedoColor", void 0);
  48189. __decorate([
  48190. BABYLON.serializeAsColor3("reflectivity"),
  48191. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48192. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48193. __decorate([
  48194. BABYLON.serializeAsColor3("reflection"),
  48195. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48196. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48197. __decorate([
  48198. BABYLON.serializeAsColor3("emissive"),
  48199. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48200. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48201. __decorate([
  48202. BABYLON.serialize(),
  48203. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48204. ], PBRMaterial.prototype, "microSurface", void 0);
  48205. __decorate([
  48206. BABYLON.serialize(),
  48207. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48208. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48209. __decorate([
  48210. BABYLON.serialize(),
  48211. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48212. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48213. __decorate([
  48214. BABYLON.serialize(),
  48215. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48216. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48217. __decorate([
  48218. BABYLON.serialize(),
  48219. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48220. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48221. __decorate([
  48222. BABYLON.serialize(),
  48223. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48224. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48225. __decorate([
  48226. BABYLON.serialize(),
  48227. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48228. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48229. __decorate([
  48230. BABYLON.serialize(),
  48231. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48232. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48233. __decorate([
  48234. BABYLON.serialize(),
  48235. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48236. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48237. __decorate([
  48238. BABYLON.serialize(),
  48239. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48240. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48241. __decorate([
  48242. BABYLON.serialize(),
  48243. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48244. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48245. __decorate([
  48246. BABYLON.serialize(),
  48247. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48248. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48249. __decorate([
  48250. BABYLON.serialize(),
  48251. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48252. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48253. __decorate([
  48254. BABYLON.serialize(),
  48255. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48256. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48257. __decorate([
  48258. BABYLON.serialize(),
  48259. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48260. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48261. __decorate([
  48262. BABYLON.serialize(),
  48263. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48264. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48265. __decorate([
  48266. BABYLON.serialize()
  48267. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48268. __decorate([
  48269. BABYLON.serialize()
  48270. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48271. __decorate([
  48272. BABYLON.serialize(),
  48273. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48274. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48275. __decorate([
  48276. BABYLON.serialize(),
  48277. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48278. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48279. __decorate([
  48280. BABYLON.serialize(),
  48281. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48282. ], PBRMaterial.prototype, "useParallax", void 0);
  48283. __decorate([
  48284. BABYLON.serialize(),
  48285. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48286. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48287. __decorate([
  48288. BABYLON.serialize(),
  48289. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48290. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48291. __decorate([
  48292. BABYLON.serialize(),
  48293. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48294. ], PBRMaterial.prototype, "disableLighting", void 0);
  48295. __decorate([
  48296. BABYLON.serialize(),
  48297. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48298. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48299. __decorate([
  48300. BABYLON.serialize(),
  48301. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48302. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48303. __decorate([
  48304. BABYLON.serialize(),
  48305. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48306. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48307. __decorate([
  48308. BABYLON.serialize(),
  48309. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48310. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48311. __decorate([
  48312. BABYLON.serialize(),
  48313. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48314. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48315. __decorate([
  48316. BABYLON.serialize(),
  48317. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48318. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48319. __decorate([
  48320. BABYLON.serialize(),
  48321. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48322. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48323. __decorate([
  48324. BABYLON.serializeAsTexture(),
  48325. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48326. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48327. __decorate([
  48328. BABYLON.serialize(),
  48329. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48330. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48331. __decorate([
  48332. BABYLON.serialize(),
  48333. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48334. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48335. __decorate([
  48336. BABYLON.serialize(),
  48337. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48338. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48339. __decorate([
  48340. BABYLON.serialize(),
  48341. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48342. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48343. __decorate([
  48344. BABYLON.serialize(),
  48345. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48346. ], PBRMaterial.prototype, "unlit", void 0);
  48347. return PBRMaterial;
  48348. }(BABYLON.PBRBaseMaterial));
  48349. BABYLON.PBRMaterial = PBRMaterial;
  48350. })(BABYLON || (BABYLON = {}));
  48351. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48352. var BABYLON;
  48353. (function (BABYLON) {
  48354. /**
  48355. * The PBR material of BJS following the metal roughness convention.
  48356. *
  48357. * This fits to the PBR convention in the GLTF definition:
  48358. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48359. */
  48360. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48361. __extends(PBRMetallicRoughnessMaterial, _super);
  48362. /**
  48363. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48364. *
  48365. * @param name The material name
  48366. * @param scene The scene the material will be use in.
  48367. */
  48368. function PBRMetallicRoughnessMaterial(name, scene) {
  48369. var _this = _super.call(this, name, scene) || this;
  48370. _this._useRoughnessFromMetallicTextureAlpha = false;
  48371. _this._useRoughnessFromMetallicTextureGreen = true;
  48372. _this._useMetallnessFromMetallicTextureBlue = true;
  48373. _this.metallic = 1.0;
  48374. _this.roughness = 1.0;
  48375. return _this;
  48376. }
  48377. /**
  48378. * Return the currrent class name of the material.
  48379. */
  48380. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48381. return "PBRMetallicRoughnessMaterial";
  48382. };
  48383. /**
  48384. * Return the active textures of the material.
  48385. */
  48386. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48387. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48388. if (this.baseTexture) {
  48389. activeTextures.push(this.baseTexture);
  48390. }
  48391. if (this.metallicRoughnessTexture) {
  48392. activeTextures.push(this.metallicRoughnessTexture);
  48393. }
  48394. return activeTextures;
  48395. };
  48396. /**
  48397. * Checks to see if a texture is used in the material.
  48398. * @param texture - Base texture to use.
  48399. * @returns - Boolean specifying if a texture is used in the material.
  48400. */
  48401. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48402. if (_super.prototype.hasTexture.call(this, texture)) {
  48403. return true;
  48404. }
  48405. if (this.baseTexture === texture) {
  48406. return true;
  48407. }
  48408. if (this.metallicRoughnessTexture === texture) {
  48409. return true;
  48410. }
  48411. return false;
  48412. };
  48413. /**
  48414. * Makes a duplicate of the current material.
  48415. * @param name - name to use for the new material.
  48416. */
  48417. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48418. var _this = this;
  48419. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48420. clone.id = name;
  48421. clone.name = name;
  48422. return clone;
  48423. };
  48424. /**
  48425. * Serialize the material to a parsable JSON object.
  48426. */
  48427. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48428. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48429. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48430. return serializationObject;
  48431. };
  48432. /**
  48433. * Parses a JSON object correponding to the serialize function.
  48434. */
  48435. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48436. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48437. };
  48438. __decorate([
  48439. BABYLON.serializeAsColor3(),
  48440. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48441. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48442. __decorate([
  48443. BABYLON.serializeAsTexture(),
  48444. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48445. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48446. __decorate([
  48447. BABYLON.serialize(),
  48448. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48449. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48450. __decorate([
  48451. BABYLON.serialize(),
  48452. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48453. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48454. __decorate([
  48455. BABYLON.serializeAsTexture(),
  48456. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48457. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48458. return PBRMetallicRoughnessMaterial;
  48459. }(BABYLON.PBRBaseSimpleMaterial));
  48460. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48461. })(BABYLON || (BABYLON = {}));
  48462. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48463. var BABYLON;
  48464. (function (BABYLON) {
  48465. /**
  48466. * The PBR material of BJS following the specular glossiness convention.
  48467. *
  48468. * This fits to the PBR convention in the GLTF definition:
  48469. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48470. */
  48471. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48472. __extends(PBRSpecularGlossinessMaterial, _super);
  48473. /**
  48474. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48475. *
  48476. * @param name The material name
  48477. * @param scene The scene the material will be use in.
  48478. */
  48479. function PBRSpecularGlossinessMaterial(name, scene) {
  48480. var _this = _super.call(this, name, scene) || this;
  48481. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48482. return _this;
  48483. }
  48484. /**
  48485. * Return the currrent class name of the material.
  48486. */
  48487. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48488. return "PBRSpecularGlossinessMaterial";
  48489. };
  48490. /**
  48491. * Return the active textures of the material.
  48492. */
  48493. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48494. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48495. if (this.diffuseTexture) {
  48496. activeTextures.push(this.diffuseTexture);
  48497. }
  48498. if (this.specularGlossinessTexture) {
  48499. activeTextures.push(this.specularGlossinessTexture);
  48500. }
  48501. return activeTextures;
  48502. };
  48503. /**
  48504. * Checks to see if a texture is used in the material.
  48505. * @param texture - Base texture to use.
  48506. * @returns - Boolean specifying if a texture is used in the material.
  48507. */
  48508. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48509. if (_super.prototype.hasTexture.call(this, texture)) {
  48510. return true;
  48511. }
  48512. if (this.diffuseTexture === texture) {
  48513. return true;
  48514. }
  48515. if (this.specularGlossinessTexture === texture) {
  48516. return true;
  48517. }
  48518. return false;
  48519. };
  48520. /**
  48521. * Makes a duplicate of the current material.
  48522. * @param name - name to use for the new material.
  48523. */
  48524. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48525. var _this = this;
  48526. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48527. clone.id = name;
  48528. clone.name = name;
  48529. return clone;
  48530. };
  48531. /**
  48532. * Serialize the material to a parsable JSON object.
  48533. */
  48534. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48535. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48536. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48537. return serializationObject;
  48538. };
  48539. /**
  48540. * Parses a JSON object correponding to the serialize function.
  48541. */
  48542. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48543. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48544. };
  48545. __decorate([
  48546. BABYLON.serializeAsColor3("diffuse"),
  48547. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48548. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48549. __decorate([
  48550. BABYLON.serializeAsTexture(),
  48551. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48552. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48553. __decorate([
  48554. BABYLON.serializeAsColor3("specular"),
  48555. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48556. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48557. __decorate([
  48558. BABYLON.serialize(),
  48559. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48560. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48561. __decorate([
  48562. BABYLON.serializeAsTexture(),
  48563. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48564. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48565. return PBRSpecularGlossinessMaterial;
  48566. }(BABYLON.PBRBaseSimpleMaterial));
  48567. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48568. })(BABYLON || (BABYLON = {}));
  48569. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48570. var BABYLON;
  48571. (function (BABYLON) {
  48572. /**
  48573. * @ignore
  48574. * This is a list of all the different input types that are available in the application.
  48575. * Fo instance: ArcRotateCameraGamepadInput...
  48576. */
  48577. BABYLON.CameraInputTypes = {};
  48578. /**
  48579. * This represents the input manager used within a camera.
  48580. * It helps dealing with all the different kind of input attached to a camera.
  48581. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48582. */
  48583. var CameraInputsManager = /** @class */ (function () {
  48584. /**
  48585. * Instantiate a new Camera Input Manager.
  48586. * @param camera Defines the camera the input manager blongs to
  48587. */
  48588. function CameraInputsManager(camera) {
  48589. this.attached = {};
  48590. this.camera = camera;
  48591. this.checkInputs = function () { };
  48592. }
  48593. /**
  48594. * Add an input method to a camera
  48595. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48596. * @param input camera input method
  48597. */
  48598. CameraInputsManager.prototype.add = function (input) {
  48599. var type = input.getSimpleName();
  48600. if (this.attached[type]) {
  48601. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48602. return;
  48603. }
  48604. this.attached[type] = input;
  48605. input.camera = this.camera;
  48606. //for checkInputs, we are dynamically creating a function
  48607. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48608. if (input.checkInputs) {
  48609. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48610. }
  48611. if (this.attachedElement) {
  48612. input.attachControl(this.attachedElement);
  48613. }
  48614. };
  48615. /**
  48616. * Remove a specific input method from a camera
  48617. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48618. * @param inputToRemove camera input method
  48619. */
  48620. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48621. for (var cam in this.attached) {
  48622. var input = this.attached[cam];
  48623. if (input === inputToRemove) {
  48624. input.detachControl(this.attachedElement);
  48625. input.camera = null;
  48626. delete this.attached[cam];
  48627. this.rebuildInputCheck();
  48628. }
  48629. }
  48630. };
  48631. /**
  48632. * Remove a specific input type from a camera
  48633. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48634. * @param inputType the type of the input to remove
  48635. */
  48636. CameraInputsManager.prototype.removeByType = function (inputType) {
  48637. for (var cam in this.attached) {
  48638. var input = this.attached[cam];
  48639. if (input.getClassName() === inputType) {
  48640. input.detachControl(this.attachedElement);
  48641. input.camera = null;
  48642. delete this.attached[cam];
  48643. this.rebuildInputCheck();
  48644. }
  48645. }
  48646. };
  48647. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48648. var current = this.checkInputs;
  48649. return function () {
  48650. current();
  48651. fn();
  48652. };
  48653. };
  48654. /**
  48655. * Attach the input controls to the currently attached dom element to listen the events from.
  48656. * @param input Defines the input to attach
  48657. */
  48658. CameraInputsManager.prototype.attachInput = function (input) {
  48659. if (this.attachedElement) {
  48660. input.attachControl(this.attachedElement, this.noPreventDefault);
  48661. }
  48662. };
  48663. /**
  48664. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48665. * @param element Defines the dom element to collect the events from
  48666. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48667. */
  48668. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48669. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48670. if (this.attachedElement) {
  48671. return;
  48672. }
  48673. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48674. this.attachedElement = element;
  48675. this.noPreventDefault = noPreventDefault;
  48676. for (var cam in this.attached) {
  48677. this.attached[cam].attachControl(element, noPreventDefault);
  48678. }
  48679. };
  48680. /**
  48681. * Detach the current manager inputs controls from a specific dom element.
  48682. * @param element Defines the dom element to collect the events from
  48683. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48684. */
  48685. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48686. if (disconnect === void 0) { disconnect = false; }
  48687. if (this.attachedElement !== element) {
  48688. return;
  48689. }
  48690. for (var cam in this.attached) {
  48691. this.attached[cam].detachControl(element);
  48692. if (disconnect) {
  48693. this.attached[cam].camera = null;
  48694. }
  48695. }
  48696. this.attachedElement = null;
  48697. };
  48698. /**
  48699. * Rebuild the dynamic inputCheck function from the current list of
  48700. * defined inputs in the manager.
  48701. */
  48702. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48703. this.checkInputs = function () { };
  48704. for (var cam in this.attached) {
  48705. var input = this.attached[cam];
  48706. if (input.checkInputs) {
  48707. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48708. }
  48709. }
  48710. };
  48711. /**
  48712. * Remove all attached input methods from a camera
  48713. */
  48714. CameraInputsManager.prototype.clear = function () {
  48715. if (this.attachedElement) {
  48716. this.detachElement(this.attachedElement, true);
  48717. }
  48718. this.attached = {};
  48719. this.attachedElement = null;
  48720. this.checkInputs = function () { };
  48721. };
  48722. /**
  48723. * Serialize the current input manager attached to a camera.
  48724. * This ensures than once parsed,
  48725. * the input associated to the camera will be identical to the current ones
  48726. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48727. */
  48728. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48729. var inputs = {};
  48730. for (var cam in this.attached) {
  48731. var input = this.attached[cam];
  48732. var res = BABYLON.SerializationHelper.Serialize(input);
  48733. inputs[input.getClassName()] = res;
  48734. }
  48735. serializedCamera.inputsmgr = inputs;
  48736. };
  48737. /**
  48738. * Parses an input manager serialized JSON to restore the previous list of inputs
  48739. * and states associated to a camera.
  48740. * @param parsedCamera Defines the JSON to parse
  48741. */
  48742. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48743. var parsedInputs = parsedCamera.inputsmgr;
  48744. if (parsedInputs) {
  48745. this.clear();
  48746. for (var n in parsedInputs) {
  48747. var construct = BABYLON.CameraInputTypes[n];
  48748. if (construct) {
  48749. var parsedinput = parsedInputs[n];
  48750. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48751. this.add(input);
  48752. }
  48753. }
  48754. }
  48755. else {
  48756. //2016-03-08 this part is for managing backward compatibility
  48757. for (var n in this.attached) {
  48758. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48759. if (construct) {
  48760. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48761. this.remove(this.attached[n]);
  48762. this.add(input);
  48763. }
  48764. }
  48765. }
  48766. };
  48767. return CameraInputsManager;
  48768. }());
  48769. BABYLON.CameraInputsManager = CameraInputsManager;
  48770. })(BABYLON || (BABYLON = {}));
  48771. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48772. var BABYLON;
  48773. (function (BABYLON) {
  48774. /**
  48775. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48776. * This is the base of the follow, arc rotate cameras and Free camera
  48777. * @see http://doc.babylonjs.com/features/cameras
  48778. */
  48779. var TargetCamera = /** @class */ (function (_super) {
  48780. __extends(TargetCamera, _super);
  48781. /**
  48782. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48783. * This is the base of the follow, arc rotate cameras and Free camera
  48784. * @see http://doc.babylonjs.com/features/cameras
  48785. * @param name Defines the name of the camera in the scene
  48786. * @param position Defines the start position of the camera in the scene
  48787. * @param scene Defines the scene the camera belongs to
  48788. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48789. */
  48790. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48791. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48792. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48793. /**
  48794. * Define the current direction the camera is moving to
  48795. */
  48796. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48797. /**
  48798. * Define the current rotation the camera is rotating to
  48799. */
  48800. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48801. /**
  48802. * When set, the up vector of the camera will be updated by the rotation of the camera
  48803. */
  48804. _this.updateUpVectorFromRotation = false;
  48805. _this._tmpQuaternion = new BABYLON.Quaternion();
  48806. /**
  48807. * Define the current rotation of the camera
  48808. */
  48809. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48810. /**
  48811. * Define the current speed of the camera
  48812. */
  48813. _this.speed = 2.0;
  48814. /**
  48815. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48816. * around all axis.
  48817. */
  48818. _this.noRotationConstraint = false;
  48819. /**
  48820. * Define the current target of the camera as an object or a position.
  48821. */
  48822. _this.lockedTarget = null;
  48823. /** @hidden */
  48824. _this._currentTarget = BABYLON.Vector3.Zero();
  48825. /** @hidden */
  48826. _this._viewMatrix = BABYLON.Matrix.Zero();
  48827. /** @hidden */
  48828. _this._camMatrix = BABYLON.Matrix.Zero();
  48829. /** @hidden */
  48830. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48831. /** @hidden */
  48832. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48833. /** @hidden */
  48834. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48835. /** @hidden */
  48836. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48837. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48838. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48839. _this._defaultUp = BABYLON.Vector3.Up();
  48840. _this._cachedRotationZ = 0;
  48841. _this._cachedQuaternionRotationZ = 0;
  48842. return _this;
  48843. }
  48844. /**
  48845. * Gets the position in front of the camera at a given distance.
  48846. * @param distance The distance from the camera we want the position to be
  48847. * @returns the position
  48848. */
  48849. TargetCamera.prototype.getFrontPosition = function (distance) {
  48850. this.getWorldMatrix();
  48851. var direction = this.getTarget().subtract(this.position);
  48852. direction.normalize();
  48853. direction.scaleInPlace(distance);
  48854. return this.globalPosition.add(direction);
  48855. };
  48856. /** @hidden */
  48857. TargetCamera.prototype._getLockedTargetPosition = function () {
  48858. if (!this.lockedTarget) {
  48859. return null;
  48860. }
  48861. if (this.lockedTarget.absolutePosition) {
  48862. this.lockedTarget.computeWorldMatrix();
  48863. }
  48864. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48865. };
  48866. /**
  48867. * Store current camera state of the camera (fov, position, rotation, etc..)
  48868. * @returns the camera
  48869. */
  48870. TargetCamera.prototype.storeState = function () {
  48871. this._storedPosition = this.position.clone();
  48872. this._storedRotation = this.rotation.clone();
  48873. if (this.rotationQuaternion) {
  48874. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48875. }
  48876. return _super.prototype.storeState.call(this);
  48877. };
  48878. /**
  48879. * Restored camera state. You must call storeState() first
  48880. * @returns whether it was successful or not
  48881. * @hidden
  48882. */
  48883. TargetCamera.prototype._restoreStateValues = function () {
  48884. if (!_super.prototype._restoreStateValues.call(this)) {
  48885. return false;
  48886. }
  48887. this.position = this._storedPosition.clone();
  48888. this.rotation = this._storedRotation.clone();
  48889. if (this.rotationQuaternion) {
  48890. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48891. }
  48892. this.cameraDirection.copyFromFloats(0, 0, 0);
  48893. this.cameraRotation.copyFromFloats(0, 0);
  48894. return true;
  48895. };
  48896. /** @hidden */
  48897. TargetCamera.prototype._initCache = function () {
  48898. _super.prototype._initCache.call(this);
  48899. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48900. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48901. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48902. };
  48903. /** @hidden */
  48904. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48905. if (!ignoreParentClass) {
  48906. _super.prototype._updateCache.call(this);
  48907. }
  48908. var lockedTargetPosition = this._getLockedTargetPosition();
  48909. if (!lockedTargetPosition) {
  48910. this._cache.lockedTarget = null;
  48911. }
  48912. else {
  48913. if (!this._cache.lockedTarget) {
  48914. this._cache.lockedTarget = lockedTargetPosition.clone();
  48915. }
  48916. else {
  48917. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48918. }
  48919. }
  48920. this._cache.rotation.copyFrom(this.rotation);
  48921. if (this.rotationQuaternion) {
  48922. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48923. }
  48924. };
  48925. // Synchronized
  48926. /** @hidden */
  48927. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48928. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48929. return false;
  48930. }
  48931. var lockedTargetPosition = this._getLockedTargetPosition();
  48932. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48933. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48934. };
  48935. // Methods
  48936. /** @hidden */
  48937. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48938. var engine = this.getEngine();
  48939. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48940. };
  48941. // Target
  48942. /** @hidden */
  48943. TargetCamera.prototype.setTarget = function (target) {
  48944. this.upVector.normalize();
  48945. if (this.position.z === target.z) {
  48946. this.position.z += BABYLON.Epsilon;
  48947. }
  48948. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48949. this._camMatrix.invert();
  48950. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48951. var vDir = target.subtract(this.position);
  48952. if (vDir.x >= 0.0) {
  48953. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48954. }
  48955. else {
  48956. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48957. }
  48958. this.rotation.z = 0;
  48959. if (isNaN(this.rotation.x)) {
  48960. this.rotation.x = 0;
  48961. }
  48962. if (isNaN(this.rotation.y)) {
  48963. this.rotation.y = 0;
  48964. }
  48965. if (isNaN(this.rotation.z)) {
  48966. this.rotation.z = 0;
  48967. }
  48968. if (this.rotationQuaternion) {
  48969. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48970. }
  48971. };
  48972. /**
  48973. * Return the current target position of the camera. This value is expressed in local space.
  48974. * @returns the target position
  48975. */
  48976. TargetCamera.prototype.getTarget = function () {
  48977. return this._currentTarget;
  48978. };
  48979. /** @hidden */
  48980. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48981. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48982. };
  48983. /** @hidden */
  48984. TargetCamera.prototype._updatePosition = function () {
  48985. if (this.parent) {
  48986. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48987. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48988. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48989. return;
  48990. }
  48991. this.position.addInPlace(this.cameraDirection);
  48992. };
  48993. /** @hidden */
  48994. TargetCamera.prototype._checkInputs = function () {
  48995. var needToMove = this._decideIfNeedsToMove();
  48996. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48997. // Move
  48998. if (needToMove) {
  48999. this._updatePosition();
  49000. }
  49001. // Rotate
  49002. if (needToRotate) {
  49003. this.rotation.x += this.cameraRotation.x;
  49004. this.rotation.y += this.cameraRotation.y;
  49005. //rotate, if quaternion is set and rotation was used
  49006. if (this.rotationQuaternion) {
  49007. var len = this.rotation.lengthSquared();
  49008. if (len) {
  49009. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49010. }
  49011. }
  49012. if (!this.noRotationConstraint) {
  49013. var limit = (Math.PI / 2) * 0.95;
  49014. if (this.rotation.x > limit) {
  49015. this.rotation.x = limit;
  49016. }
  49017. if (this.rotation.x < -limit) {
  49018. this.rotation.x = -limit;
  49019. }
  49020. }
  49021. }
  49022. // Inertia
  49023. if (needToMove) {
  49024. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  49025. this.cameraDirection.x = 0;
  49026. }
  49027. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  49028. this.cameraDirection.y = 0;
  49029. }
  49030. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  49031. this.cameraDirection.z = 0;
  49032. }
  49033. this.cameraDirection.scaleInPlace(this.inertia);
  49034. }
  49035. if (needToRotate) {
  49036. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  49037. this.cameraRotation.x = 0;
  49038. }
  49039. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  49040. this.cameraRotation.y = 0;
  49041. }
  49042. this.cameraRotation.scaleInPlace(this.inertia);
  49043. }
  49044. _super.prototype._checkInputs.call(this);
  49045. };
  49046. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  49047. if (this.rotationQuaternion) {
  49048. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  49049. }
  49050. else {
  49051. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  49052. }
  49053. };
  49054. /**
  49055. * 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)
  49056. * @returns the current camera
  49057. */
  49058. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  49059. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  49060. return this;
  49061. };
  49062. /** @hidden */
  49063. TargetCamera.prototype._getViewMatrix = function () {
  49064. if (this.lockedTarget) {
  49065. this.setTarget(this._getLockedTargetPosition());
  49066. }
  49067. // Compute
  49068. this._updateCameraRotationMatrix();
  49069. // Apply the changed rotation to the upVector
  49070. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  49071. this._rotateUpVectorWithCameraRotationMatrix();
  49072. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  49073. }
  49074. else if (this._cachedRotationZ != this.rotation.z) {
  49075. this._rotateUpVectorWithCameraRotationMatrix();
  49076. this._cachedRotationZ = this.rotation.z;
  49077. }
  49078. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  49079. // Computing target and final matrix
  49080. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  49081. if (this.updateUpVectorFromRotation) {
  49082. if (this.rotationQuaternion) {
  49083. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49084. }
  49085. else {
  49086. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49087. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49088. }
  49089. }
  49090. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49091. return this._viewMatrix;
  49092. };
  49093. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49094. if (this.parent) {
  49095. var parentWorldMatrix = this.parent.getWorldMatrix();
  49096. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49097. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49098. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49099. this._markSyncedWithParent();
  49100. }
  49101. else {
  49102. this._globalPosition.copyFrom(position);
  49103. this._globalCurrentTarget.copyFrom(target);
  49104. this._globalCurrentUpVector.copyFrom(up);
  49105. }
  49106. if (this.getScene().useRightHandedSystem) {
  49107. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49108. }
  49109. else {
  49110. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49111. }
  49112. };
  49113. /**
  49114. * @hidden
  49115. */
  49116. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49117. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49118. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49119. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49120. if (!this.rotationQuaternion) {
  49121. this.rotationQuaternion = new BABYLON.Quaternion();
  49122. }
  49123. rigCamera._cameraRigParams = {};
  49124. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49125. }
  49126. return rigCamera;
  49127. }
  49128. return null;
  49129. };
  49130. /**
  49131. * @hidden
  49132. */
  49133. TargetCamera.prototype._updateRigCameras = function () {
  49134. var camLeft = this._rigCameras[0];
  49135. var camRight = this._rigCameras[1];
  49136. this.computeWorldMatrix();
  49137. switch (this.cameraRigMode) {
  49138. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49139. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49140. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49141. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49142. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49143. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49144. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49145. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  49146. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  49147. camLeft.setTarget(this.getTarget());
  49148. camRight.setTarget(this.getTarget());
  49149. break;
  49150. case BABYLON.Camera.RIG_MODE_VR:
  49151. if (camLeft.rotationQuaternion) {
  49152. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49153. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49154. }
  49155. else {
  49156. camLeft.rotation.copyFrom(this.rotation);
  49157. camRight.rotation.copyFrom(this.rotation);
  49158. }
  49159. camLeft.position.copyFrom(this.position);
  49160. camRight.position.copyFrom(this.position);
  49161. break;
  49162. }
  49163. _super.prototype._updateRigCameras.call(this);
  49164. };
  49165. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  49166. var target = this.getTarget();
  49167. BABYLON.Matrix.TranslationToRef(-target.x, -target.y, -target.z, TargetCamera._TargetTransformMatrix);
  49168. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49169. BABYLON.Matrix.TranslationToRef(target.x, target.y, target.z, TargetCamera._TargetTransformMatrix);
  49170. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49171. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, result);
  49172. };
  49173. /**
  49174. * Gets the current object class name.
  49175. * @return the class name
  49176. */
  49177. TargetCamera.prototype.getClassName = function () {
  49178. return "TargetCamera";
  49179. };
  49180. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49181. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49182. __decorate([
  49183. BABYLON.serializeAsVector3()
  49184. ], TargetCamera.prototype, "rotation", void 0);
  49185. __decorate([
  49186. BABYLON.serialize()
  49187. ], TargetCamera.prototype, "speed", void 0);
  49188. __decorate([
  49189. BABYLON.serializeAsMeshReference("lockedTargetId")
  49190. ], TargetCamera.prototype, "lockedTarget", void 0);
  49191. return TargetCamera;
  49192. }(BABYLON.Camera));
  49193. BABYLON.TargetCamera = TargetCamera;
  49194. })(BABYLON || (BABYLON = {}));
  49195. //# sourceMappingURL=babylon.targetCamera.js.map
  49196. var BABYLON;
  49197. (function (BABYLON) {
  49198. /**
  49199. * Manage the mouse inputs to control the movement of a free camera.
  49200. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49201. */
  49202. var FreeCameraMouseInput = /** @class */ (function () {
  49203. /**
  49204. * Manage the mouse inputs to control the movement of a free camera.
  49205. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49206. * @param touchEnabled Defines if touch is enabled or not
  49207. */
  49208. function FreeCameraMouseInput(
  49209. /**
  49210. * Define if touch is enabled in the mouse input
  49211. */
  49212. touchEnabled) {
  49213. if (touchEnabled === void 0) { touchEnabled = true; }
  49214. this.touchEnabled = touchEnabled;
  49215. /**
  49216. * Defines the buttons associated with the input to handle camera move.
  49217. */
  49218. this.buttons = [0, 1, 2];
  49219. /**
  49220. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49221. */
  49222. this.angularSensibility = 2000.0;
  49223. this.previousPosition = null;
  49224. }
  49225. /**
  49226. * Attach the input controls to a specific dom element to get the input from.
  49227. * @param element Defines the element the controls should be listened from
  49228. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49229. */
  49230. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49231. var _this = this;
  49232. var engine = this.camera.getEngine();
  49233. if (!this._pointerInput) {
  49234. this._pointerInput = function (p, s) {
  49235. var evt = p.event;
  49236. if (engine.isInVRExclusivePointerMode) {
  49237. return;
  49238. }
  49239. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49240. return;
  49241. }
  49242. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49243. return;
  49244. }
  49245. var srcElement = (evt.srcElement || evt.target);
  49246. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49247. try {
  49248. srcElement.setPointerCapture(evt.pointerId);
  49249. }
  49250. catch (e) {
  49251. //Nothing to do with the error. Execution will continue.
  49252. }
  49253. _this.previousPosition = {
  49254. x: evt.clientX,
  49255. y: evt.clientY
  49256. };
  49257. if (!noPreventDefault) {
  49258. evt.preventDefault();
  49259. element.focus();
  49260. }
  49261. }
  49262. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49263. try {
  49264. srcElement.releasePointerCapture(evt.pointerId);
  49265. }
  49266. catch (e) {
  49267. //Nothing to do with the error.
  49268. }
  49269. _this.previousPosition = null;
  49270. if (!noPreventDefault) {
  49271. evt.preventDefault();
  49272. }
  49273. }
  49274. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49275. if (!_this.previousPosition || engine.isPointerLock) {
  49276. return;
  49277. }
  49278. var offsetX = evt.clientX - _this.previousPosition.x;
  49279. if (_this.camera.getScene().useRightHandedSystem) {
  49280. offsetX *= -1;
  49281. }
  49282. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49283. offsetX *= -1;
  49284. }
  49285. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49286. var offsetY = evt.clientY - _this.previousPosition.y;
  49287. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49288. _this.previousPosition = {
  49289. x: evt.clientX,
  49290. y: evt.clientY
  49291. };
  49292. if (!noPreventDefault) {
  49293. evt.preventDefault();
  49294. }
  49295. }
  49296. };
  49297. }
  49298. this._onMouseMove = function (evt) {
  49299. if (!engine.isPointerLock) {
  49300. return;
  49301. }
  49302. if (engine.isInVRExclusivePointerMode) {
  49303. return;
  49304. }
  49305. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49306. if (_this.camera.getScene().useRightHandedSystem) {
  49307. offsetX *= -1;
  49308. }
  49309. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49310. offsetX *= -1;
  49311. }
  49312. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49313. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49314. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49315. _this.previousPosition = null;
  49316. if (!noPreventDefault) {
  49317. evt.preventDefault();
  49318. }
  49319. };
  49320. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49321. element.addEventListener("mousemove", this._onMouseMove, false);
  49322. };
  49323. /**
  49324. * Detach the current controls from the specified dom element.
  49325. * @param element Defines the element to stop listening the inputs from
  49326. */
  49327. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49328. if (this._observer && element) {
  49329. this.camera.getScene().onPointerObservable.remove(this._observer);
  49330. if (this._onMouseMove) {
  49331. element.removeEventListener("mousemove", this._onMouseMove);
  49332. }
  49333. this._observer = null;
  49334. this._onMouseMove = null;
  49335. this.previousPosition = null;
  49336. }
  49337. };
  49338. /**
  49339. * Gets the class name of the current intput.
  49340. * @returns the class name
  49341. */
  49342. FreeCameraMouseInput.prototype.getClassName = function () {
  49343. return "FreeCameraMouseInput";
  49344. };
  49345. /**
  49346. * Get the friendly name associated with the input class.
  49347. * @returns the input friendly name
  49348. */
  49349. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49350. return "mouse";
  49351. };
  49352. __decorate([
  49353. BABYLON.serialize()
  49354. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49355. __decorate([
  49356. BABYLON.serialize()
  49357. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49358. return FreeCameraMouseInput;
  49359. }());
  49360. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49361. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49362. })(BABYLON || (BABYLON = {}));
  49363. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49364. var BABYLON;
  49365. (function (BABYLON) {
  49366. /**
  49367. * Manage the keyboard inputs to control the movement of a free camera.
  49368. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49369. */
  49370. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49371. function FreeCameraKeyboardMoveInput() {
  49372. /**
  49373. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49374. */
  49375. this.keysUp = [38];
  49376. /**
  49377. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49378. */
  49379. this.keysDown = [40];
  49380. /**
  49381. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49382. */
  49383. this.keysLeft = [37];
  49384. /**
  49385. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49386. */
  49387. this.keysRight = [39];
  49388. this._keys = new Array();
  49389. }
  49390. /**
  49391. * Attach the input controls to a specific dom element to get the input from.
  49392. * @param element Defines the element the controls should be listened from
  49393. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49394. */
  49395. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49396. var _this = this;
  49397. if (this._onCanvasBlurObserver) {
  49398. return;
  49399. }
  49400. this._scene = this.camera.getScene();
  49401. this._engine = this._scene.getEngine();
  49402. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49403. _this._keys = [];
  49404. });
  49405. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49406. var evt = info.event;
  49407. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49408. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49409. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49410. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49411. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49412. var index = _this._keys.indexOf(evt.keyCode);
  49413. if (index === -1) {
  49414. _this._keys.push(evt.keyCode);
  49415. }
  49416. if (!noPreventDefault) {
  49417. evt.preventDefault();
  49418. }
  49419. }
  49420. }
  49421. else {
  49422. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49423. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49424. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49425. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49426. var index = _this._keys.indexOf(evt.keyCode);
  49427. if (index >= 0) {
  49428. _this._keys.splice(index, 1);
  49429. }
  49430. if (!noPreventDefault) {
  49431. evt.preventDefault();
  49432. }
  49433. }
  49434. }
  49435. });
  49436. };
  49437. /**
  49438. * Detach the current controls from the specified dom element.
  49439. * @param element Defines the element to stop listening the inputs from
  49440. */
  49441. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49442. if (this._scene) {
  49443. if (this._onKeyboardObserver) {
  49444. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49445. }
  49446. if (this._onCanvasBlurObserver) {
  49447. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49448. }
  49449. this._onKeyboardObserver = null;
  49450. this._onCanvasBlurObserver = null;
  49451. }
  49452. this._keys = [];
  49453. };
  49454. /**
  49455. * Update the current camera state depending on the inputs that have been used this frame.
  49456. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49457. */
  49458. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49459. if (this._onKeyboardObserver) {
  49460. var camera = this.camera;
  49461. // Keyboard
  49462. for (var index = 0; index < this._keys.length; index++) {
  49463. var keyCode = this._keys[index];
  49464. var speed = camera._computeLocalCameraSpeed();
  49465. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49466. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49467. }
  49468. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49469. camera._localDirection.copyFromFloats(0, 0, speed);
  49470. }
  49471. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49472. camera._localDirection.copyFromFloats(speed, 0, 0);
  49473. }
  49474. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49475. camera._localDirection.copyFromFloats(0, 0, -speed);
  49476. }
  49477. if (camera.getScene().useRightHandedSystem) {
  49478. camera._localDirection.z *= -1;
  49479. }
  49480. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49481. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49482. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49483. }
  49484. }
  49485. };
  49486. /**
  49487. * Gets the class name of the current intput.
  49488. * @returns the class name
  49489. */
  49490. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49491. return "FreeCameraKeyboardMoveInput";
  49492. };
  49493. /** @hidden */
  49494. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49495. this._keys = [];
  49496. };
  49497. /**
  49498. * Get the friendly name associated with the input class.
  49499. * @returns the input friendly name
  49500. */
  49501. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49502. return "keyboard";
  49503. };
  49504. __decorate([
  49505. BABYLON.serialize()
  49506. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49507. __decorate([
  49508. BABYLON.serialize()
  49509. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49510. __decorate([
  49511. BABYLON.serialize()
  49512. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49513. __decorate([
  49514. BABYLON.serialize()
  49515. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49516. return FreeCameraKeyboardMoveInput;
  49517. }());
  49518. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49519. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49520. })(BABYLON || (BABYLON = {}));
  49521. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49522. var BABYLON;
  49523. (function (BABYLON) {
  49524. /**
  49525. * Default Inputs manager for the FreeCamera.
  49526. * It groups all the default supported inputs for ease of use.
  49527. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49528. */
  49529. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49530. __extends(FreeCameraInputsManager, _super);
  49531. /**
  49532. * Instantiates a new FreeCameraInputsManager.
  49533. * @param camera Defines the camera the inputs belong to
  49534. */
  49535. function FreeCameraInputsManager(camera) {
  49536. return _super.call(this, camera) || this;
  49537. }
  49538. /**
  49539. * Add keyboard input support to the input manager.
  49540. * @returns the current input manager
  49541. */
  49542. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49543. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49544. return this;
  49545. };
  49546. /**
  49547. * Add mouse input support to the input manager.
  49548. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49549. * @returns the current input manager
  49550. */
  49551. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49552. if (touchEnabled === void 0) { touchEnabled = true; }
  49553. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49554. return this;
  49555. };
  49556. /**
  49557. * Add orientation input support to the input manager.
  49558. * @returns the current input manager
  49559. */
  49560. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49561. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49562. return this;
  49563. };
  49564. /**
  49565. * Add touch input support to the input manager.
  49566. * @returns the current input manager
  49567. */
  49568. FreeCameraInputsManager.prototype.addTouch = function () {
  49569. this.add(new BABYLON.FreeCameraTouchInput());
  49570. return this;
  49571. };
  49572. /**
  49573. * Add virtual joystick input support to the input manager.
  49574. * @returns the current input manager
  49575. */
  49576. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49577. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49578. return this;
  49579. };
  49580. return FreeCameraInputsManager;
  49581. }(BABYLON.CameraInputsManager));
  49582. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49583. })(BABYLON || (BABYLON = {}));
  49584. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49585. var BABYLON;
  49586. (function (BABYLON) {
  49587. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49588. // Forcing to use the Universal camera
  49589. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49590. });
  49591. /**
  49592. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49593. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49594. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49595. */
  49596. var FreeCamera = /** @class */ (function (_super) {
  49597. __extends(FreeCamera, _super);
  49598. /**
  49599. * Instantiates a Free Camera.
  49600. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49601. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49602. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49603. * @param name Define the name of the camera in the scene
  49604. * @param position Define the start position of the camera in the scene
  49605. * @param scene Define the scene the camera belongs to
  49606. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49607. */
  49608. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49609. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49610. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49611. /**
  49612. * Define the collision ellipsoid of the camera.
  49613. * This is helpful to simulate a camera body like the player body around the camera
  49614. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49615. */
  49616. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49617. /**
  49618. * Define an offset for the position of the ellipsoid around the camera.
  49619. * This can be helpful to determine the center of the body near the gravity center of the body
  49620. * instead of its head.
  49621. */
  49622. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49623. /**
  49624. * Enable or disable collisions of the camera with the rest of the scene objects.
  49625. */
  49626. _this.checkCollisions = false;
  49627. /**
  49628. * Enable or disable gravity on the camera.
  49629. */
  49630. _this.applyGravity = false;
  49631. _this._needMoveForGravity = false;
  49632. _this._oldPosition = BABYLON.Vector3.Zero();
  49633. _this._diffPosition = BABYLON.Vector3.Zero();
  49634. _this._newPosition = BABYLON.Vector3.Zero();
  49635. // Collisions
  49636. _this._collisionMask = -1;
  49637. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49638. if (collidedMesh === void 0) { collidedMesh = null; }
  49639. //TODO move this to the collision coordinator!
  49640. if (_this.getScene().workerCollisions) {
  49641. newPosition.multiplyInPlace(_this._collider._radius);
  49642. }
  49643. var updatePosition = function (newPos) {
  49644. _this._newPosition.copyFrom(newPos);
  49645. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49646. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49647. _this.position.addInPlace(_this._diffPosition);
  49648. if (_this.onCollide && collidedMesh) {
  49649. _this.onCollide(collidedMesh);
  49650. }
  49651. }
  49652. };
  49653. updatePosition(newPosition);
  49654. };
  49655. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49656. _this.inputs.addKeyboard().addMouse();
  49657. return _this;
  49658. }
  49659. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49660. /**
  49661. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49662. * Higher values reduce sensitivity.
  49663. */
  49664. get: function () {
  49665. var mouse = this.inputs.attached["mouse"];
  49666. if (mouse) {
  49667. return mouse.angularSensibility;
  49668. }
  49669. return 0;
  49670. },
  49671. /**
  49672. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49673. * Higher values reduce sensitivity.
  49674. */
  49675. set: function (value) {
  49676. var mouse = this.inputs.attached["mouse"];
  49677. if (mouse) {
  49678. mouse.angularSensibility = value;
  49679. }
  49680. },
  49681. enumerable: true,
  49682. configurable: true
  49683. });
  49684. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49685. /**
  49686. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49687. */
  49688. get: function () {
  49689. var keyboard = this.inputs.attached["keyboard"];
  49690. if (keyboard) {
  49691. return keyboard.keysUp;
  49692. }
  49693. return [];
  49694. },
  49695. set: function (value) {
  49696. var keyboard = this.inputs.attached["keyboard"];
  49697. if (keyboard) {
  49698. keyboard.keysUp = value;
  49699. }
  49700. },
  49701. enumerable: true,
  49702. configurable: true
  49703. });
  49704. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49705. /**
  49706. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49707. */
  49708. get: function () {
  49709. var keyboard = this.inputs.attached["keyboard"];
  49710. if (keyboard) {
  49711. return keyboard.keysDown;
  49712. }
  49713. return [];
  49714. },
  49715. set: function (value) {
  49716. var keyboard = this.inputs.attached["keyboard"];
  49717. if (keyboard) {
  49718. keyboard.keysDown = value;
  49719. }
  49720. },
  49721. enumerable: true,
  49722. configurable: true
  49723. });
  49724. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49725. /**
  49726. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49727. */
  49728. get: function () {
  49729. var keyboard = this.inputs.attached["keyboard"];
  49730. if (keyboard) {
  49731. return keyboard.keysLeft;
  49732. }
  49733. return [];
  49734. },
  49735. set: function (value) {
  49736. var keyboard = this.inputs.attached["keyboard"];
  49737. if (keyboard) {
  49738. keyboard.keysLeft = value;
  49739. }
  49740. },
  49741. enumerable: true,
  49742. configurable: true
  49743. });
  49744. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49745. /**
  49746. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49747. */
  49748. get: function () {
  49749. var keyboard = this.inputs.attached["keyboard"];
  49750. if (keyboard) {
  49751. return keyboard.keysRight;
  49752. }
  49753. return [];
  49754. },
  49755. set: function (value) {
  49756. var keyboard = this.inputs.attached["keyboard"];
  49757. if (keyboard) {
  49758. keyboard.keysRight = value;
  49759. }
  49760. },
  49761. enumerable: true,
  49762. configurable: true
  49763. });
  49764. /**
  49765. * Attached controls to the current camera.
  49766. * @param element Defines the element the controls should be listened from
  49767. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49768. */
  49769. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49770. this.inputs.attachElement(element, noPreventDefault);
  49771. };
  49772. /**
  49773. * Detach the current controls from the camera.
  49774. * The camera will stop reacting to inputs.
  49775. * @param element Defines the element to stop listening the inputs from
  49776. */
  49777. FreeCamera.prototype.detachControl = function (element) {
  49778. this.inputs.detachElement(element);
  49779. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49780. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49781. };
  49782. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49783. /**
  49784. * Define a collision mask to limit the list of object the camera can collide with
  49785. */
  49786. get: function () {
  49787. return this._collisionMask;
  49788. },
  49789. set: function (mask) {
  49790. this._collisionMask = !isNaN(mask) ? mask : -1;
  49791. },
  49792. enumerable: true,
  49793. configurable: true
  49794. });
  49795. /** @hidden */
  49796. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49797. var globalPosition;
  49798. if (this.parent) {
  49799. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49800. }
  49801. else {
  49802. globalPosition = this.position;
  49803. }
  49804. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49805. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49806. if (!this._collider) {
  49807. this._collider = new BABYLON.Collider();
  49808. }
  49809. this._collider._radius = this.ellipsoid;
  49810. this._collider.collisionMask = this._collisionMask;
  49811. //no need for clone, as long as gravity is not on.
  49812. var actualDisplacement = displacement;
  49813. //add gravity to the direction to prevent the dual-collision checking
  49814. if (this.applyGravity) {
  49815. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49816. actualDisplacement = displacement.add(this.getScene().gravity);
  49817. }
  49818. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49819. };
  49820. /** @hidden */
  49821. FreeCamera.prototype._checkInputs = function () {
  49822. if (!this._localDirection) {
  49823. this._localDirection = BABYLON.Vector3.Zero();
  49824. this._transformedDirection = BABYLON.Vector3.Zero();
  49825. }
  49826. this.inputs.checkInputs();
  49827. _super.prototype._checkInputs.call(this);
  49828. };
  49829. /** @hidden */
  49830. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49831. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49832. };
  49833. /** @hidden */
  49834. FreeCamera.prototype._updatePosition = function () {
  49835. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49836. this._collideWithWorld(this.cameraDirection);
  49837. }
  49838. else {
  49839. _super.prototype._updatePosition.call(this);
  49840. }
  49841. };
  49842. /**
  49843. * Destroy the camera and release the current resources hold by it.
  49844. */
  49845. FreeCamera.prototype.dispose = function () {
  49846. this.inputs.clear();
  49847. _super.prototype.dispose.call(this);
  49848. };
  49849. /**
  49850. * Gets the current object class name.
  49851. * @return the class name
  49852. */
  49853. FreeCamera.prototype.getClassName = function () {
  49854. return "FreeCamera";
  49855. };
  49856. __decorate([
  49857. BABYLON.serializeAsVector3()
  49858. ], FreeCamera.prototype, "ellipsoid", void 0);
  49859. __decorate([
  49860. BABYLON.serializeAsVector3()
  49861. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49862. __decorate([
  49863. BABYLON.serialize()
  49864. ], FreeCamera.prototype, "checkCollisions", void 0);
  49865. __decorate([
  49866. BABYLON.serialize()
  49867. ], FreeCamera.prototype, "applyGravity", void 0);
  49868. return FreeCamera;
  49869. }(BABYLON.TargetCamera));
  49870. BABYLON.FreeCamera = FreeCamera;
  49871. })(BABYLON || (BABYLON = {}));
  49872. //# sourceMappingURL=babylon.freeCamera.js.map
  49873. var BABYLON;
  49874. (function (BABYLON) {
  49875. /**
  49876. * Listen to mouse events to control the camera.
  49877. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49878. */
  49879. var FlyCameraMouseInput = /** @class */ (function () {
  49880. /**
  49881. * Listen to mouse events to control the camera.
  49882. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49883. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49884. */
  49885. function FlyCameraMouseInput(touchEnabled) {
  49886. if (touchEnabled === void 0) { touchEnabled = true; }
  49887. /**
  49888. * Defines the buttons associated with the input to handle camera rotation.
  49889. */
  49890. this.buttons = [0, 1, 2];
  49891. /**
  49892. * Assign buttons for Yaw control.
  49893. */
  49894. this.buttonsYaw = [-1, 0, 1];
  49895. /**
  49896. * Assign buttons for Pitch control.
  49897. */
  49898. this.buttonsPitch = [-1, 0, 1];
  49899. /**
  49900. * Assign buttons for Roll control.
  49901. */
  49902. this.buttonsRoll = [2];
  49903. /**
  49904. * Detect if any button is being pressed while mouse is moved.
  49905. * -1 = Mouse locked.
  49906. * 0 = Left button.
  49907. * 1 = Middle Button.
  49908. * 2 = Right Button.
  49909. */
  49910. this.activeButton = -1;
  49911. /**
  49912. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49913. * Higher values reduce its sensitivity.
  49914. */
  49915. this.angularSensibility = 1000.0;
  49916. this.previousPosition = null;
  49917. }
  49918. /**
  49919. * Attach the mouse control to the HTML DOM element.
  49920. * @param element Defines the element that listens to the input events.
  49921. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49922. */
  49923. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49924. var _this = this;
  49925. this.element = element;
  49926. this.noPreventDefault = noPreventDefault;
  49927. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49928. _this._pointerInput(p, s);
  49929. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49930. // Correct Roll by rate, if enabled.
  49931. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49932. if (_this.camera.rollCorrect) {
  49933. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49934. }
  49935. });
  49936. // Helper function to keep 'this'.
  49937. this._mousemoveCallback = function (e) {
  49938. _this._onMouseMove(e);
  49939. };
  49940. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49941. };
  49942. /**
  49943. * Detach the current controls from the specified dom element.
  49944. * @param element Defines the element to stop listening the inputs from
  49945. */
  49946. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49947. if (this._observer && element) {
  49948. this.camera.getScene().onPointerObservable.remove(this._observer);
  49949. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49950. if (this._mousemoveCallback) {
  49951. element.removeEventListener("mousemove", this._mousemoveCallback);
  49952. }
  49953. this._observer = null;
  49954. this._rollObserver = null;
  49955. this.previousPosition = null;
  49956. this.noPreventDefault = undefined;
  49957. }
  49958. };
  49959. /**
  49960. * Gets the class name of the current input.
  49961. * @returns the class name.
  49962. */
  49963. FlyCameraMouseInput.prototype.getClassName = function () {
  49964. return "FlyCameraMouseInput";
  49965. };
  49966. /**
  49967. * Get the friendly name associated with the input class.
  49968. * @returns the input's friendly name.
  49969. */
  49970. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49971. return "mouse";
  49972. };
  49973. // Track mouse movement, when the pointer is not locked.
  49974. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49975. var e = p.event;
  49976. var camera = this.camera;
  49977. var engine = camera.getEngine();
  49978. if (engine.isInVRExclusivePointerMode) {
  49979. return;
  49980. }
  49981. if (!this.touchEnabled && e.pointerType === "touch") {
  49982. return;
  49983. }
  49984. // Mouse is moved but an unknown mouse button is pressed.
  49985. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49986. return;
  49987. }
  49988. var srcElement = (e.srcElement || e.target);
  49989. // Mouse down.
  49990. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49991. try {
  49992. srcElement.setPointerCapture(e.pointerId);
  49993. }
  49994. catch (e) {
  49995. // Nothing to do with the error. Execution continues.
  49996. }
  49997. this.previousPosition = {
  49998. x: e.clientX,
  49999. y: e.clientY
  50000. };
  50001. this.activeButton = e.button;
  50002. if (!this.noPreventDefault) {
  50003. e.preventDefault();
  50004. this.element.focus();
  50005. }
  50006. }
  50007. else
  50008. // Mouse up.
  50009. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50010. try {
  50011. srcElement.releasePointerCapture(e.pointerId);
  50012. }
  50013. catch (e) {
  50014. // Nothing to do with the error. Execution continues.
  50015. }
  50016. this.activeButton = -1;
  50017. this.previousPosition = null;
  50018. if (!this.noPreventDefault) {
  50019. e.preventDefault();
  50020. }
  50021. }
  50022. else
  50023. // Mouse move.
  50024. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50025. if (!this.previousPosition || engine.isPointerLock) {
  50026. return;
  50027. }
  50028. var offsetX = e.clientX - this.previousPosition.x;
  50029. var offsetY = e.clientY - this.previousPosition.y;
  50030. this.rotateCamera(offsetX, offsetY);
  50031. this.previousPosition = {
  50032. x: e.clientX,
  50033. y: e.clientY
  50034. };
  50035. if (!this.noPreventDefault) {
  50036. e.preventDefault();
  50037. }
  50038. }
  50039. };
  50040. // Track mouse movement, when pointer is locked.
  50041. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  50042. var camera = this.camera;
  50043. var engine = camera.getEngine();
  50044. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  50045. return;
  50046. }
  50047. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  50048. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  50049. this.rotateCamera(offsetX, offsetY);
  50050. this.previousPosition = null;
  50051. if (!this.noPreventDefault) {
  50052. e.preventDefault();
  50053. }
  50054. };
  50055. /**
  50056. * Rotate camera by mouse offset.
  50057. */
  50058. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  50059. var _this = this;
  50060. var camera = this.camera;
  50061. var scene = this.camera.getScene();
  50062. if (scene.useRightHandedSystem) {
  50063. offsetX *= -1;
  50064. }
  50065. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  50066. offsetX *= -1;
  50067. }
  50068. var x = offsetX / this.angularSensibility;
  50069. var y = offsetY / this.angularSensibility;
  50070. // Initialize to current rotation.
  50071. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  50072. var rotationChange;
  50073. // Pitch.
  50074. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  50075. // Apply change in Radians to vector Angle.
  50076. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  50077. // Apply Pitch to quaternion.
  50078. currentRotation.multiplyInPlace(rotationChange);
  50079. }
  50080. // Yaw.
  50081. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50082. // Apply change in Radians to vector Angle.
  50083. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50084. // Apply Yaw to quaternion.
  50085. currentRotation.multiplyInPlace(rotationChange);
  50086. // Add Roll, if banked turning is enabled, within Roll limit.
  50087. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50088. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50089. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50090. // Apply change in Radians to vector Angle.
  50091. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50092. // Apply Yaw to quaternion.
  50093. currentRotation.multiplyInPlace(rotationChange);
  50094. }
  50095. }
  50096. // Roll.
  50097. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50098. // Apply change in Radians to vector Angle.
  50099. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50100. // Track Rolling.
  50101. camera._trackRoll -= x;
  50102. // Apply Pitch to quaternion.
  50103. currentRotation.multiplyInPlace(rotationChange);
  50104. }
  50105. // Apply rotationQuaternion to Euler camera.rotation.
  50106. currentRotation.toEulerAnglesToRef(camera.rotation);
  50107. };
  50108. __decorate([
  50109. BABYLON.serialize()
  50110. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50111. __decorate([
  50112. BABYLON.serialize()
  50113. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50114. return FlyCameraMouseInput;
  50115. }());
  50116. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50117. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50118. })(BABYLON || (BABYLON = {}));
  50119. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50120. var BABYLON;
  50121. (function (BABYLON) {
  50122. /**
  50123. * Listen to keyboard events to control the camera.
  50124. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50125. */
  50126. var FlyCameraKeyboardInput = /** @class */ (function () {
  50127. function FlyCameraKeyboardInput() {
  50128. /**
  50129. * The list of keyboard keys used to control the forward move of the camera.
  50130. */
  50131. this.keysForward = [87];
  50132. /**
  50133. * The list of keyboard keys used to control the backward move of the camera.
  50134. */
  50135. this.keysBackward = [83];
  50136. /**
  50137. * The list of keyboard keys used to control the forward move of the camera.
  50138. */
  50139. this.keysUp = [69];
  50140. /**
  50141. * The list of keyboard keys used to control the backward move of the camera.
  50142. */
  50143. this.keysDown = [81];
  50144. /**
  50145. * The list of keyboard keys used to control the right strafe move of the camera.
  50146. */
  50147. this.keysRight = [68];
  50148. /**
  50149. * The list of keyboard keys used to control the left strafe move of the camera.
  50150. */
  50151. this.keysLeft = [65];
  50152. this._keys = new Array();
  50153. }
  50154. /**
  50155. * Attach the input controls to a specific dom element to get the input from.
  50156. * @param element Defines the element the controls should be listened from
  50157. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50158. */
  50159. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50160. var _this = this;
  50161. if (this._onCanvasBlurObserver) {
  50162. return;
  50163. }
  50164. this._scene = this.camera.getScene();
  50165. this._engine = this._scene.getEngine();
  50166. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50167. _this._keys = [];
  50168. });
  50169. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50170. var evt = info.event;
  50171. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50172. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50173. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50174. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50175. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50176. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50177. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50178. var index = _this._keys.indexOf(evt.keyCode);
  50179. if (index === -1) {
  50180. _this._keys.push(evt.keyCode);
  50181. }
  50182. if (!noPreventDefault) {
  50183. evt.preventDefault();
  50184. }
  50185. }
  50186. }
  50187. else {
  50188. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50189. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50190. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50191. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50192. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50193. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50194. var index = _this._keys.indexOf(evt.keyCode);
  50195. if (index >= 0) {
  50196. _this._keys.splice(index, 1);
  50197. }
  50198. if (!noPreventDefault) {
  50199. evt.preventDefault();
  50200. }
  50201. }
  50202. }
  50203. });
  50204. };
  50205. /**
  50206. * Detach the current controls from the specified dom element.
  50207. * @param element Defines the element to stop listening the inputs from
  50208. */
  50209. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50210. if (this._scene) {
  50211. if (this._onKeyboardObserver) {
  50212. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50213. }
  50214. if (this._onCanvasBlurObserver) {
  50215. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50216. }
  50217. this._onKeyboardObserver = null;
  50218. this._onCanvasBlurObserver = null;
  50219. }
  50220. this._keys = [];
  50221. };
  50222. /**
  50223. * Gets the class name of the current intput.
  50224. * @returns the class name
  50225. */
  50226. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50227. return "FlyCameraKeyboardInput";
  50228. };
  50229. /** @hidden */
  50230. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50231. this._keys = [];
  50232. };
  50233. /**
  50234. * Get the friendly name associated with the input class.
  50235. * @returns the input friendly name
  50236. */
  50237. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50238. return "keyboard";
  50239. };
  50240. /**
  50241. * Update the current camera state depending on the inputs that have been used this frame.
  50242. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50243. */
  50244. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50245. if (this._onKeyboardObserver) {
  50246. var camera = this.camera;
  50247. // Keyboard
  50248. for (var index = 0; index < this._keys.length; index++) {
  50249. var keyCode = this._keys[index];
  50250. var speed = camera._computeLocalCameraSpeed();
  50251. if (this.keysForward.indexOf(keyCode) !== -1) {
  50252. camera._localDirection.copyFromFloats(0, 0, speed);
  50253. }
  50254. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50255. camera._localDirection.copyFromFloats(0, 0, -speed);
  50256. }
  50257. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50258. camera._localDirection.copyFromFloats(0, speed, 0);
  50259. }
  50260. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50261. camera._localDirection.copyFromFloats(0, -speed, 0);
  50262. }
  50263. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50264. camera._localDirection.copyFromFloats(speed, 0, 0);
  50265. }
  50266. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50267. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50268. }
  50269. if (camera.getScene().useRightHandedSystem) {
  50270. camera._localDirection.z *= -1;
  50271. }
  50272. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50273. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50274. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50275. }
  50276. }
  50277. };
  50278. __decorate([
  50279. BABYLON.serialize()
  50280. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50281. __decorate([
  50282. BABYLON.serialize()
  50283. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50284. __decorate([
  50285. BABYLON.serialize()
  50286. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50287. __decorate([
  50288. BABYLON.serialize()
  50289. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50290. __decorate([
  50291. BABYLON.serialize()
  50292. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50293. __decorate([
  50294. BABYLON.serialize()
  50295. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50296. return FlyCameraKeyboardInput;
  50297. }());
  50298. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50299. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50300. })(BABYLON || (BABYLON = {}));
  50301. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50302. var BABYLON;
  50303. (function (BABYLON) {
  50304. /**
  50305. * Default Inputs manager for the FlyCamera.
  50306. * It groups all the default supported inputs for ease of use.
  50307. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50308. */
  50309. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50310. __extends(FlyCameraInputsManager, _super);
  50311. /**
  50312. * Instantiates a new FlyCameraInputsManager.
  50313. * @param camera Defines the camera the inputs belong to.
  50314. */
  50315. function FlyCameraInputsManager(camera) {
  50316. return _super.call(this, camera) || this;
  50317. }
  50318. /**
  50319. * Add keyboard input support to the input manager.
  50320. * @returns the new FlyCameraKeyboardMoveInput().
  50321. */
  50322. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50323. this.add(new BABYLON.FlyCameraKeyboardInput());
  50324. return this;
  50325. };
  50326. /**
  50327. * Add mouse input support to the input manager.
  50328. * @param touchEnabled Enable touch screen support.
  50329. * @returns the new FlyCameraMouseInput().
  50330. */
  50331. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50332. if (touchEnabled === void 0) { touchEnabled = true; }
  50333. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50334. return this;
  50335. };
  50336. return FlyCameraInputsManager;
  50337. }(BABYLON.CameraInputsManager));
  50338. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50339. })(BABYLON || (BABYLON = {}));
  50340. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50341. var BABYLON;
  50342. (function (BABYLON) {
  50343. /**
  50344. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50345. * such as in a 3D Space Shooter or a Flight Simulator.
  50346. */
  50347. var FlyCamera = /** @class */ (function (_super) {
  50348. __extends(FlyCamera, _super);
  50349. /**
  50350. * Instantiates a FlyCamera.
  50351. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50352. * such as in a 3D Space Shooter or a Flight Simulator.
  50353. * @param name Define the name of the camera in the scene.
  50354. * @param position Define the starting position of the camera in the scene.
  50355. * @param scene Define the scene the camera belongs to.
  50356. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50357. */
  50358. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50359. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50360. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50361. /**
  50362. * Define the collision ellipsoid of the camera.
  50363. * This is helpful for simulating a camera body, like a player's body.
  50364. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50365. */
  50366. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50367. /**
  50368. * Define an offset for the position of the ellipsoid around the camera.
  50369. * This can be helpful if the camera is attached away from the player's body center,
  50370. * such as at its head.
  50371. */
  50372. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50373. /**
  50374. * Enable or disable collisions of the camera with the rest of the scene objects.
  50375. */
  50376. _this.checkCollisions = false;
  50377. /**
  50378. * Enable or disable gravity on the camera.
  50379. */
  50380. _this.applyGravity = false;
  50381. /**
  50382. * Define the current direction the camera is moving to.
  50383. */
  50384. _this.cameraDirection = BABYLON.Vector3.Zero();
  50385. /**
  50386. * Track Roll to maintain the wanted Rolling when looking around.
  50387. */
  50388. _this._trackRoll = 0;
  50389. /**
  50390. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50391. */
  50392. _this.rollCorrect = 100;
  50393. /**
  50394. * Mimic a banked turn, Rolling the camera when Yawing.
  50395. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50396. */
  50397. _this.bankedTurn = false;
  50398. /**
  50399. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50400. */
  50401. _this.bankedTurnLimit = Math.PI / 2;
  50402. /**
  50403. * Value of 0 disables the banked Roll.
  50404. * Value of 1 is equal to the Yaw angle in radians.
  50405. */
  50406. _this.bankedTurnMultiplier = 1;
  50407. _this._needMoveForGravity = false;
  50408. _this._oldPosition = BABYLON.Vector3.Zero();
  50409. _this._diffPosition = BABYLON.Vector3.Zero();
  50410. _this._newPosition = BABYLON.Vector3.Zero();
  50411. // Collisions.
  50412. _this._collisionMask = -1;
  50413. /** @hidden */
  50414. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50415. if (collidedMesh === void 0) { collidedMesh = null; }
  50416. // TODO Move this to the collision coordinator!
  50417. if (_this.getScene().workerCollisions) {
  50418. newPosition.multiplyInPlace(_this._collider._radius);
  50419. }
  50420. var updatePosition = function (newPos) {
  50421. _this._newPosition.copyFrom(newPos);
  50422. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50423. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50424. _this.position.addInPlace(_this._diffPosition);
  50425. if (_this.onCollide && collidedMesh) {
  50426. _this.onCollide(collidedMesh);
  50427. }
  50428. }
  50429. };
  50430. updatePosition(newPosition);
  50431. };
  50432. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50433. _this.inputs.addKeyboard().addMouse();
  50434. return _this;
  50435. }
  50436. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50437. /**
  50438. * Gets the input sensibility for mouse input.
  50439. * Higher values reduce sensitivity.
  50440. */
  50441. get: function () {
  50442. var mouse = this.inputs.attached["mouse"];
  50443. if (mouse) {
  50444. return mouse.angularSensibility;
  50445. }
  50446. return 0;
  50447. },
  50448. /**
  50449. * Sets the input sensibility for a mouse input.
  50450. * Higher values reduce sensitivity.
  50451. */
  50452. set: function (value) {
  50453. var mouse = this.inputs.attached["mouse"];
  50454. if (mouse) {
  50455. mouse.angularSensibility = value;
  50456. }
  50457. },
  50458. enumerable: true,
  50459. configurable: true
  50460. });
  50461. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50462. /**
  50463. * Get the keys for camera movement forward.
  50464. */
  50465. get: function () {
  50466. var keyboard = this.inputs.attached["keyboard"];
  50467. if (keyboard) {
  50468. return keyboard.keysForward;
  50469. }
  50470. return [];
  50471. },
  50472. /**
  50473. * Set the keys for camera movement forward.
  50474. */
  50475. set: function (value) {
  50476. var keyboard = this.inputs.attached["keyboard"];
  50477. if (keyboard) {
  50478. keyboard.keysForward = value;
  50479. }
  50480. },
  50481. enumerable: true,
  50482. configurable: true
  50483. });
  50484. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50485. /**
  50486. * Get the keys for camera movement backward.
  50487. */
  50488. get: function () {
  50489. var keyboard = this.inputs.attached["keyboard"];
  50490. if (keyboard) {
  50491. return keyboard.keysBackward;
  50492. }
  50493. return [];
  50494. },
  50495. set: function (value) {
  50496. var keyboard = this.inputs.attached["keyboard"];
  50497. if (keyboard) {
  50498. keyboard.keysBackward = value;
  50499. }
  50500. },
  50501. enumerable: true,
  50502. configurable: true
  50503. });
  50504. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50505. /**
  50506. * Get the keys for camera movement up.
  50507. */
  50508. get: function () {
  50509. var keyboard = this.inputs.attached["keyboard"];
  50510. if (keyboard) {
  50511. return keyboard.keysUp;
  50512. }
  50513. return [];
  50514. },
  50515. /**
  50516. * Set the keys for camera movement up.
  50517. */
  50518. set: function (value) {
  50519. var keyboard = this.inputs.attached["keyboard"];
  50520. if (keyboard) {
  50521. keyboard.keysUp = value;
  50522. }
  50523. },
  50524. enumerable: true,
  50525. configurable: true
  50526. });
  50527. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50528. /**
  50529. * Get the keys for camera movement down.
  50530. */
  50531. get: function () {
  50532. var keyboard = this.inputs.attached["keyboard"];
  50533. if (keyboard) {
  50534. return keyboard.keysDown;
  50535. }
  50536. return [];
  50537. },
  50538. /**
  50539. * Set the keys for camera movement down.
  50540. */
  50541. set: function (value) {
  50542. var keyboard = this.inputs.attached["keyboard"];
  50543. if (keyboard) {
  50544. keyboard.keysDown = value;
  50545. }
  50546. },
  50547. enumerable: true,
  50548. configurable: true
  50549. });
  50550. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50551. /**
  50552. * Get the keys for camera movement left.
  50553. */
  50554. get: function () {
  50555. var keyboard = this.inputs.attached["keyboard"];
  50556. if (keyboard) {
  50557. return keyboard.keysLeft;
  50558. }
  50559. return [];
  50560. },
  50561. /**
  50562. * Set the keys for camera movement left.
  50563. */
  50564. set: function (value) {
  50565. var keyboard = this.inputs.attached["keyboard"];
  50566. if (keyboard) {
  50567. keyboard.keysLeft = value;
  50568. }
  50569. },
  50570. enumerable: true,
  50571. configurable: true
  50572. });
  50573. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50574. /**
  50575. * Set the keys for camera movement right.
  50576. */
  50577. get: function () {
  50578. var keyboard = this.inputs.attached["keyboard"];
  50579. if (keyboard) {
  50580. return keyboard.keysRight;
  50581. }
  50582. return [];
  50583. },
  50584. /**
  50585. * Set the keys for camera movement right.
  50586. */
  50587. set: function (value) {
  50588. var keyboard = this.inputs.attached["keyboard"];
  50589. if (keyboard) {
  50590. keyboard.keysRight = value;
  50591. }
  50592. },
  50593. enumerable: true,
  50594. configurable: true
  50595. });
  50596. /**
  50597. * Attach a control to the HTML DOM element.
  50598. * @param element Defines the element that listens to the input events.
  50599. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50600. */
  50601. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50602. this.inputs.attachElement(element, noPreventDefault);
  50603. };
  50604. /**
  50605. * Detach a control from the HTML DOM element.
  50606. * The camera will stop reacting to that input.
  50607. * @param element Defines the element that listens to the input events.
  50608. */
  50609. FlyCamera.prototype.detachControl = function (element) {
  50610. this.inputs.detachElement(element);
  50611. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50612. };
  50613. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50614. /**
  50615. * Get the mask that the camera ignores in collision events.
  50616. */
  50617. get: function () {
  50618. return this._collisionMask;
  50619. },
  50620. /**
  50621. * Set the mask that the camera ignores in collision events.
  50622. */
  50623. set: function (mask) {
  50624. this._collisionMask = !isNaN(mask) ? mask : -1;
  50625. },
  50626. enumerable: true,
  50627. configurable: true
  50628. });
  50629. /** @hidden */
  50630. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50631. var globalPosition;
  50632. if (this.parent) {
  50633. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50634. }
  50635. else {
  50636. globalPosition = this.position;
  50637. }
  50638. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50639. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50640. if (!this._collider) {
  50641. this._collider = new BABYLON.Collider();
  50642. }
  50643. this._collider._radius = this.ellipsoid;
  50644. this._collider.collisionMask = this._collisionMask;
  50645. // No need for clone, as long as gravity is not on.
  50646. var actualDisplacement = displacement;
  50647. // Add gravity to direction to prevent dual-collision checking.
  50648. if (this.applyGravity) {
  50649. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50650. actualDisplacement = displacement.add(this.getScene().gravity);
  50651. }
  50652. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50653. };
  50654. /** @hidden */
  50655. FlyCamera.prototype._checkInputs = function () {
  50656. if (!this._localDirection) {
  50657. this._localDirection = BABYLON.Vector3.Zero();
  50658. this._transformedDirection = BABYLON.Vector3.Zero();
  50659. }
  50660. this.inputs.checkInputs();
  50661. _super.prototype._checkInputs.call(this);
  50662. };
  50663. /** @hidden */
  50664. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50665. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50666. };
  50667. /** @hidden */
  50668. FlyCamera.prototype._updatePosition = function () {
  50669. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50670. this._collideWithWorld(this.cameraDirection);
  50671. }
  50672. else {
  50673. _super.prototype._updatePosition.call(this);
  50674. }
  50675. };
  50676. /**
  50677. * Restore the Roll to its target value at the rate specified.
  50678. * @param rate - Higher means slower restoring.
  50679. * @hidden
  50680. */
  50681. FlyCamera.prototype.restoreRoll = function (rate) {
  50682. var limit = this._trackRoll; // Target Roll.
  50683. var z = this.rotation.z; // Current Roll.
  50684. var delta = limit - z; // Difference in Roll.
  50685. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50686. // If the difference is noticable, restore the Roll.
  50687. if (Math.abs(delta) >= minRad) {
  50688. // Change Z rotation towards the target Roll.
  50689. this.rotation.z += delta / rate;
  50690. // Match when near enough.
  50691. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50692. this.rotation.z = limit;
  50693. }
  50694. }
  50695. };
  50696. /**
  50697. * Destroy the camera and release the current resources held by it.
  50698. */
  50699. FlyCamera.prototype.dispose = function () {
  50700. this.inputs.clear();
  50701. _super.prototype.dispose.call(this);
  50702. };
  50703. /**
  50704. * Get the current object class name.
  50705. * @returns the class name.
  50706. */
  50707. FlyCamera.prototype.getClassName = function () {
  50708. return "FlyCamera";
  50709. };
  50710. __decorate([
  50711. BABYLON.serializeAsVector3()
  50712. ], FlyCamera.prototype, "ellipsoid", void 0);
  50713. __decorate([
  50714. BABYLON.serializeAsVector3()
  50715. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50716. __decorate([
  50717. BABYLON.serialize()
  50718. ], FlyCamera.prototype, "checkCollisions", void 0);
  50719. __decorate([
  50720. BABYLON.serialize()
  50721. ], FlyCamera.prototype, "applyGravity", void 0);
  50722. return FlyCamera;
  50723. }(BABYLON.TargetCamera));
  50724. BABYLON.FlyCamera = FlyCamera;
  50725. })(BABYLON || (BABYLON = {}));
  50726. //# sourceMappingURL=babylon.flyCamera.js.map
  50727. var BABYLON;
  50728. (function (BABYLON) {
  50729. /**
  50730. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50731. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50732. */
  50733. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50734. function ArcRotateCameraKeyboardMoveInput() {
  50735. /**
  50736. * Defines the list of key codes associated with the up action (increase alpha)
  50737. */
  50738. this.keysUp = [38];
  50739. /**
  50740. * Defines the list of key codes associated with the down action (decrease alpha)
  50741. */
  50742. this.keysDown = [40];
  50743. /**
  50744. * Defines the list of key codes associated with the left action (increase beta)
  50745. */
  50746. this.keysLeft = [37];
  50747. /**
  50748. * Defines the list of key codes associated with the right action (decrease beta)
  50749. */
  50750. this.keysRight = [39];
  50751. /**
  50752. * Defines the list of key codes associated with the reset action.
  50753. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50754. */
  50755. this.keysReset = [220];
  50756. /**
  50757. * Defines the panning sensibility of the inputs.
  50758. * (How fast is the camera paning)
  50759. */
  50760. this.panningSensibility = 50.0;
  50761. /**
  50762. * Defines the zooming sensibility of the inputs.
  50763. * (How fast is the camera zooming)
  50764. */
  50765. this.zoomingSensibility = 25.0;
  50766. /**
  50767. * Defines wether maintaining the alt key down switch the movement mode from
  50768. * orientation to zoom.
  50769. */
  50770. this.useAltToZoom = true;
  50771. /**
  50772. * Rotation speed of the camera
  50773. */
  50774. this.angularSpeed = 0.01;
  50775. this._keys = new Array();
  50776. }
  50777. /**
  50778. * Attach the input controls to a specific dom element to get the input from.
  50779. * @param element Defines the element the controls should be listened from
  50780. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50781. */
  50782. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50783. var _this = this;
  50784. if (this._onCanvasBlurObserver) {
  50785. return;
  50786. }
  50787. this._scene = this.camera.getScene();
  50788. this._engine = this._scene.getEngine();
  50789. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50790. _this._keys = [];
  50791. });
  50792. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50793. var evt = info.event;
  50794. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50795. _this._ctrlPressed = evt.ctrlKey;
  50796. _this._altPressed = evt.altKey;
  50797. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50798. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50799. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50800. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50801. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50802. var index = _this._keys.indexOf(evt.keyCode);
  50803. if (index === -1) {
  50804. _this._keys.push(evt.keyCode);
  50805. }
  50806. if (evt.preventDefault) {
  50807. if (!noPreventDefault) {
  50808. evt.preventDefault();
  50809. }
  50810. }
  50811. }
  50812. }
  50813. else {
  50814. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50815. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50816. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50817. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50818. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50819. var index = _this._keys.indexOf(evt.keyCode);
  50820. if (index >= 0) {
  50821. _this._keys.splice(index, 1);
  50822. }
  50823. if (evt.preventDefault) {
  50824. if (!noPreventDefault) {
  50825. evt.preventDefault();
  50826. }
  50827. }
  50828. }
  50829. }
  50830. });
  50831. };
  50832. /**
  50833. * Detach the current controls from the specified dom element.
  50834. * @param element Defines the element to stop listening the inputs from
  50835. */
  50836. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50837. if (this._scene) {
  50838. if (this._onKeyboardObserver) {
  50839. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50840. }
  50841. if (this._onCanvasBlurObserver) {
  50842. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50843. }
  50844. this._onKeyboardObserver = null;
  50845. this._onCanvasBlurObserver = null;
  50846. }
  50847. this._keys = [];
  50848. };
  50849. /**
  50850. * Update the current camera state depending on the inputs that have been used this frame.
  50851. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50852. */
  50853. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50854. if (this._onKeyboardObserver) {
  50855. var camera = this.camera;
  50856. for (var index = 0; index < this._keys.length; index++) {
  50857. var keyCode = this._keys[index];
  50858. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50859. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50860. camera.inertialPanningX -= 1 / this.panningSensibility;
  50861. }
  50862. else {
  50863. camera.inertialAlphaOffset -= this.angularSpeed;
  50864. }
  50865. }
  50866. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50867. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50868. camera.inertialPanningY += 1 / this.panningSensibility;
  50869. }
  50870. else if (this._altPressed && this.useAltToZoom) {
  50871. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50872. }
  50873. else {
  50874. camera.inertialBetaOffset -= this.angularSpeed;
  50875. }
  50876. }
  50877. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50878. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50879. camera.inertialPanningX += 1 / this.panningSensibility;
  50880. }
  50881. else {
  50882. camera.inertialAlphaOffset += this.angularSpeed;
  50883. }
  50884. }
  50885. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50886. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50887. camera.inertialPanningY -= 1 / this.panningSensibility;
  50888. }
  50889. else if (this._altPressed && this.useAltToZoom) {
  50890. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50891. }
  50892. else {
  50893. camera.inertialBetaOffset += this.angularSpeed;
  50894. }
  50895. }
  50896. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50897. if (camera.useInputToRestoreState) {
  50898. camera.restoreState();
  50899. }
  50900. }
  50901. }
  50902. }
  50903. };
  50904. /**
  50905. * Gets the class name of the current intput.
  50906. * @returns the class name
  50907. */
  50908. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50909. return "ArcRotateCameraKeyboardMoveInput";
  50910. };
  50911. /**
  50912. * Get the friendly name associated with the input class.
  50913. * @returns the input friendly name
  50914. */
  50915. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50916. return "keyboard";
  50917. };
  50918. __decorate([
  50919. BABYLON.serialize()
  50920. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50921. __decorate([
  50922. BABYLON.serialize()
  50923. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50924. __decorate([
  50925. BABYLON.serialize()
  50926. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50927. __decorate([
  50928. BABYLON.serialize()
  50929. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50930. __decorate([
  50931. BABYLON.serialize()
  50932. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50933. __decorate([
  50934. BABYLON.serialize()
  50935. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50936. __decorate([
  50937. BABYLON.serialize()
  50938. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50939. __decorate([
  50940. BABYLON.serialize()
  50941. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50942. __decorate([
  50943. BABYLON.serialize()
  50944. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50945. return ArcRotateCameraKeyboardMoveInput;
  50946. }());
  50947. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50948. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50949. })(BABYLON || (BABYLON = {}));
  50950. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50951. var BABYLON;
  50952. (function (BABYLON) {
  50953. /**
  50954. * Manage the mouse wheel inputs to control an arc rotate camera.
  50955. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50956. */
  50957. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50958. function ArcRotateCameraMouseWheelInput() {
  50959. /**
  50960. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50961. */
  50962. this.wheelPrecision = 3.0;
  50963. /**
  50964. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50965. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50966. */
  50967. this.wheelDeltaPercentage = 0;
  50968. }
  50969. /**
  50970. * Attach the input controls to a specific dom element to get the input from.
  50971. * @param element Defines the element the controls should be listened from
  50972. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50973. */
  50974. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50975. var _this = this;
  50976. this._wheel = function (p, s) {
  50977. //sanity check - this should be a PointerWheel event.
  50978. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50979. return;
  50980. }
  50981. var event = p.event;
  50982. var delta = 0;
  50983. if (event.wheelDelta) {
  50984. if (_this.wheelDeltaPercentage) {
  50985. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50986. if (event.wheelDelta > 0) {
  50987. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50988. }
  50989. else {
  50990. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50991. }
  50992. }
  50993. else {
  50994. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50995. }
  50996. }
  50997. else {
  50998. var deltaValue = event.deltaY || event.detail;
  50999. delta = -deltaValue / _this.wheelPrecision;
  51000. }
  51001. if (delta) {
  51002. _this.camera.inertialRadiusOffset += delta;
  51003. }
  51004. if (event.preventDefault) {
  51005. if (!noPreventDefault) {
  51006. event.preventDefault();
  51007. }
  51008. }
  51009. };
  51010. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  51011. };
  51012. /**
  51013. * Detach the current controls from the specified dom element.
  51014. * @param element Defines the element to stop listening the inputs from
  51015. */
  51016. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  51017. if (this._observer && element) {
  51018. this.camera.getScene().onPointerObservable.remove(this._observer);
  51019. this._observer = null;
  51020. this._wheel = null;
  51021. }
  51022. };
  51023. /**
  51024. * Gets the class name of the current intput.
  51025. * @returns the class name
  51026. */
  51027. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  51028. return "ArcRotateCameraMouseWheelInput";
  51029. };
  51030. /**
  51031. * Get the friendly name associated with the input class.
  51032. * @returns the input friendly name
  51033. */
  51034. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  51035. return "mousewheel";
  51036. };
  51037. __decorate([
  51038. BABYLON.serialize()
  51039. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  51040. __decorate([
  51041. BABYLON.serialize()
  51042. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  51043. return ArcRotateCameraMouseWheelInput;
  51044. }());
  51045. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  51046. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  51047. })(BABYLON || (BABYLON = {}));
  51048. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  51049. var BABYLON;
  51050. (function (BABYLON) {
  51051. /**
  51052. * Manage the pointers inputs to control an arc rotate camera.
  51053. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51054. */
  51055. var ArcRotateCameraPointersInput = /** @class */ (function () {
  51056. function ArcRotateCameraPointersInput() {
  51057. /**
  51058. * Defines the buttons associated with the input to handle camera move.
  51059. */
  51060. this.buttons = [0, 1, 2];
  51061. /**
  51062. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51063. */
  51064. this.angularSensibilityX = 1000.0;
  51065. /**
  51066. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51067. */
  51068. this.angularSensibilityY = 1000.0;
  51069. /**
  51070. * Defines the pointer pinch precision or how fast is the camera zooming.
  51071. */
  51072. this.pinchPrecision = 12.0;
  51073. /**
  51074. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  51075. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51076. */
  51077. this.pinchDeltaPercentage = 0;
  51078. /**
  51079. * Defines the pointer panning sensibility or how fast is the camera moving.
  51080. */
  51081. this.panningSensibility = 1000.0;
  51082. /**
  51083. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51084. */
  51085. this.multiTouchPanning = true;
  51086. /**
  51087. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51088. */
  51089. this.multiTouchPanAndZoom = true;
  51090. /**
  51091. * Revers pinch action direction.
  51092. */
  51093. this.pinchInwards = true;
  51094. this._isPanClick = false;
  51095. }
  51096. /**
  51097. * Attach the input controls to a specific dom element to get the input from.
  51098. * @param element Defines the element the controls should be listened from
  51099. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51100. */
  51101. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51102. var _this = this;
  51103. var engine = this.camera.getEngine();
  51104. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51105. var pointA = null;
  51106. var pointB = null;
  51107. var previousPinchSquaredDistance = 0;
  51108. var initialDistance = 0;
  51109. var twoFingerActivityCount = 0;
  51110. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51111. this._pointerInput = function (p, s) {
  51112. var evt = p.event;
  51113. var isTouch = p.event.pointerType === "touch";
  51114. if (engine.isInVRExclusivePointerMode) {
  51115. return;
  51116. }
  51117. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51118. return;
  51119. }
  51120. var srcElement = (evt.srcElement || evt.target);
  51121. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51122. try {
  51123. srcElement.setPointerCapture(evt.pointerId);
  51124. }
  51125. catch (e) {
  51126. //Nothing to do with the error. Execution will continue.
  51127. }
  51128. // Manage panning with pan button click
  51129. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51130. // manage pointers
  51131. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51132. if (pointA === null) {
  51133. pointA = cacheSoloPointer;
  51134. }
  51135. else if (pointB === null) {
  51136. pointB = cacheSoloPointer;
  51137. }
  51138. if (!noPreventDefault) {
  51139. evt.preventDefault();
  51140. element.focus();
  51141. }
  51142. }
  51143. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51144. if (_this.camera.useInputToRestoreState) {
  51145. _this.camera.restoreState();
  51146. }
  51147. }
  51148. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51149. try {
  51150. srcElement.releasePointerCapture(evt.pointerId);
  51151. }
  51152. catch (e) {
  51153. //Nothing to do with the error.
  51154. }
  51155. cacheSoloPointer = null;
  51156. previousPinchSquaredDistance = 0;
  51157. previousMultiTouchPanPosition.isPaning = false;
  51158. previousMultiTouchPanPosition.isPinching = false;
  51159. twoFingerActivityCount = 0;
  51160. initialDistance = 0;
  51161. if (!isTouch) {
  51162. pointB = null; // Mouse and pen are mono pointer
  51163. }
  51164. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51165. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51166. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51167. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51168. if (engine._badOS) {
  51169. pointA = pointB = null;
  51170. }
  51171. else {
  51172. //only remove the impacted pointer in case of multitouch allowing on most
  51173. //platforms switching from rotate to zoom and pan seamlessly.
  51174. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51175. pointA = pointB;
  51176. pointB = null;
  51177. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51178. }
  51179. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51180. pointB = null;
  51181. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51182. }
  51183. else {
  51184. pointA = pointB = null;
  51185. }
  51186. }
  51187. if (!noPreventDefault) {
  51188. evt.preventDefault();
  51189. }
  51190. }
  51191. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51192. if (!noPreventDefault) {
  51193. evt.preventDefault();
  51194. }
  51195. // One button down
  51196. if (pointA && pointB === null && cacheSoloPointer) {
  51197. if (_this.panningSensibility !== 0 &&
  51198. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51199. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51200. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51201. }
  51202. else {
  51203. var offsetX = evt.clientX - cacheSoloPointer.x;
  51204. var offsetY = evt.clientY - cacheSoloPointer.y;
  51205. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51206. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51207. }
  51208. cacheSoloPointer.x = evt.clientX;
  51209. cacheSoloPointer.y = evt.clientY;
  51210. }
  51211. // Two buttons down: pinch/pan
  51212. else if (pointA && pointB) {
  51213. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51214. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51215. ed.x = evt.clientX;
  51216. ed.y = evt.clientY;
  51217. var direction = _this.pinchInwards ? 1 : -1;
  51218. var distX = pointA.x - pointB.x;
  51219. var distY = pointA.y - pointB.y;
  51220. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51221. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51222. if (previousPinchSquaredDistance === 0) {
  51223. initialDistance = pinchDistance;
  51224. previousPinchSquaredDistance = pinchSquaredDistance;
  51225. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51226. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51227. return;
  51228. }
  51229. if (_this.multiTouchPanAndZoom) {
  51230. if (_this.pinchDeltaPercentage) {
  51231. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51232. }
  51233. else {
  51234. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51235. (_this.pinchPrecision *
  51236. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51237. direction);
  51238. }
  51239. if (_this.panningSensibility !== 0) {
  51240. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51241. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51242. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51243. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51244. previousMultiTouchPanPosition.x = pointersCenterX;
  51245. previousMultiTouchPanPosition.y = pointersCenterY;
  51246. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51247. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51248. }
  51249. }
  51250. else {
  51251. twoFingerActivityCount++;
  51252. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51253. if (_this.pinchDeltaPercentage) {
  51254. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51255. }
  51256. else {
  51257. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51258. (_this.pinchPrecision *
  51259. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51260. direction);
  51261. }
  51262. previousMultiTouchPanPosition.isPaning = false;
  51263. previousMultiTouchPanPosition.isPinching = true;
  51264. }
  51265. else {
  51266. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51267. if (!previousMultiTouchPanPosition.isPaning) {
  51268. previousMultiTouchPanPosition.isPaning = true;
  51269. previousMultiTouchPanPosition.isPinching = false;
  51270. previousMultiTouchPanPosition.x = ed.x;
  51271. previousMultiTouchPanPosition.y = ed.y;
  51272. return;
  51273. }
  51274. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51275. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51276. }
  51277. }
  51278. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51279. previousMultiTouchPanPosition.x = ed.x;
  51280. previousMultiTouchPanPosition.y = ed.y;
  51281. }
  51282. }
  51283. previousPinchSquaredDistance = pinchSquaredDistance;
  51284. }
  51285. }
  51286. };
  51287. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51288. this._onContextMenu = function (evt) {
  51289. evt.preventDefault();
  51290. };
  51291. if (!this.camera._useCtrlForPanning) {
  51292. element.addEventListener("contextmenu", this._onContextMenu, false);
  51293. }
  51294. this._onLostFocus = function () {
  51295. //this._keys = [];
  51296. pointA = pointB = null;
  51297. previousPinchSquaredDistance = 0;
  51298. previousMultiTouchPanPosition.isPaning = false;
  51299. previousMultiTouchPanPosition.isPinching = false;
  51300. twoFingerActivityCount = 0;
  51301. cacheSoloPointer = null;
  51302. initialDistance = 0;
  51303. };
  51304. this._onMouseMove = function (evt) {
  51305. if (!engine.isPointerLock) {
  51306. return;
  51307. }
  51308. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51309. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51310. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51311. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51312. if (!noPreventDefault) {
  51313. evt.preventDefault();
  51314. }
  51315. };
  51316. this._onGestureStart = function (e) {
  51317. if (window.MSGesture === undefined) {
  51318. return;
  51319. }
  51320. if (!_this._MSGestureHandler) {
  51321. _this._MSGestureHandler = new MSGesture();
  51322. _this._MSGestureHandler.target = element;
  51323. }
  51324. _this._MSGestureHandler.addPointer(e.pointerId);
  51325. };
  51326. this._onGesture = function (e) {
  51327. _this.camera.radius *= e.scale;
  51328. if (e.preventDefault) {
  51329. if (!noPreventDefault) {
  51330. e.stopPropagation();
  51331. e.preventDefault();
  51332. }
  51333. }
  51334. };
  51335. element.addEventListener("mousemove", this._onMouseMove, false);
  51336. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51337. element.addEventListener("MSGestureChange", this._onGesture, false);
  51338. BABYLON.Tools.RegisterTopRootEvents([
  51339. { name: "blur", handler: this._onLostFocus }
  51340. ]);
  51341. };
  51342. /**
  51343. * Detach the current controls from the specified dom element.
  51344. * @param element Defines the element to stop listening the inputs from
  51345. */
  51346. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51347. if (this._onLostFocus) {
  51348. BABYLON.Tools.UnregisterTopRootEvents([
  51349. { name: "blur", handler: this._onLostFocus }
  51350. ]);
  51351. }
  51352. if (element && this._observer) {
  51353. this.camera.getScene().onPointerObservable.remove(this._observer);
  51354. this._observer = null;
  51355. if (this._onContextMenu) {
  51356. element.removeEventListener("contextmenu", this._onContextMenu);
  51357. }
  51358. if (this._onMouseMove) {
  51359. element.removeEventListener("mousemove", this._onMouseMove);
  51360. }
  51361. if (this._onGestureStart) {
  51362. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51363. }
  51364. if (this._onGesture) {
  51365. element.removeEventListener("MSGestureChange", this._onGesture);
  51366. }
  51367. this._isPanClick = false;
  51368. this.pinchInwards = true;
  51369. this._onMouseMove = null;
  51370. this._onGestureStart = null;
  51371. this._onGesture = null;
  51372. this._MSGestureHandler = null;
  51373. this._onLostFocus = null;
  51374. this._onContextMenu = null;
  51375. }
  51376. };
  51377. /**
  51378. * Gets the class name of the current intput.
  51379. * @returns the class name
  51380. */
  51381. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51382. return "ArcRotateCameraPointersInput";
  51383. };
  51384. /**
  51385. * Get the friendly name associated with the input class.
  51386. * @returns the input friendly name
  51387. */
  51388. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51389. return "pointers";
  51390. };
  51391. __decorate([
  51392. BABYLON.serialize()
  51393. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51394. __decorate([
  51395. BABYLON.serialize()
  51396. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51397. __decorate([
  51398. BABYLON.serialize()
  51399. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51400. __decorate([
  51401. BABYLON.serialize()
  51402. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51403. __decorate([
  51404. BABYLON.serialize()
  51405. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51406. __decorate([
  51407. BABYLON.serialize()
  51408. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51409. __decorate([
  51410. BABYLON.serialize()
  51411. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51412. __decorate([
  51413. BABYLON.serialize()
  51414. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51415. return ArcRotateCameraPointersInput;
  51416. }());
  51417. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51418. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51419. })(BABYLON || (BABYLON = {}));
  51420. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51421. var BABYLON;
  51422. (function (BABYLON) {
  51423. /**
  51424. * Default Inputs manager for the ArcRotateCamera.
  51425. * It groups all the default supported inputs for ease of use.
  51426. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51427. */
  51428. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51429. __extends(ArcRotateCameraInputsManager, _super);
  51430. /**
  51431. * Instantiates a new ArcRotateCameraInputsManager.
  51432. * @param camera Defines the camera the inputs belong to
  51433. */
  51434. function ArcRotateCameraInputsManager(camera) {
  51435. return _super.call(this, camera) || this;
  51436. }
  51437. /**
  51438. * Add mouse wheel input support to the input manager.
  51439. * @returns the current input manager
  51440. */
  51441. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51442. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51443. return this;
  51444. };
  51445. /**
  51446. * Add pointers input support to the input manager.
  51447. * @returns the current input manager
  51448. */
  51449. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51450. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51451. return this;
  51452. };
  51453. /**
  51454. * Add keyboard input support to the input manager.
  51455. * @returns the current input manager
  51456. */
  51457. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51458. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51459. return this;
  51460. };
  51461. /**
  51462. * Add orientation input support to the input manager.
  51463. * @returns the current input manager
  51464. */
  51465. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51466. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51467. return this;
  51468. };
  51469. return ArcRotateCameraInputsManager;
  51470. }(BABYLON.CameraInputsManager));
  51471. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51472. })(BABYLON || (BABYLON = {}));
  51473. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51474. var BABYLON;
  51475. (function (BABYLON) {
  51476. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51477. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51478. });
  51479. /**
  51480. * This represents an orbital type of camera.
  51481. *
  51482. * 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.
  51483. * 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.
  51484. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51485. */
  51486. var ArcRotateCamera = /** @class */ (function (_super) {
  51487. __extends(ArcRotateCamera, _super);
  51488. /**
  51489. * Instantiates a new ArcRotateCamera in a given scene
  51490. * @param name Defines the name of the camera
  51491. * @param alpha Defines the camera rotation along the logitudinal axis
  51492. * @param beta Defines the camera rotation along the latitudinal axis
  51493. * @param radius Defines the camera distance from its target
  51494. * @param target Defines the camera target
  51495. * @param scene Defines the scene the camera belongs to
  51496. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51497. */
  51498. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51499. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51500. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51501. /**
  51502. * Current inertia value on the longitudinal axis.
  51503. * The bigger this number the longer it will take for the camera to stop.
  51504. */
  51505. _this.inertialAlphaOffset = 0;
  51506. /**
  51507. * Current inertia value on the latitudinal axis.
  51508. * The bigger this number the longer it will take for the camera to stop.
  51509. */
  51510. _this.inertialBetaOffset = 0;
  51511. /**
  51512. * Current inertia value on the radius axis.
  51513. * The bigger this number the longer it will take for the camera to stop.
  51514. */
  51515. _this.inertialRadiusOffset = 0;
  51516. /**
  51517. * Minimum allowed angle on the longitudinal axis.
  51518. * This can help limiting how the Camera is able to move in the scene.
  51519. */
  51520. _this.lowerAlphaLimit = null;
  51521. /**
  51522. * Maximum allowed angle on the longitudinal axis.
  51523. * This can help limiting how the Camera is able to move in the scene.
  51524. */
  51525. _this.upperAlphaLimit = null;
  51526. /**
  51527. * Minimum allowed angle on the latitudinal axis.
  51528. * This can help limiting how the Camera is able to move in the scene.
  51529. */
  51530. _this.lowerBetaLimit = 0.01;
  51531. /**
  51532. * Maximum allowed angle on the latitudinal axis.
  51533. * This can help limiting how the Camera is able to move in the scene.
  51534. */
  51535. _this.upperBetaLimit = Math.PI;
  51536. /**
  51537. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51538. * This can help limiting how the Camera is able to move in the scene.
  51539. */
  51540. _this.lowerRadiusLimit = null;
  51541. /**
  51542. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51543. * This can help limiting how the Camera is able to move in the scene.
  51544. */
  51545. _this.upperRadiusLimit = null;
  51546. /**
  51547. * Defines the current inertia value used during panning of the camera along the X axis.
  51548. */
  51549. _this.inertialPanningX = 0;
  51550. /**
  51551. * Defines the current inertia value used during panning of the camera along the Y axis.
  51552. */
  51553. _this.inertialPanningY = 0;
  51554. /**
  51555. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51556. * Basically if your fingers moves away from more than this distance you will be considered
  51557. * in pinch mode.
  51558. */
  51559. _this.pinchToPanMaxDistance = 20;
  51560. /**
  51561. * Defines the maximum distance the camera can pan.
  51562. * This could help keeping the cammera always in your scene.
  51563. */
  51564. _this.panningDistanceLimit = null;
  51565. /**
  51566. * Defines the target of the camera before paning.
  51567. */
  51568. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51569. /**
  51570. * Defines the value of the inertia used during panning.
  51571. * 0 would mean stop inertia and one would mean no decelleration at all.
  51572. */
  51573. _this.panningInertia = 0.9;
  51574. //-- end properties for backward compatibility for inputs
  51575. /**
  51576. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51577. */
  51578. _this.zoomOnFactor = 1;
  51579. /**
  51580. * Defines a screen offset for the camera position.
  51581. */
  51582. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51583. /**
  51584. * Allows the camera to be completely reversed.
  51585. * If false the camera can not arrive upside down.
  51586. */
  51587. _this.allowUpsideDown = true;
  51588. /**
  51589. * Define if double tap/click is used to restore the previously saved state of the camera.
  51590. */
  51591. _this.useInputToRestoreState = true;
  51592. /** @hidden */
  51593. _this._viewMatrix = new BABYLON.Matrix();
  51594. /**
  51595. * Defines the allowed panning axis.
  51596. */
  51597. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51598. /**
  51599. * Observable triggered when the mesh target has been changed on the camera.
  51600. */
  51601. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51602. /**
  51603. * Defines whether the camera should check collision with the objects oh the scene.
  51604. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51605. */
  51606. _this.checkCollisions = false;
  51607. /**
  51608. * Defines the collision radius of the camera.
  51609. * This simulates a sphere around the camera.
  51610. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51611. */
  51612. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51613. _this._previousPosition = BABYLON.Vector3.Zero();
  51614. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51615. _this._newPosition = BABYLON.Vector3.Zero();
  51616. _this._computationVector = BABYLON.Vector3.Zero();
  51617. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51618. if (collidedMesh === void 0) { collidedMesh = null; }
  51619. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51620. newPosition.multiplyInPlace(_this._collider._radius);
  51621. }
  51622. if (!collidedMesh) {
  51623. _this._previousPosition.copyFrom(_this.position);
  51624. }
  51625. else {
  51626. _this.setPosition(newPosition);
  51627. if (_this.onCollide) {
  51628. _this.onCollide(collidedMesh);
  51629. }
  51630. }
  51631. // Recompute because of constraints
  51632. var cosa = Math.cos(_this.alpha);
  51633. var sina = Math.sin(_this.alpha);
  51634. var cosb = Math.cos(_this.beta);
  51635. var sinb = Math.sin(_this.beta);
  51636. if (sinb === 0) {
  51637. sinb = 0.0001;
  51638. }
  51639. var target = _this._getTargetPosition();
  51640. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51641. target.addToRef(_this._computationVector, _this._newPosition);
  51642. _this.position.copyFrom(_this._newPosition);
  51643. var up = _this.upVector;
  51644. if (_this.allowUpsideDown && _this.beta < 0) {
  51645. up = up.clone();
  51646. up = up.negate();
  51647. }
  51648. _this._computeViewMatrix(_this.position, target, up);
  51649. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51650. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51651. _this._collisionTriggered = false;
  51652. };
  51653. _this._target = BABYLON.Vector3.Zero();
  51654. if (target) {
  51655. _this.setTarget(target);
  51656. }
  51657. _this.alpha = alpha;
  51658. _this.beta = beta;
  51659. _this.radius = radius;
  51660. _this.getViewMatrix();
  51661. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51662. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51663. return _this;
  51664. }
  51665. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51666. /**
  51667. * Defines the target point of the camera.
  51668. * The camera looks towards it form the radius distance.
  51669. */
  51670. get: function () {
  51671. return this._target;
  51672. },
  51673. set: function (value) {
  51674. this.setTarget(value);
  51675. },
  51676. enumerable: true,
  51677. configurable: true
  51678. });
  51679. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51680. //-- begin properties for backward compatibility for inputs
  51681. /**
  51682. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51683. */
  51684. get: function () {
  51685. var pointers = this.inputs.attached["pointers"];
  51686. if (pointers) {
  51687. return pointers.angularSensibilityX;
  51688. }
  51689. return 0;
  51690. },
  51691. set: function (value) {
  51692. var pointers = this.inputs.attached["pointers"];
  51693. if (pointers) {
  51694. pointers.angularSensibilityX = value;
  51695. }
  51696. },
  51697. enumerable: true,
  51698. configurable: true
  51699. });
  51700. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51701. /**
  51702. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51703. */
  51704. get: function () {
  51705. var pointers = this.inputs.attached["pointers"];
  51706. if (pointers) {
  51707. return pointers.angularSensibilityY;
  51708. }
  51709. return 0;
  51710. },
  51711. set: function (value) {
  51712. var pointers = this.inputs.attached["pointers"];
  51713. if (pointers) {
  51714. pointers.angularSensibilityY = value;
  51715. }
  51716. },
  51717. enumerable: true,
  51718. configurable: true
  51719. });
  51720. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51721. /**
  51722. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51723. */
  51724. get: function () {
  51725. var pointers = this.inputs.attached["pointers"];
  51726. if (pointers) {
  51727. return pointers.pinchPrecision;
  51728. }
  51729. return 0;
  51730. },
  51731. set: function (value) {
  51732. var pointers = this.inputs.attached["pointers"];
  51733. if (pointers) {
  51734. pointers.pinchPrecision = value;
  51735. }
  51736. },
  51737. enumerable: true,
  51738. configurable: true
  51739. });
  51740. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51741. /**
  51742. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51743. * It will be used instead of pinchDeltaPrecision if different from 0.
  51744. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51745. */
  51746. get: function () {
  51747. var pointers = this.inputs.attached["pointers"];
  51748. if (pointers) {
  51749. return pointers.pinchDeltaPercentage;
  51750. }
  51751. return 0;
  51752. },
  51753. set: function (value) {
  51754. var pointers = this.inputs.attached["pointers"];
  51755. if (pointers) {
  51756. pointers.pinchDeltaPercentage = value;
  51757. }
  51758. },
  51759. enumerable: true,
  51760. configurable: true
  51761. });
  51762. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51763. /**
  51764. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51765. */
  51766. get: function () {
  51767. var pointers = this.inputs.attached["pointers"];
  51768. if (pointers) {
  51769. return pointers.panningSensibility;
  51770. }
  51771. return 0;
  51772. },
  51773. set: function (value) {
  51774. var pointers = this.inputs.attached["pointers"];
  51775. if (pointers) {
  51776. pointers.panningSensibility = value;
  51777. }
  51778. },
  51779. enumerable: true,
  51780. configurable: true
  51781. });
  51782. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51783. /**
  51784. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51785. */
  51786. get: function () {
  51787. var keyboard = this.inputs.attached["keyboard"];
  51788. if (keyboard) {
  51789. return keyboard.keysUp;
  51790. }
  51791. return [];
  51792. },
  51793. set: function (value) {
  51794. var keyboard = this.inputs.attached["keyboard"];
  51795. if (keyboard) {
  51796. keyboard.keysUp = value;
  51797. }
  51798. },
  51799. enumerable: true,
  51800. configurable: true
  51801. });
  51802. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51803. /**
  51804. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51805. */
  51806. get: function () {
  51807. var keyboard = this.inputs.attached["keyboard"];
  51808. if (keyboard) {
  51809. return keyboard.keysDown;
  51810. }
  51811. return [];
  51812. },
  51813. set: function (value) {
  51814. var keyboard = this.inputs.attached["keyboard"];
  51815. if (keyboard) {
  51816. keyboard.keysDown = value;
  51817. }
  51818. },
  51819. enumerable: true,
  51820. configurable: true
  51821. });
  51822. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51823. /**
  51824. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51825. */
  51826. get: function () {
  51827. var keyboard = this.inputs.attached["keyboard"];
  51828. if (keyboard) {
  51829. return keyboard.keysLeft;
  51830. }
  51831. return [];
  51832. },
  51833. set: function (value) {
  51834. var keyboard = this.inputs.attached["keyboard"];
  51835. if (keyboard) {
  51836. keyboard.keysLeft = value;
  51837. }
  51838. },
  51839. enumerable: true,
  51840. configurable: true
  51841. });
  51842. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51843. /**
  51844. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51845. */
  51846. get: function () {
  51847. var keyboard = this.inputs.attached["keyboard"];
  51848. if (keyboard) {
  51849. return keyboard.keysRight;
  51850. }
  51851. return [];
  51852. },
  51853. set: function (value) {
  51854. var keyboard = this.inputs.attached["keyboard"];
  51855. if (keyboard) {
  51856. keyboard.keysRight = value;
  51857. }
  51858. },
  51859. enumerable: true,
  51860. configurable: true
  51861. });
  51862. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51863. /**
  51864. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51865. */
  51866. get: function () {
  51867. var mousewheel = this.inputs.attached["mousewheel"];
  51868. if (mousewheel) {
  51869. return mousewheel.wheelPrecision;
  51870. }
  51871. return 0;
  51872. },
  51873. set: function (value) {
  51874. var mousewheel = this.inputs.attached["mousewheel"];
  51875. if (mousewheel) {
  51876. mousewheel.wheelPrecision = value;
  51877. }
  51878. },
  51879. enumerable: true,
  51880. configurable: true
  51881. });
  51882. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51883. /**
  51884. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51885. * It will be used instead of pinchDeltaPrecision if different from 0.
  51886. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51887. */
  51888. get: function () {
  51889. var mousewheel = this.inputs.attached["mousewheel"];
  51890. if (mousewheel) {
  51891. return mousewheel.wheelDeltaPercentage;
  51892. }
  51893. return 0;
  51894. },
  51895. set: function (value) {
  51896. var mousewheel = this.inputs.attached["mousewheel"];
  51897. if (mousewheel) {
  51898. mousewheel.wheelDeltaPercentage = value;
  51899. }
  51900. },
  51901. enumerable: true,
  51902. configurable: true
  51903. });
  51904. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51905. /**
  51906. * Gets the bouncing behavior of the camera if it has been enabled.
  51907. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51908. */
  51909. get: function () {
  51910. return this._bouncingBehavior;
  51911. },
  51912. enumerable: true,
  51913. configurable: true
  51914. });
  51915. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51916. /**
  51917. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51918. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51919. */
  51920. get: function () {
  51921. return this._bouncingBehavior != null;
  51922. },
  51923. set: function (value) {
  51924. if (value === this.useBouncingBehavior) {
  51925. return;
  51926. }
  51927. if (value) {
  51928. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51929. this.addBehavior(this._bouncingBehavior);
  51930. }
  51931. else if (this._bouncingBehavior) {
  51932. this.removeBehavior(this._bouncingBehavior);
  51933. this._bouncingBehavior = null;
  51934. }
  51935. },
  51936. enumerable: true,
  51937. configurable: true
  51938. });
  51939. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51940. /**
  51941. * Gets the framing behavior of the camera if it has been enabled.
  51942. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51943. */
  51944. get: function () {
  51945. return this._framingBehavior;
  51946. },
  51947. enumerable: true,
  51948. configurable: true
  51949. });
  51950. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51951. /**
  51952. * Defines if the framing behavior of the camera is enabled on the camera.
  51953. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51954. */
  51955. get: function () {
  51956. return this._framingBehavior != null;
  51957. },
  51958. set: function (value) {
  51959. if (value === this.useFramingBehavior) {
  51960. return;
  51961. }
  51962. if (value) {
  51963. this._framingBehavior = new BABYLON.FramingBehavior();
  51964. this.addBehavior(this._framingBehavior);
  51965. }
  51966. else if (this._framingBehavior) {
  51967. this.removeBehavior(this._framingBehavior);
  51968. this._framingBehavior = null;
  51969. }
  51970. },
  51971. enumerable: true,
  51972. configurable: true
  51973. });
  51974. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51975. /**
  51976. * Gets the auto rotation behavior of the camera if it has been enabled.
  51977. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51978. */
  51979. get: function () {
  51980. return this._autoRotationBehavior;
  51981. },
  51982. enumerable: true,
  51983. configurable: true
  51984. });
  51985. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51986. /**
  51987. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51988. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51989. */
  51990. get: function () {
  51991. return this._autoRotationBehavior != null;
  51992. },
  51993. set: function (value) {
  51994. if (value === this.useAutoRotationBehavior) {
  51995. return;
  51996. }
  51997. if (value) {
  51998. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51999. this.addBehavior(this._autoRotationBehavior);
  52000. }
  52001. else if (this._autoRotationBehavior) {
  52002. this.removeBehavior(this._autoRotationBehavior);
  52003. this._autoRotationBehavior = null;
  52004. }
  52005. },
  52006. enumerable: true,
  52007. configurable: true
  52008. });
  52009. // Cache
  52010. /** @hidden */
  52011. ArcRotateCamera.prototype._initCache = function () {
  52012. _super.prototype._initCache.call(this);
  52013. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  52014. this._cache.alpha = undefined;
  52015. this._cache.beta = undefined;
  52016. this._cache.radius = undefined;
  52017. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  52018. };
  52019. /** @hidden */
  52020. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  52021. if (!ignoreParentClass) {
  52022. _super.prototype._updateCache.call(this);
  52023. }
  52024. this._cache._target.copyFrom(this._getTargetPosition());
  52025. this._cache.alpha = this.alpha;
  52026. this._cache.beta = this.beta;
  52027. this._cache.radius = this.radius;
  52028. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  52029. };
  52030. ArcRotateCamera.prototype._getTargetPosition = function () {
  52031. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  52032. var pos = this._targetHost.absolutePosition;
  52033. if (this._targetBoundingCenter) {
  52034. pos.addToRef(this._targetBoundingCenter, this._target);
  52035. }
  52036. else {
  52037. this._target.copyFrom(pos);
  52038. }
  52039. }
  52040. var lockedTargetPosition = this._getLockedTargetPosition();
  52041. if (lockedTargetPosition) {
  52042. return lockedTargetPosition;
  52043. }
  52044. return this._target;
  52045. };
  52046. /**
  52047. * Stores the current state of the camera (alpha, beta, radius and target)
  52048. * @returns the camera itself
  52049. */
  52050. ArcRotateCamera.prototype.storeState = function () {
  52051. this._storedAlpha = this.alpha;
  52052. this._storedBeta = this.beta;
  52053. this._storedRadius = this.radius;
  52054. this._storedTarget = this._getTargetPosition().clone();
  52055. return _super.prototype.storeState.call(this);
  52056. };
  52057. /**
  52058. * @hidden
  52059. * Restored camera state. You must call storeState() first
  52060. */
  52061. ArcRotateCamera.prototype._restoreStateValues = function () {
  52062. if (!_super.prototype._restoreStateValues.call(this)) {
  52063. return false;
  52064. }
  52065. this.alpha = this._storedAlpha;
  52066. this.beta = this._storedBeta;
  52067. this.radius = this._storedRadius;
  52068. this.setTarget(this._storedTarget.clone());
  52069. this.inertialAlphaOffset = 0;
  52070. this.inertialBetaOffset = 0;
  52071. this.inertialRadiusOffset = 0;
  52072. this.inertialPanningX = 0;
  52073. this.inertialPanningY = 0;
  52074. return true;
  52075. };
  52076. // Synchronized
  52077. /** @hidden */
  52078. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  52079. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  52080. return false;
  52081. }
  52082. return this._cache._target.equals(this._getTargetPosition())
  52083. && this._cache.alpha === this.alpha
  52084. && this._cache.beta === this.beta
  52085. && this._cache.radius === this.radius
  52086. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52087. };
  52088. /**
  52089. * Attached controls to the current camera.
  52090. * @param element Defines the element the controls should be listened from
  52091. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52092. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52093. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52094. */
  52095. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52096. var _this = this;
  52097. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52098. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52099. this._useCtrlForPanning = useCtrlForPanning;
  52100. this._panningMouseButton = panningMouseButton;
  52101. this.inputs.attachElement(element, noPreventDefault);
  52102. this._reset = function () {
  52103. _this.inertialAlphaOffset = 0;
  52104. _this.inertialBetaOffset = 0;
  52105. _this.inertialRadiusOffset = 0;
  52106. _this.inertialPanningX = 0;
  52107. _this.inertialPanningY = 0;
  52108. };
  52109. };
  52110. /**
  52111. * Detach the current controls from the camera.
  52112. * The camera will stop reacting to inputs.
  52113. * @param element Defines the element to stop listening the inputs from
  52114. */
  52115. ArcRotateCamera.prototype.detachControl = function (element) {
  52116. this.inputs.detachElement(element);
  52117. if (this._reset) {
  52118. this._reset();
  52119. }
  52120. };
  52121. /** @hidden */
  52122. ArcRotateCamera.prototype._checkInputs = function () {
  52123. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52124. if (this._collisionTriggered) {
  52125. return;
  52126. }
  52127. this.inputs.checkInputs();
  52128. // Inertia
  52129. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52130. var inertialAlphaOffset = this.inertialAlphaOffset;
  52131. if (this.beta <= 0) {
  52132. inertialAlphaOffset *= -1;
  52133. }
  52134. if (this.getScene().useRightHandedSystem) {
  52135. inertialAlphaOffset *= -1;
  52136. }
  52137. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52138. inertialAlphaOffset *= -1;
  52139. }
  52140. this.alpha += inertialAlphaOffset;
  52141. this.beta += this.inertialBetaOffset;
  52142. this.radius -= this.inertialRadiusOffset;
  52143. this.inertialAlphaOffset *= this.inertia;
  52144. this.inertialBetaOffset *= this.inertia;
  52145. this.inertialRadiusOffset *= this.inertia;
  52146. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52147. this.inertialAlphaOffset = 0;
  52148. }
  52149. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52150. this.inertialBetaOffset = 0;
  52151. }
  52152. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52153. this.inertialRadiusOffset = 0;
  52154. }
  52155. }
  52156. // Panning inertia
  52157. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52158. if (!this._localDirection) {
  52159. this._localDirection = BABYLON.Vector3.Zero();
  52160. this._transformedDirection = BABYLON.Vector3.Zero();
  52161. }
  52162. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52163. this._localDirection.multiplyInPlace(this.panningAxis);
  52164. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52165. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52166. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52167. if (!this.panningAxis.y) {
  52168. this._transformedDirection.y = 0;
  52169. }
  52170. if (!this._targetHost) {
  52171. if (this.panningDistanceLimit) {
  52172. this._transformedDirection.addInPlace(this._target);
  52173. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52174. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52175. this._target.copyFrom(this._transformedDirection);
  52176. }
  52177. }
  52178. else {
  52179. this._target.addInPlace(this._transformedDirection);
  52180. }
  52181. }
  52182. this.inertialPanningX *= this.panningInertia;
  52183. this.inertialPanningY *= this.panningInertia;
  52184. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52185. this.inertialPanningX = 0;
  52186. }
  52187. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52188. this.inertialPanningY = 0;
  52189. }
  52190. }
  52191. // Limits
  52192. this._checkLimits();
  52193. _super.prototype._checkInputs.call(this);
  52194. };
  52195. ArcRotateCamera.prototype._checkLimits = function () {
  52196. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52197. if (this.allowUpsideDown && this.beta > Math.PI) {
  52198. this.beta = this.beta - (2 * Math.PI);
  52199. }
  52200. }
  52201. else {
  52202. if (this.beta < this.lowerBetaLimit) {
  52203. this.beta = this.lowerBetaLimit;
  52204. }
  52205. }
  52206. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52207. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52208. this.beta = this.beta + (2 * Math.PI);
  52209. }
  52210. }
  52211. else {
  52212. if (this.beta > this.upperBetaLimit) {
  52213. this.beta = this.upperBetaLimit;
  52214. }
  52215. }
  52216. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52217. this.alpha = this.lowerAlphaLimit;
  52218. }
  52219. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52220. this.alpha = this.upperAlphaLimit;
  52221. }
  52222. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52223. this.radius = this.lowerRadiusLimit;
  52224. this.inertialRadiusOffset = 0;
  52225. }
  52226. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52227. this.radius = this.upperRadiusLimit;
  52228. this.inertialRadiusOffset = 0;
  52229. }
  52230. };
  52231. /**
  52232. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52233. */
  52234. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52235. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52236. this.radius = this._computationVector.length();
  52237. if (this.radius === 0) {
  52238. this.radius = 0.0001; // Just to avoid division by zero
  52239. }
  52240. // Alpha
  52241. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52242. if (this._computationVector.z < 0) {
  52243. this.alpha = 2 * Math.PI - this.alpha;
  52244. }
  52245. // Beta
  52246. this.beta = Math.acos(this._computationVector.y / this.radius);
  52247. this._checkLimits();
  52248. };
  52249. /**
  52250. * Use a position to define the current camera related information like aplha, beta and radius
  52251. * @param position Defines the position to set the camera at
  52252. */
  52253. ArcRotateCamera.prototype.setPosition = function (position) {
  52254. if (this.position.equals(position)) {
  52255. return;
  52256. }
  52257. this.position.copyFrom(position);
  52258. this.rebuildAnglesAndRadius();
  52259. };
  52260. /**
  52261. * Defines the target the camera should look at.
  52262. * This will automatically adapt alpha beta and radius to fit within the new target.
  52263. * @param target Defines the new target as a Vector or a mesh
  52264. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52265. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52266. */
  52267. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52268. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52269. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52270. if (target.getBoundingInfo) {
  52271. if (toBoundingCenter) {
  52272. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52273. }
  52274. else {
  52275. this._targetBoundingCenter = null;
  52276. }
  52277. this._targetHost = target;
  52278. this._target = this._getTargetPosition();
  52279. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52280. }
  52281. else {
  52282. var newTarget = target;
  52283. var currentTarget = this._getTargetPosition();
  52284. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52285. return;
  52286. }
  52287. this._targetHost = null;
  52288. this._target = newTarget;
  52289. this._targetBoundingCenter = null;
  52290. this.onMeshTargetChangedObservable.notifyObservers(null);
  52291. }
  52292. this.rebuildAnglesAndRadius();
  52293. };
  52294. /** @hidden */
  52295. ArcRotateCamera.prototype._getViewMatrix = function () {
  52296. // Compute
  52297. var cosa = Math.cos(this.alpha);
  52298. var sina = Math.sin(this.alpha);
  52299. var cosb = Math.cos(this.beta);
  52300. var sinb = Math.sin(this.beta);
  52301. if (sinb === 0) {
  52302. sinb = 0.0001;
  52303. }
  52304. var target = this._getTargetPosition();
  52305. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52306. target.addToRef(this._computationVector, this._newPosition);
  52307. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52308. if (!this._collider) {
  52309. this._collider = new BABYLON.Collider();
  52310. }
  52311. this._collider._radius = this.collisionRadius;
  52312. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52313. this._collisionTriggered = true;
  52314. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52315. }
  52316. else {
  52317. this.position.copyFrom(this._newPosition);
  52318. var up = this.upVector;
  52319. if (this.allowUpsideDown && sinb < 0) {
  52320. up = up.clone();
  52321. up = up.negate();
  52322. }
  52323. this._computeViewMatrix(this.position, target, up);
  52324. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52325. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52326. }
  52327. this._currentTarget = target;
  52328. return this._viewMatrix;
  52329. };
  52330. /**
  52331. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52332. * @param meshes Defines the mesh to zoom on
  52333. * @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)
  52334. */
  52335. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52336. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52337. meshes = meshes || this.getScene().meshes;
  52338. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52339. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52340. this.radius = distance * this.zoomOnFactor;
  52341. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52342. };
  52343. /**
  52344. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52345. * The target will be changed but the radius
  52346. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52347. * @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)
  52348. */
  52349. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52350. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52351. var meshesOrMinMaxVector;
  52352. var distance;
  52353. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52354. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52355. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52356. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52357. }
  52358. else { //minMaxVector and distance
  52359. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52360. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52361. distance = minMaxVectorAndDistance.distance;
  52362. }
  52363. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52364. if (!doNotUpdateMaxZ) {
  52365. this.maxZ = distance * 2;
  52366. }
  52367. };
  52368. /**
  52369. * @override
  52370. * Override Camera.createRigCamera
  52371. */
  52372. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52373. var alphaShift = 0;
  52374. switch (this.cameraRigMode) {
  52375. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52376. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52377. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52378. case BABYLON.Camera.RIG_MODE_VR:
  52379. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52380. break;
  52381. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52382. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52383. break;
  52384. }
  52385. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52386. rigCam._cameraRigParams = {};
  52387. return rigCam;
  52388. };
  52389. /**
  52390. * @hidden
  52391. * @override
  52392. * Override Camera._updateRigCameras
  52393. */
  52394. ArcRotateCamera.prototype._updateRigCameras = function () {
  52395. var camLeft = this._rigCameras[0];
  52396. var camRight = this._rigCameras[1];
  52397. camLeft.beta = camRight.beta = this.beta;
  52398. camLeft.radius = camRight.radius = this.radius;
  52399. switch (this.cameraRigMode) {
  52400. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52401. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52402. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52403. case BABYLON.Camera.RIG_MODE_VR:
  52404. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52405. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52406. break;
  52407. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52408. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52409. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52410. break;
  52411. }
  52412. _super.prototype._updateRigCameras.call(this);
  52413. };
  52414. /**
  52415. * Destroy the camera and release the current resources hold by it.
  52416. */
  52417. ArcRotateCamera.prototype.dispose = function () {
  52418. this.inputs.clear();
  52419. _super.prototype.dispose.call(this);
  52420. };
  52421. /**
  52422. * Gets the current object class name.
  52423. * @return the class name
  52424. */
  52425. ArcRotateCamera.prototype.getClassName = function () {
  52426. return "ArcRotateCamera";
  52427. };
  52428. __decorate([
  52429. BABYLON.serialize()
  52430. ], ArcRotateCamera.prototype, "alpha", void 0);
  52431. __decorate([
  52432. BABYLON.serialize()
  52433. ], ArcRotateCamera.prototype, "beta", void 0);
  52434. __decorate([
  52435. BABYLON.serialize()
  52436. ], ArcRotateCamera.prototype, "radius", void 0);
  52437. __decorate([
  52438. BABYLON.serializeAsVector3("target")
  52439. ], ArcRotateCamera.prototype, "_target", void 0);
  52440. __decorate([
  52441. BABYLON.serialize()
  52442. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52443. __decorate([
  52444. BABYLON.serialize()
  52445. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52446. __decorate([
  52447. BABYLON.serialize()
  52448. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52449. __decorate([
  52450. BABYLON.serialize()
  52451. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52452. __decorate([
  52453. BABYLON.serialize()
  52454. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52455. __decorate([
  52456. BABYLON.serialize()
  52457. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52458. __decorate([
  52459. BABYLON.serialize()
  52460. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52461. __decorate([
  52462. BABYLON.serialize()
  52463. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52464. __decorate([
  52465. BABYLON.serialize()
  52466. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52467. __decorate([
  52468. BABYLON.serialize()
  52469. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52470. __decorate([
  52471. BABYLON.serialize()
  52472. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52473. __decorate([
  52474. BABYLON.serialize()
  52475. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52476. __decorate([
  52477. BABYLON.serialize()
  52478. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52479. __decorate([
  52480. BABYLON.serializeAsVector3()
  52481. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52482. __decorate([
  52483. BABYLON.serialize()
  52484. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52485. __decorate([
  52486. BABYLON.serialize()
  52487. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52488. __decorate([
  52489. BABYLON.serialize()
  52490. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52491. __decorate([
  52492. BABYLON.serialize()
  52493. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52494. __decorate([
  52495. BABYLON.serialize()
  52496. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52497. return ArcRotateCamera;
  52498. }(BABYLON.TargetCamera));
  52499. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52500. })(BABYLON || (BABYLON = {}));
  52501. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52502. var BABYLON;
  52503. (function (BABYLON) {
  52504. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52505. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52506. });
  52507. /**
  52508. * The HemisphericLight simulates the ambient environment light,
  52509. * so the passed direction is the light reflection direction, not the incoming direction.
  52510. */
  52511. var HemisphericLight = /** @class */ (function (_super) {
  52512. __extends(HemisphericLight, _super);
  52513. /**
  52514. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52515. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52516. * The HemisphericLight can't cast shadows.
  52517. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52518. * @param name The friendly name of the light
  52519. * @param direction The direction of the light reflection
  52520. * @param scene The scene the light belongs to
  52521. */
  52522. function HemisphericLight(name, direction, scene) {
  52523. var _this = _super.call(this, name, scene) || this;
  52524. /**
  52525. * The groundColor is the light in the opposite direction to the one specified during creation.
  52526. * 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.
  52527. */
  52528. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52529. _this.direction = direction || BABYLON.Vector3.Up();
  52530. return _this;
  52531. }
  52532. HemisphericLight.prototype._buildUniformLayout = function () {
  52533. this._uniformBuffer.addUniform("vLightData", 4);
  52534. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52535. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52536. this._uniformBuffer.addUniform("vLightGround", 3);
  52537. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52538. this._uniformBuffer.addUniform("depthValues", 2);
  52539. this._uniformBuffer.create();
  52540. };
  52541. /**
  52542. * Returns the string "HemisphericLight".
  52543. * @return The class name
  52544. */
  52545. HemisphericLight.prototype.getClassName = function () {
  52546. return "HemisphericLight";
  52547. };
  52548. /**
  52549. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52550. * Returns the updated direction.
  52551. * @param target The target the direction should point to
  52552. * @return The computed direction
  52553. */
  52554. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52555. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52556. return this.direction;
  52557. };
  52558. /**
  52559. * Returns the shadow generator associated to the light.
  52560. * @returns Always null for hemispheric lights because it does not support shadows.
  52561. */
  52562. HemisphericLight.prototype.getShadowGenerator = function () {
  52563. return null;
  52564. };
  52565. /**
  52566. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52567. * @param effect The effect to update
  52568. * @param lightIndex The index of the light in the effect to update
  52569. * @returns The hemispheric light
  52570. */
  52571. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52572. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52573. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52574. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52575. return this;
  52576. };
  52577. /**
  52578. * Computes the world matrix of the node
  52579. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52580. * @param useWasUpdatedFlag defines a reserved property
  52581. * @returns the world matrix
  52582. */
  52583. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52584. if (!this._worldMatrix) {
  52585. this._worldMatrix = BABYLON.Matrix.Identity();
  52586. }
  52587. return this._worldMatrix;
  52588. };
  52589. /**
  52590. * Returns the integer 3.
  52591. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52592. */
  52593. HemisphericLight.prototype.getTypeID = function () {
  52594. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52595. };
  52596. /**
  52597. * Prepares the list of defines specific to the light type.
  52598. * @param defines the list of defines
  52599. * @param lightIndex defines the index of the light for the effect
  52600. */
  52601. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52602. defines["HEMILIGHT" + lightIndex] = true;
  52603. };
  52604. __decorate([
  52605. BABYLON.serializeAsColor3()
  52606. ], HemisphericLight.prototype, "groundColor", void 0);
  52607. __decorate([
  52608. BABYLON.serializeAsVector3()
  52609. ], HemisphericLight.prototype, "direction", void 0);
  52610. return HemisphericLight;
  52611. }(BABYLON.Light));
  52612. BABYLON.HemisphericLight = HemisphericLight;
  52613. })(BABYLON || (BABYLON = {}));
  52614. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52615. var BABYLON;
  52616. (function (BABYLON) {
  52617. /**
  52618. * Base implementation IShadowLight
  52619. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52620. */
  52621. var ShadowLight = /** @class */ (function (_super) {
  52622. __extends(ShadowLight, _super);
  52623. function ShadowLight() {
  52624. var _this = _super !== null && _super.apply(this, arguments) || this;
  52625. _this._needProjectionMatrixCompute = true;
  52626. return _this;
  52627. }
  52628. ShadowLight.prototype._setPosition = function (value) {
  52629. this._position = value;
  52630. };
  52631. Object.defineProperty(ShadowLight.prototype, "position", {
  52632. /**
  52633. * Sets the position the shadow will be casted from. Also use as the light position for both
  52634. * point and spot lights.
  52635. */
  52636. get: function () {
  52637. return this._position;
  52638. },
  52639. /**
  52640. * Sets the position the shadow will be casted from. Also use as the light position for both
  52641. * point and spot lights.
  52642. */
  52643. set: function (value) {
  52644. this._setPosition(value);
  52645. },
  52646. enumerable: true,
  52647. configurable: true
  52648. });
  52649. ShadowLight.prototype._setDirection = function (value) {
  52650. this._direction = value;
  52651. };
  52652. Object.defineProperty(ShadowLight.prototype, "direction", {
  52653. /**
  52654. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52655. * Also use as the light direction on spot and directional lights.
  52656. */
  52657. get: function () {
  52658. return this._direction;
  52659. },
  52660. /**
  52661. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52662. * Also use as the light direction on spot and directional lights.
  52663. */
  52664. set: function (value) {
  52665. this._setDirection(value);
  52666. },
  52667. enumerable: true,
  52668. configurable: true
  52669. });
  52670. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52671. /**
  52672. * Gets the shadow projection clipping minimum z value.
  52673. */
  52674. get: function () {
  52675. return this._shadowMinZ;
  52676. },
  52677. /**
  52678. * Sets the shadow projection clipping minimum z value.
  52679. */
  52680. set: function (value) {
  52681. this._shadowMinZ = value;
  52682. this.forceProjectionMatrixCompute();
  52683. },
  52684. enumerable: true,
  52685. configurable: true
  52686. });
  52687. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52688. /**
  52689. * Sets the shadow projection clipping maximum z value.
  52690. */
  52691. get: function () {
  52692. return this._shadowMaxZ;
  52693. },
  52694. /**
  52695. * Gets the shadow projection clipping maximum z value.
  52696. */
  52697. set: function (value) {
  52698. this._shadowMaxZ = value;
  52699. this.forceProjectionMatrixCompute();
  52700. },
  52701. enumerable: true,
  52702. configurable: true
  52703. });
  52704. /**
  52705. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52706. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52707. */
  52708. ShadowLight.prototype.computeTransformedInformation = function () {
  52709. if (this.parent && this.parent.getWorldMatrix) {
  52710. if (!this.transformedPosition) {
  52711. this.transformedPosition = BABYLON.Vector3.Zero();
  52712. }
  52713. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52714. // In case the direction is present.
  52715. if (this.direction) {
  52716. if (!this.transformedDirection) {
  52717. this.transformedDirection = BABYLON.Vector3.Zero();
  52718. }
  52719. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52720. }
  52721. return true;
  52722. }
  52723. return false;
  52724. };
  52725. /**
  52726. * Return the depth scale used for the shadow map.
  52727. * @returns the depth scale.
  52728. */
  52729. ShadowLight.prototype.getDepthScale = function () {
  52730. return 50.0;
  52731. };
  52732. /**
  52733. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52734. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52735. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52736. */
  52737. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52738. return this.transformedDirection ? this.transformedDirection : this.direction;
  52739. };
  52740. /**
  52741. * Returns the ShadowLight absolute position in the World.
  52742. * @returns the position vector in world space
  52743. */
  52744. ShadowLight.prototype.getAbsolutePosition = function () {
  52745. return this.transformedPosition ? this.transformedPosition : this.position;
  52746. };
  52747. /**
  52748. * Sets the ShadowLight direction toward the passed target.
  52749. * @param target The point tot target in local space
  52750. * @returns the updated ShadowLight direction
  52751. */
  52752. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52753. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52754. return this.direction;
  52755. };
  52756. /**
  52757. * Returns the light rotation in euler definition.
  52758. * @returns the x y z rotation in local space.
  52759. */
  52760. ShadowLight.prototype.getRotation = function () {
  52761. this.direction.normalize();
  52762. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52763. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52764. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52765. };
  52766. /**
  52767. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52768. * @returns true if a cube texture needs to be use
  52769. */
  52770. ShadowLight.prototype.needCube = function () {
  52771. return false;
  52772. };
  52773. /**
  52774. * Detects if the projection matrix requires to be recomputed this frame.
  52775. * @returns true if it requires to be recomputed otherwise, false.
  52776. */
  52777. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52778. return this._needProjectionMatrixCompute;
  52779. };
  52780. /**
  52781. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52782. */
  52783. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52784. this._needProjectionMatrixCompute = true;
  52785. };
  52786. /** @hidden */
  52787. ShadowLight.prototype._initCache = function () {
  52788. _super.prototype._initCache.call(this);
  52789. this._cache.position = BABYLON.Vector3.Zero();
  52790. };
  52791. /** @hidden */
  52792. ShadowLight.prototype._isSynchronized = function () {
  52793. if (!this._cache.position.equals(this.position)) {
  52794. return false;
  52795. }
  52796. return true;
  52797. };
  52798. /**
  52799. * Computes the world matrix of the node
  52800. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52801. * @returns the world matrix
  52802. */
  52803. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52804. if (!force && this.isSynchronized()) {
  52805. this._currentRenderId = this.getScene().getRenderId();
  52806. return this._worldMatrix;
  52807. }
  52808. this._updateCache();
  52809. this._cache.position.copyFrom(this.position);
  52810. if (!this._worldMatrix) {
  52811. this._worldMatrix = BABYLON.Matrix.Identity();
  52812. }
  52813. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52814. if (this.parent && this.parent.getWorldMatrix) {
  52815. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52816. this._markSyncedWithParent();
  52817. }
  52818. // Cache the determinant
  52819. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52820. return this._worldMatrix;
  52821. };
  52822. /**
  52823. * Gets the minZ used for shadow according to both the scene and the light.
  52824. * @param activeCamera The camera we are returning the min for
  52825. * @returns the depth min z
  52826. */
  52827. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52828. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52829. };
  52830. /**
  52831. * Gets the maxZ used for shadow according to both the scene and the light.
  52832. * @param activeCamera The camera we are returning the max for
  52833. * @returns the depth max z
  52834. */
  52835. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52836. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52837. };
  52838. /**
  52839. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52840. * @param matrix The materix to updated with the projection information
  52841. * @param viewMatrix The transform matrix of the light
  52842. * @param renderList The list of mesh to render in the map
  52843. * @returns The current light
  52844. */
  52845. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52846. if (this.customProjectionMatrixBuilder) {
  52847. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52848. }
  52849. else {
  52850. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52851. }
  52852. return this;
  52853. };
  52854. __decorate([
  52855. BABYLON.serializeAsVector3()
  52856. ], ShadowLight.prototype, "position", null);
  52857. __decorate([
  52858. BABYLON.serializeAsVector3()
  52859. ], ShadowLight.prototype, "direction", null);
  52860. __decorate([
  52861. BABYLON.serialize()
  52862. ], ShadowLight.prototype, "shadowMinZ", null);
  52863. __decorate([
  52864. BABYLON.serialize()
  52865. ], ShadowLight.prototype, "shadowMaxZ", null);
  52866. return ShadowLight;
  52867. }(BABYLON.Light));
  52868. BABYLON.ShadowLight = ShadowLight;
  52869. })(BABYLON || (BABYLON = {}));
  52870. //# sourceMappingURL=babylon.shadowLight.js.map
  52871. var BABYLON;
  52872. (function (BABYLON) {
  52873. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52874. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52875. });
  52876. /**
  52877. * A point light is a light defined by an unique point in world space.
  52878. * The light is emitted in every direction from this point.
  52879. * A good example of a point light is a standard light bulb.
  52880. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52881. */
  52882. var PointLight = /** @class */ (function (_super) {
  52883. __extends(PointLight, _super);
  52884. /**
  52885. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52886. * A PointLight emits the light in every direction.
  52887. * It can cast shadows.
  52888. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52889. * ```javascript
  52890. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52891. * ```
  52892. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52893. * @param name The light friendly name
  52894. * @param position The position of the point light in the scene
  52895. * @param scene The scene the lights belongs to
  52896. */
  52897. function PointLight(name, position, scene) {
  52898. var _this = _super.call(this, name, scene) || this;
  52899. _this._shadowAngle = Math.PI / 2;
  52900. _this.position = position;
  52901. return _this;
  52902. }
  52903. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52904. /**
  52905. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52906. * This specifies what angle the shadow will use to be created.
  52907. *
  52908. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52909. */
  52910. get: function () {
  52911. return this._shadowAngle;
  52912. },
  52913. /**
  52914. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52915. * This specifies what angle the shadow will use to be created.
  52916. *
  52917. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52918. */
  52919. set: function (value) {
  52920. this._shadowAngle = value;
  52921. this.forceProjectionMatrixCompute();
  52922. },
  52923. enumerable: true,
  52924. configurable: true
  52925. });
  52926. Object.defineProperty(PointLight.prototype, "direction", {
  52927. /**
  52928. * Gets the direction if it has been set.
  52929. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52930. */
  52931. get: function () {
  52932. return this._direction;
  52933. },
  52934. /**
  52935. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52936. */
  52937. set: function (value) {
  52938. var previousNeedCube = this.needCube();
  52939. this._direction = value;
  52940. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52941. this._shadowGenerator.recreateShadowMap();
  52942. }
  52943. },
  52944. enumerable: true,
  52945. configurable: true
  52946. });
  52947. /**
  52948. * Returns the string "PointLight"
  52949. * @returns the class name
  52950. */
  52951. PointLight.prototype.getClassName = function () {
  52952. return "PointLight";
  52953. };
  52954. /**
  52955. * Returns the integer 0.
  52956. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52957. */
  52958. PointLight.prototype.getTypeID = function () {
  52959. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52960. };
  52961. /**
  52962. * Specifies wether or not the shadowmap should be a cube texture.
  52963. * @returns true if the shadowmap needs to be a cube texture.
  52964. */
  52965. PointLight.prototype.needCube = function () {
  52966. return !this.direction;
  52967. };
  52968. /**
  52969. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52970. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52971. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52972. */
  52973. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52974. if (this.direction) {
  52975. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52976. }
  52977. else {
  52978. switch (faceIndex) {
  52979. case 0:
  52980. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52981. case 1:
  52982. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52983. case 2:
  52984. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52985. case 3:
  52986. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52987. case 4:
  52988. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52989. case 5:
  52990. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52991. }
  52992. }
  52993. return BABYLON.Vector3.Zero();
  52994. };
  52995. /**
  52996. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52997. * - fov = PI / 2
  52998. * - aspect ratio : 1.0
  52999. * - z-near and far equal to the active camera minZ and maxZ.
  53000. * Returns the PointLight.
  53001. */
  53002. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53003. var activeCamera = this.getScene().activeCamera;
  53004. if (!activeCamera) {
  53005. return;
  53006. }
  53007. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53008. };
  53009. PointLight.prototype._buildUniformLayout = function () {
  53010. this._uniformBuffer.addUniform("vLightData", 4);
  53011. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53012. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53013. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53014. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53015. this._uniformBuffer.addUniform("depthValues", 2);
  53016. this._uniformBuffer.create();
  53017. };
  53018. /**
  53019. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53020. * @param effect The effect to update
  53021. * @param lightIndex The index of the light in the effect to update
  53022. * @returns The point light
  53023. */
  53024. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  53025. if (this.computeTransformedInformation()) {
  53026. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  53027. }
  53028. else {
  53029. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  53030. }
  53031. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  53032. return this;
  53033. };
  53034. /**
  53035. * Prepares the list of defines specific to the light type.
  53036. * @param defines the list of defines
  53037. * @param lightIndex defines the index of the light for the effect
  53038. */
  53039. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53040. defines["POINTLIGHT" + lightIndex] = true;
  53041. };
  53042. __decorate([
  53043. BABYLON.serialize()
  53044. ], PointLight.prototype, "shadowAngle", null);
  53045. return PointLight;
  53046. }(BABYLON.ShadowLight));
  53047. BABYLON.PointLight = PointLight;
  53048. })(BABYLON || (BABYLON = {}));
  53049. //# sourceMappingURL=babylon.pointLight.js.map
  53050. var BABYLON;
  53051. (function (BABYLON) {
  53052. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  53053. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  53054. });
  53055. /**
  53056. * A directional light is defined by a direction (what a surprise!).
  53057. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  53058. * 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.
  53059. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53060. */
  53061. var DirectionalLight = /** @class */ (function (_super) {
  53062. __extends(DirectionalLight, _super);
  53063. /**
  53064. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  53065. * The directional light is emitted from everywhere in the given direction.
  53066. * It can cast shadows.
  53067. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53068. * @param name The friendly name of the light
  53069. * @param direction The direction of the light
  53070. * @param scene The scene the light belongs to
  53071. */
  53072. function DirectionalLight(name, direction, scene) {
  53073. var _this = _super.call(this, name, scene) || this;
  53074. _this._shadowFrustumSize = 0;
  53075. _this._shadowOrthoScale = 0.1;
  53076. /**
  53077. * Automatically compute the projection matrix to best fit (including all the casters)
  53078. * on each frame.
  53079. */
  53080. _this.autoUpdateExtends = true;
  53081. // Cache
  53082. _this._orthoLeft = Number.MAX_VALUE;
  53083. _this._orthoRight = Number.MIN_VALUE;
  53084. _this._orthoTop = Number.MIN_VALUE;
  53085. _this._orthoBottom = Number.MAX_VALUE;
  53086. _this.position = direction.scale(-1.0);
  53087. _this.direction = direction;
  53088. return _this;
  53089. }
  53090. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53091. /**
  53092. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53093. */
  53094. get: function () {
  53095. return this._shadowFrustumSize;
  53096. },
  53097. /**
  53098. * Specifies a fix frustum size for the shadow generation.
  53099. */
  53100. set: function (value) {
  53101. this._shadowFrustumSize = value;
  53102. this.forceProjectionMatrixCompute();
  53103. },
  53104. enumerable: true,
  53105. configurable: true
  53106. });
  53107. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53108. /**
  53109. * Gets the shadow projection scale against the optimal computed one.
  53110. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53111. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53112. */
  53113. get: function () {
  53114. return this._shadowOrthoScale;
  53115. },
  53116. /**
  53117. * Sets the shadow projection scale against the optimal computed one.
  53118. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53119. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53120. */
  53121. set: function (value) {
  53122. this._shadowOrthoScale = value;
  53123. this.forceProjectionMatrixCompute();
  53124. },
  53125. enumerable: true,
  53126. configurable: true
  53127. });
  53128. /**
  53129. * Returns the string "DirectionalLight".
  53130. * @return The class name
  53131. */
  53132. DirectionalLight.prototype.getClassName = function () {
  53133. return "DirectionalLight";
  53134. };
  53135. /**
  53136. * Returns the integer 1.
  53137. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53138. */
  53139. DirectionalLight.prototype.getTypeID = function () {
  53140. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53141. };
  53142. /**
  53143. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53144. * Returns the DirectionalLight Shadow projection matrix.
  53145. */
  53146. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53147. if (this.shadowFrustumSize > 0) {
  53148. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53149. }
  53150. else {
  53151. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53152. }
  53153. };
  53154. /**
  53155. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53156. * Returns the DirectionalLight Shadow projection matrix.
  53157. */
  53158. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53159. var activeCamera = this.getScene().activeCamera;
  53160. if (!activeCamera) {
  53161. return;
  53162. }
  53163. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53164. };
  53165. /**
  53166. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53167. * Returns the DirectionalLight Shadow projection matrix.
  53168. */
  53169. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53170. var activeCamera = this.getScene().activeCamera;
  53171. if (!activeCamera) {
  53172. return;
  53173. }
  53174. // Check extends
  53175. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53176. var tempVector3 = BABYLON.Vector3.Zero();
  53177. this._orthoLeft = Number.MAX_VALUE;
  53178. this._orthoRight = Number.MIN_VALUE;
  53179. this._orthoTop = Number.MIN_VALUE;
  53180. this._orthoBottom = Number.MAX_VALUE;
  53181. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53182. var mesh = renderList[meshIndex];
  53183. if (!mesh) {
  53184. continue;
  53185. }
  53186. var boundingInfo = mesh.getBoundingInfo();
  53187. var boundingBox = boundingInfo.boundingBox;
  53188. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53189. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53190. if (tempVector3.x < this._orthoLeft) {
  53191. this._orthoLeft = tempVector3.x;
  53192. }
  53193. if (tempVector3.y < this._orthoBottom) {
  53194. this._orthoBottom = tempVector3.y;
  53195. }
  53196. if (tempVector3.x > this._orthoRight) {
  53197. this._orthoRight = tempVector3.x;
  53198. }
  53199. if (tempVector3.y > this._orthoTop) {
  53200. this._orthoTop = tempVector3.y;
  53201. }
  53202. }
  53203. }
  53204. }
  53205. var xOffset = this._orthoRight - this._orthoLeft;
  53206. var yOffset = this._orthoTop - this._orthoBottom;
  53207. 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);
  53208. };
  53209. DirectionalLight.prototype._buildUniformLayout = function () {
  53210. this._uniformBuffer.addUniform("vLightData", 4);
  53211. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53212. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53213. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53214. this._uniformBuffer.addUniform("depthValues", 2);
  53215. this._uniformBuffer.create();
  53216. };
  53217. /**
  53218. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53219. * @param effect The effect to update
  53220. * @param lightIndex The index of the light in the effect to update
  53221. * @returns The directional light
  53222. */
  53223. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53224. if (this.computeTransformedInformation()) {
  53225. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53226. return this;
  53227. }
  53228. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53229. return this;
  53230. };
  53231. /**
  53232. * Gets the minZ used for shadow according to both the scene and the light.
  53233. *
  53234. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53235. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53236. * @param activeCamera The camera we are returning the min for
  53237. * @returns the depth min z
  53238. */
  53239. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53240. return 1;
  53241. };
  53242. /**
  53243. * Gets the maxZ used for shadow according to both the scene and the light.
  53244. *
  53245. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53246. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53247. * @param activeCamera The camera we are returning the max for
  53248. * @returns the depth max z
  53249. */
  53250. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53251. return 1;
  53252. };
  53253. /**
  53254. * Prepares the list of defines specific to the light type.
  53255. * @param defines the list of defines
  53256. * @param lightIndex defines the index of the light for the effect
  53257. */
  53258. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53259. defines["DIRLIGHT" + lightIndex] = true;
  53260. };
  53261. __decorate([
  53262. BABYLON.serialize()
  53263. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53264. __decorate([
  53265. BABYLON.serialize()
  53266. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53267. __decorate([
  53268. BABYLON.serialize()
  53269. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53270. return DirectionalLight;
  53271. }(BABYLON.ShadowLight));
  53272. BABYLON.DirectionalLight = DirectionalLight;
  53273. })(BABYLON || (BABYLON = {}));
  53274. //# sourceMappingURL=babylon.directionalLight.js.map
  53275. var BABYLON;
  53276. (function (BABYLON) {
  53277. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53278. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53279. });
  53280. /**
  53281. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53282. * These values define a cone of light starting from the position, emitting toward the direction.
  53283. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53284. * and the exponent defines the speed of the decay of the light with distance (reach).
  53285. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53286. */
  53287. var SpotLight = /** @class */ (function (_super) {
  53288. __extends(SpotLight, _super);
  53289. /**
  53290. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53291. * It can cast shadows.
  53292. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53293. * @param name The light friendly name
  53294. * @param position The position of the spot light in the scene
  53295. * @param direction The direction of the light in the scene
  53296. * @param angle The cone angle of the light in Radians
  53297. * @param exponent The light decay speed with the distance from the emission spot
  53298. * @param scene The scene the lights belongs to
  53299. */
  53300. function SpotLight(name, position, direction, angle, exponent, scene) {
  53301. var _this = _super.call(this, name, scene) || this;
  53302. _this._innerAngle = 0;
  53303. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53304. _this._projectionTextureLightNear = 1e-6;
  53305. _this._projectionTextureLightFar = 1000.0;
  53306. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53307. _this._projectionTextureViewLightDirty = true;
  53308. _this._projectionTextureProjectionLightDirty = true;
  53309. _this._projectionTextureDirty = true;
  53310. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53311. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53312. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53313. _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);
  53314. _this.position = position;
  53315. _this.direction = direction;
  53316. _this.angle = angle;
  53317. _this.exponent = exponent;
  53318. return _this;
  53319. }
  53320. Object.defineProperty(SpotLight.prototype, "angle", {
  53321. /**
  53322. * Gets the cone angle of the spot light in Radians.
  53323. */
  53324. get: function () {
  53325. return this._angle;
  53326. },
  53327. /**
  53328. * Sets the cone angle of the spot light in Radians.
  53329. */
  53330. set: function (value) {
  53331. this._angle = value;
  53332. this._cosHalfAngle = Math.cos(value * 0.5);
  53333. this._projectionTextureProjectionLightDirty = true;
  53334. this.forceProjectionMatrixCompute();
  53335. this._computeAngleValues();
  53336. },
  53337. enumerable: true,
  53338. configurable: true
  53339. });
  53340. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53341. /**
  53342. * Only used in gltf falloff mode, this defines the angle where
  53343. * the directional falloff will start before cutting at angle which could be seen
  53344. * as outer angle.
  53345. */
  53346. get: function () {
  53347. return this._innerAngle;
  53348. },
  53349. /**
  53350. * Only used in gltf falloff mode, this defines the angle where
  53351. * the directional falloff will start before cutting at angle which could be seen
  53352. * as outer angle.
  53353. */
  53354. set: function (value) {
  53355. this._innerAngle = value;
  53356. this._computeAngleValues();
  53357. },
  53358. enumerable: true,
  53359. configurable: true
  53360. });
  53361. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53362. /**
  53363. * Allows scaling the angle of the light for shadow generation only.
  53364. */
  53365. get: function () {
  53366. return this._shadowAngleScale;
  53367. },
  53368. /**
  53369. * Allows scaling the angle of the light for shadow generation only.
  53370. */
  53371. set: function (value) {
  53372. this._shadowAngleScale = value;
  53373. this.forceProjectionMatrixCompute();
  53374. },
  53375. enumerable: true,
  53376. configurable: true
  53377. });
  53378. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53379. /**
  53380. * Allows reading the projecton texture
  53381. */
  53382. get: function () {
  53383. return this._projectionTextureMatrix;
  53384. },
  53385. enumerable: true,
  53386. configurable: true
  53387. });
  53388. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53389. /**
  53390. * Gets the near clip of the Spotlight for texture projection.
  53391. */
  53392. get: function () {
  53393. return this._projectionTextureLightNear;
  53394. },
  53395. /**
  53396. * Sets the near clip of the Spotlight for texture projection.
  53397. */
  53398. set: function (value) {
  53399. this._projectionTextureLightNear = value;
  53400. this._projectionTextureProjectionLightDirty = true;
  53401. },
  53402. enumerable: true,
  53403. configurable: true
  53404. });
  53405. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53406. /**
  53407. * Gets the far clip of the Spotlight for texture projection.
  53408. */
  53409. get: function () {
  53410. return this._projectionTextureLightFar;
  53411. },
  53412. /**
  53413. * Sets the far clip of the Spotlight for texture projection.
  53414. */
  53415. set: function (value) {
  53416. this._projectionTextureLightFar = value;
  53417. this._projectionTextureProjectionLightDirty = true;
  53418. },
  53419. enumerable: true,
  53420. configurable: true
  53421. });
  53422. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53423. /**
  53424. * Gets the Up vector of the Spotlight for texture projection.
  53425. */
  53426. get: function () {
  53427. return this._projectionTextureUpDirection;
  53428. },
  53429. /**
  53430. * Sets the Up vector of the Spotlight for texture projection.
  53431. */
  53432. set: function (value) {
  53433. this._projectionTextureUpDirection = value;
  53434. this._projectionTextureProjectionLightDirty = true;
  53435. },
  53436. enumerable: true,
  53437. configurable: true
  53438. });
  53439. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53440. /**
  53441. * Gets the projection texture of the light.
  53442. */
  53443. get: function () {
  53444. return this._projectionTexture;
  53445. },
  53446. /**
  53447. * Sets the projection texture of the light.
  53448. */
  53449. set: function (value) {
  53450. this._projectionTexture = value;
  53451. this._projectionTextureDirty = true;
  53452. },
  53453. enumerable: true,
  53454. configurable: true
  53455. });
  53456. /**
  53457. * Returns the string "SpotLight".
  53458. * @returns the class name
  53459. */
  53460. SpotLight.prototype.getClassName = function () {
  53461. return "SpotLight";
  53462. };
  53463. /**
  53464. * Returns the integer 2.
  53465. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53466. */
  53467. SpotLight.prototype.getTypeID = function () {
  53468. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53469. };
  53470. /**
  53471. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53472. */
  53473. SpotLight.prototype._setDirection = function (value) {
  53474. _super.prototype._setDirection.call(this, value);
  53475. this._projectionTextureViewLightDirty = true;
  53476. };
  53477. /**
  53478. * Overrides the position setter to recompute the projection texture view light Matrix.
  53479. */
  53480. SpotLight.prototype._setPosition = function (value) {
  53481. _super.prototype._setPosition.call(this, value);
  53482. this._projectionTextureViewLightDirty = true;
  53483. };
  53484. /**
  53485. * 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.
  53486. * Returns the SpotLight.
  53487. */
  53488. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53489. var activeCamera = this.getScene().activeCamera;
  53490. if (!activeCamera) {
  53491. return;
  53492. }
  53493. this._shadowAngleScale = this._shadowAngleScale || 1;
  53494. var angle = this._shadowAngleScale * this._angle;
  53495. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53496. };
  53497. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53498. this._projectionTextureViewLightDirty = false;
  53499. this._projectionTextureDirty = true;
  53500. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53501. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53502. };
  53503. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53504. this._projectionTextureProjectionLightDirty = false;
  53505. this._projectionTextureDirty = true;
  53506. var light_far = this.projectionTextureLightFar;
  53507. var light_near = this.projectionTextureLightNear;
  53508. var P = light_far / (light_far - light_near);
  53509. var Q = -P * light_near;
  53510. var S = 1.0 / Math.tan(this._angle / 2.0);
  53511. var A = 1.0;
  53512. 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);
  53513. };
  53514. /**
  53515. * Main function for light texture projection matrix computing.
  53516. */
  53517. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53518. this._projectionTextureDirty = false;
  53519. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53520. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53521. };
  53522. SpotLight.prototype._buildUniformLayout = function () {
  53523. this._uniformBuffer.addUniform("vLightData", 4);
  53524. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53525. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53526. this._uniformBuffer.addUniform("vLightDirection", 3);
  53527. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53528. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53529. this._uniformBuffer.addUniform("depthValues", 2);
  53530. this._uniformBuffer.create();
  53531. };
  53532. SpotLight.prototype._computeAngleValues = function () {
  53533. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53534. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53535. };
  53536. /**
  53537. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53538. * @param effect The effect to update
  53539. * @param lightIndex The index of the light in the effect to update
  53540. * @returns The spot light
  53541. */
  53542. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53543. var normalizeDirection;
  53544. if (this.computeTransformedInformation()) {
  53545. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53546. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53547. }
  53548. else {
  53549. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53550. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53551. }
  53552. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53553. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53554. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53555. if (this._projectionTextureViewLightDirty) {
  53556. this._computeProjectionTextureViewLightMatrix();
  53557. }
  53558. if (this._projectionTextureProjectionLightDirty) {
  53559. this._computeProjectionTextureProjectionLightMatrix();
  53560. }
  53561. if (this._projectionTextureDirty) {
  53562. this._computeProjectionTextureMatrix();
  53563. }
  53564. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53565. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53566. }
  53567. return this;
  53568. };
  53569. /**
  53570. * Disposes the light and the associated resources.
  53571. */
  53572. SpotLight.prototype.dispose = function () {
  53573. _super.prototype.dispose.call(this);
  53574. if (this._projectionTexture) {
  53575. this._projectionTexture.dispose();
  53576. }
  53577. };
  53578. /**
  53579. * Prepares the list of defines specific to the light type.
  53580. * @param defines the list of defines
  53581. * @param lightIndex defines the index of the light for the effect
  53582. */
  53583. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53584. defines["SPOTLIGHT" + lightIndex] = true;
  53585. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53586. };
  53587. __decorate([
  53588. BABYLON.serialize()
  53589. ], SpotLight.prototype, "angle", null);
  53590. __decorate([
  53591. BABYLON.serialize()
  53592. ], SpotLight.prototype, "innerAngle", null);
  53593. __decorate([
  53594. BABYLON.serialize()
  53595. ], SpotLight.prototype, "shadowAngleScale", null);
  53596. __decorate([
  53597. BABYLON.serialize()
  53598. ], SpotLight.prototype, "exponent", void 0);
  53599. __decorate([
  53600. BABYLON.serialize()
  53601. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53602. __decorate([
  53603. BABYLON.serialize()
  53604. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53605. __decorate([
  53606. BABYLON.serialize()
  53607. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53608. __decorate([
  53609. BABYLON.serializeAsTexture("projectedLightTexture")
  53610. ], SpotLight.prototype, "_projectionTexture", void 0);
  53611. return SpotLight;
  53612. }(BABYLON.ShadowLight));
  53613. BABYLON.SpotLight = SpotLight;
  53614. })(BABYLON || (BABYLON = {}));
  53615. //# sourceMappingURL=babylon.spotLight.js.map
  53616. var BABYLON;
  53617. (function (BABYLON) {
  53618. /**
  53619. * Class used to override all child animations of a given target
  53620. */
  53621. var AnimationPropertiesOverride = /** @class */ (function () {
  53622. function AnimationPropertiesOverride() {
  53623. /**
  53624. * Gets or sets a value indicating if animation blending must be used
  53625. */
  53626. this.enableBlending = false;
  53627. /**
  53628. * Gets or sets the blending speed to use when enableBlending is true
  53629. */
  53630. this.blendingSpeed = 0.01;
  53631. /**
  53632. * Gets or sets the default loop mode to use
  53633. */
  53634. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53635. }
  53636. return AnimationPropertiesOverride;
  53637. }());
  53638. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53639. })(BABYLON || (BABYLON = {}));
  53640. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53641. var BABYLON;
  53642. (function (BABYLON) {
  53643. /**
  53644. * Represents the range of an animation
  53645. */
  53646. var AnimationRange = /** @class */ (function () {
  53647. /**
  53648. * Initializes the range of an animation
  53649. * @param name The name of the animation range
  53650. * @param from The starting frame of the animation
  53651. * @param to The ending frame of the animation
  53652. */
  53653. function AnimationRange(
  53654. /**The name of the animation range**/
  53655. name,
  53656. /**The starting frame of the animation */
  53657. from,
  53658. /**The ending frame of the animation*/
  53659. to) {
  53660. this.name = name;
  53661. this.from = from;
  53662. this.to = to;
  53663. }
  53664. /**
  53665. * Makes a copy of the animation range
  53666. * @returns A copy of the animation range
  53667. */
  53668. AnimationRange.prototype.clone = function () {
  53669. return new AnimationRange(this.name, this.from, this.to);
  53670. };
  53671. return AnimationRange;
  53672. }());
  53673. BABYLON.AnimationRange = AnimationRange;
  53674. /**
  53675. * Composed of a frame, and an action function
  53676. */
  53677. var AnimationEvent = /** @class */ (function () {
  53678. /**
  53679. * Initializes the animation event
  53680. * @param frame The frame for which the event is triggered
  53681. * @param action The event to perform when triggered
  53682. * @param onlyOnce Specifies if the event should be triggered only once
  53683. */
  53684. function AnimationEvent(
  53685. /** The frame for which the event is triggered **/
  53686. frame,
  53687. /** The event to perform when triggered **/
  53688. action,
  53689. /** Specifies if the event should be triggered only once**/
  53690. onlyOnce) {
  53691. this.frame = frame;
  53692. this.action = action;
  53693. this.onlyOnce = onlyOnce;
  53694. /**
  53695. * Specifies if the animation event is done
  53696. */
  53697. this.isDone = false;
  53698. }
  53699. /** @hidden */
  53700. AnimationEvent.prototype._clone = function () {
  53701. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53702. };
  53703. return AnimationEvent;
  53704. }());
  53705. BABYLON.AnimationEvent = AnimationEvent;
  53706. /**
  53707. * A cursor which tracks a point on a path
  53708. */
  53709. var PathCursor = /** @class */ (function () {
  53710. /**
  53711. * Initializes the path cursor
  53712. * @param path The path to track
  53713. */
  53714. function PathCursor(path) {
  53715. this.path = path;
  53716. /**
  53717. * Stores path cursor callbacks for when an onchange event is triggered
  53718. */
  53719. this._onchange = new Array();
  53720. /**
  53721. * The value of the path cursor
  53722. */
  53723. this.value = 0;
  53724. /**
  53725. * The animation array of the path cursor
  53726. */
  53727. this.animations = new Array();
  53728. }
  53729. /**
  53730. * Gets the cursor point on the path
  53731. * @returns A point on the path cursor at the cursor location
  53732. */
  53733. PathCursor.prototype.getPoint = function () {
  53734. var point = this.path.getPointAtLengthPosition(this.value);
  53735. return new BABYLON.Vector3(point.x, 0, point.y);
  53736. };
  53737. /**
  53738. * Moves the cursor ahead by the step amount
  53739. * @param step The amount to move the cursor forward
  53740. * @returns This path cursor
  53741. */
  53742. PathCursor.prototype.moveAhead = function (step) {
  53743. if (step === void 0) { step = 0.002; }
  53744. this.move(step);
  53745. return this;
  53746. };
  53747. /**
  53748. * Moves the cursor behind by the step amount
  53749. * @param step The amount to move the cursor back
  53750. * @returns This path cursor
  53751. */
  53752. PathCursor.prototype.moveBack = function (step) {
  53753. if (step === void 0) { step = 0.002; }
  53754. this.move(-step);
  53755. return this;
  53756. };
  53757. /**
  53758. * Moves the cursor by the step amount
  53759. * If the step amount is greater than one, an exception is thrown
  53760. * @param step The amount to move the cursor
  53761. * @returns This path cursor
  53762. */
  53763. PathCursor.prototype.move = function (step) {
  53764. if (Math.abs(step) > 1) {
  53765. throw "step size should be less than 1.";
  53766. }
  53767. this.value += step;
  53768. this.ensureLimits();
  53769. this.raiseOnChange();
  53770. return this;
  53771. };
  53772. /**
  53773. * Ensures that the value is limited between zero and one
  53774. * @returns This path cursor
  53775. */
  53776. PathCursor.prototype.ensureLimits = function () {
  53777. while (this.value > 1) {
  53778. this.value -= 1;
  53779. }
  53780. while (this.value < 0) {
  53781. this.value += 1;
  53782. }
  53783. return this;
  53784. };
  53785. /**
  53786. * Runs onchange callbacks on change (used by the animation engine)
  53787. * @returns This path cursor
  53788. */
  53789. PathCursor.prototype.raiseOnChange = function () {
  53790. var _this = this;
  53791. this._onchange.forEach(function (f) { return f(_this); });
  53792. return this;
  53793. };
  53794. /**
  53795. * Executes a function on change
  53796. * @param f A path cursor onchange callback
  53797. * @returns This path cursor
  53798. */
  53799. PathCursor.prototype.onchange = function (f) {
  53800. this._onchange.push(f);
  53801. return this;
  53802. };
  53803. return PathCursor;
  53804. }());
  53805. BABYLON.PathCursor = PathCursor;
  53806. /**
  53807. * Enum for the animation key frame interpolation type
  53808. */
  53809. var AnimationKeyInterpolation;
  53810. (function (AnimationKeyInterpolation) {
  53811. /**
  53812. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53813. */
  53814. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53815. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53816. /**
  53817. * Class used to store any kind of animation
  53818. */
  53819. var Animation = /** @class */ (function () {
  53820. /**
  53821. * Initializes the animation
  53822. * @param name Name of the animation
  53823. * @param targetProperty Property to animate
  53824. * @param framePerSecond The frames per second of the animation
  53825. * @param dataType The data type of the animation
  53826. * @param loopMode The loop mode of the animation
  53827. * @param enableBlendings Specifies if blending should be enabled
  53828. */
  53829. function Animation(
  53830. /**Name of the animation */
  53831. name,
  53832. /**Property to animate */
  53833. targetProperty,
  53834. /**The frames per second of the animation */
  53835. framePerSecond,
  53836. /**The data type of the animation */
  53837. dataType,
  53838. /**The loop mode of the animation */
  53839. loopMode,
  53840. /**Specifies if blending should be enabled */
  53841. enableBlending) {
  53842. this.name = name;
  53843. this.targetProperty = targetProperty;
  53844. this.framePerSecond = framePerSecond;
  53845. this.dataType = dataType;
  53846. this.loopMode = loopMode;
  53847. this.enableBlending = enableBlending;
  53848. /**
  53849. * @hidden Internal use only
  53850. */
  53851. this._runtimeAnimations = new Array();
  53852. /**
  53853. * The set of event that will be linked to this animation
  53854. */
  53855. this._events = new Array();
  53856. /**
  53857. * Stores the blending speed of the animation
  53858. */
  53859. this.blendingSpeed = 0.01;
  53860. /**
  53861. * Stores the animation ranges for the animation
  53862. */
  53863. this._ranges = {};
  53864. this.targetPropertyPath = targetProperty.split(".");
  53865. this.dataType = dataType;
  53866. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53867. }
  53868. /**
  53869. * @hidden Internal use
  53870. */
  53871. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53872. var dataType = undefined;
  53873. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53874. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53875. }
  53876. else if (from instanceof BABYLON.Quaternion) {
  53877. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53878. }
  53879. else if (from instanceof BABYLON.Vector3) {
  53880. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53881. }
  53882. else if (from instanceof BABYLON.Vector2) {
  53883. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53884. }
  53885. else if (from instanceof BABYLON.Color3) {
  53886. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53887. }
  53888. else if (from instanceof BABYLON.Size) {
  53889. dataType = Animation.ANIMATIONTYPE_SIZE;
  53890. }
  53891. if (dataType == undefined) {
  53892. return null;
  53893. }
  53894. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53895. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53896. animation.setKeys(keys);
  53897. if (easingFunction !== undefined) {
  53898. animation.setEasingFunction(easingFunction);
  53899. }
  53900. return animation;
  53901. };
  53902. /**
  53903. * Sets up an animation
  53904. * @param property The property to animate
  53905. * @param animationType The animation type to apply
  53906. * @param framePerSecond The frames per second of the animation
  53907. * @param easingFunction The easing function used in the animation
  53908. * @returns The created animation
  53909. */
  53910. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53911. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53912. animation.setEasingFunction(easingFunction);
  53913. return animation;
  53914. };
  53915. /**
  53916. * Create and start an animation on a node
  53917. * @param name defines the name of the global animation that will be run on all nodes
  53918. * @param node defines the root node where the animation will take place
  53919. * @param targetProperty defines property to animate
  53920. * @param framePerSecond defines the number of frame per second yo use
  53921. * @param totalFrame defines the number of frames in total
  53922. * @param from defines the initial value
  53923. * @param to defines the final value
  53924. * @param loopMode defines which loop mode you want to use (off by default)
  53925. * @param easingFunction defines the easing function to use (linear by default)
  53926. * @param onAnimationEnd defines the callback to call when animation end
  53927. * @returns the animatable created for this animation
  53928. */
  53929. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53930. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53931. if (!animation) {
  53932. return null;
  53933. }
  53934. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53935. };
  53936. /**
  53937. * Create and start an animation on a node and its descendants
  53938. * @param name defines the name of the global animation that will be run on all nodes
  53939. * @param node defines the root node where the animation will take place
  53940. * @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
  53941. * @param targetProperty defines property to animate
  53942. * @param framePerSecond defines the number of frame per second to use
  53943. * @param totalFrame defines the number of frames in total
  53944. * @param from defines the initial value
  53945. * @param to defines the final value
  53946. * @param loopMode defines which loop mode you want to use (off by default)
  53947. * @param easingFunction defines the easing function to use (linear by default)
  53948. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53949. * @returns the list of animatables created for all nodes
  53950. * @example https://www.babylonjs-playground.com/#MH0VLI
  53951. */
  53952. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53953. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53954. if (!animation) {
  53955. return null;
  53956. }
  53957. var scene = node.getScene();
  53958. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53959. };
  53960. /**
  53961. * Creates a new animation, merges it with the existing animations and starts it
  53962. * @param name Name of the animation
  53963. * @param node Node which contains the scene that begins the animations
  53964. * @param targetProperty Specifies which property to animate
  53965. * @param framePerSecond The frames per second of the animation
  53966. * @param totalFrame The total number of frames
  53967. * @param from The frame at the beginning of the animation
  53968. * @param to The frame at the end of the animation
  53969. * @param loopMode Specifies the loop mode of the animation
  53970. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53971. * @param onAnimationEnd Callback to run once the animation is complete
  53972. * @returns Nullable animation
  53973. */
  53974. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53975. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53976. if (!animation) {
  53977. return null;
  53978. }
  53979. node.animations.push(animation);
  53980. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53981. };
  53982. /**
  53983. * Transition property of an host to the target Value
  53984. * @param property The property to transition
  53985. * @param targetValue The target Value of the property
  53986. * @param host The object where the property to animate belongs
  53987. * @param scene Scene used to run the animation
  53988. * @param frameRate Framerate (in frame/s) to use
  53989. * @param transition The transition type we want to use
  53990. * @param duration The duration of the animation, in milliseconds
  53991. * @param onAnimationEnd Callback trigger at the end of the animation
  53992. * @returns Nullable animation
  53993. */
  53994. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53995. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53996. if (duration <= 0) {
  53997. host[property] = targetValue;
  53998. if (onAnimationEnd) {
  53999. onAnimationEnd();
  54000. }
  54001. return null;
  54002. }
  54003. var endFrame = frameRate * (duration / 1000);
  54004. transition.setKeys([{
  54005. frame: 0,
  54006. value: host[property].clone ? host[property].clone() : host[property]
  54007. },
  54008. {
  54009. frame: endFrame,
  54010. value: targetValue
  54011. }]);
  54012. if (!host.animations) {
  54013. host.animations = [];
  54014. }
  54015. host.animations.push(transition);
  54016. var animation = scene.beginAnimation(host, 0, endFrame, false);
  54017. animation.onAnimationEnd = onAnimationEnd;
  54018. return animation;
  54019. };
  54020. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  54021. /**
  54022. * Return the array of runtime animations currently using this animation
  54023. */
  54024. get: function () {
  54025. return this._runtimeAnimations;
  54026. },
  54027. enumerable: true,
  54028. configurable: true
  54029. });
  54030. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  54031. /**
  54032. * Specifies if any of the runtime animations are currently running
  54033. */
  54034. get: function () {
  54035. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  54036. var runtimeAnimation = _a[_i];
  54037. if (!runtimeAnimation.isStopped) {
  54038. return true;
  54039. }
  54040. }
  54041. return false;
  54042. },
  54043. enumerable: true,
  54044. configurable: true
  54045. });
  54046. // Methods
  54047. /**
  54048. * Converts the animation to a string
  54049. * @param fullDetails support for multiple levels of logging within scene loading
  54050. * @returns String form of the animation
  54051. */
  54052. Animation.prototype.toString = function (fullDetails) {
  54053. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  54054. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  54055. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  54056. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  54057. if (fullDetails) {
  54058. ret += ", Ranges: {";
  54059. var first = true;
  54060. for (var name in this._ranges) {
  54061. if (first) {
  54062. ret += ", ";
  54063. first = false;
  54064. }
  54065. ret += name;
  54066. }
  54067. ret += "}";
  54068. }
  54069. return ret;
  54070. };
  54071. /**
  54072. * Add an event to this animation
  54073. * @param event Event to add
  54074. */
  54075. Animation.prototype.addEvent = function (event) {
  54076. this._events.push(event);
  54077. };
  54078. /**
  54079. * Remove all events found at the given frame
  54080. * @param frame The frame to remove events from
  54081. */
  54082. Animation.prototype.removeEvents = function (frame) {
  54083. for (var index = 0; index < this._events.length; index++) {
  54084. if (this._events[index].frame === frame) {
  54085. this._events.splice(index, 1);
  54086. index--;
  54087. }
  54088. }
  54089. };
  54090. /**
  54091. * Retrieves all the events from the animation
  54092. * @returns Events from the animation
  54093. */
  54094. Animation.prototype.getEvents = function () {
  54095. return this._events;
  54096. };
  54097. /**
  54098. * Creates an animation range
  54099. * @param name Name of the animation range
  54100. * @param from Starting frame of the animation range
  54101. * @param to Ending frame of the animation
  54102. */
  54103. Animation.prototype.createRange = function (name, from, to) {
  54104. // check name not already in use; could happen for bones after serialized
  54105. if (!this._ranges[name]) {
  54106. this._ranges[name] = new AnimationRange(name, from, to);
  54107. }
  54108. };
  54109. /**
  54110. * Deletes an animation range by name
  54111. * @param name Name of the animation range to delete
  54112. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54113. */
  54114. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54115. if (deleteFrames === void 0) { deleteFrames = true; }
  54116. var range = this._ranges[name];
  54117. if (!range) {
  54118. return;
  54119. }
  54120. if (deleteFrames) {
  54121. var from = range.from;
  54122. var to = range.to;
  54123. // this loop MUST go high to low for multiple splices to work
  54124. for (var key = this._keys.length - 1; key >= 0; key--) {
  54125. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54126. this._keys.splice(key, 1);
  54127. }
  54128. }
  54129. }
  54130. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54131. };
  54132. /**
  54133. * Gets the animation range by name, or null if not defined
  54134. * @param name Name of the animation range
  54135. * @returns Nullable animation range
  54136. */
  54137. Animation.prototype.getRange = function (name) {
  54138. return this._ranges[name];
  54139. };
  54140. /**
  54141. * Gets the key frames from the animation
  54142. * @returns The key frames of the animation
  54143. */
  54144. Animation.prototype.getKeys = function () {
  54145. return this._keys;
  54146. };
  54147. /**
  54148. * Gets the highest frame rate of the animation
  54149. * @returns Highest frame rate of the animation
  54150. */
  54151. Animation.prototype.getHighestFrame = function () {
  54152. var ret = 0;
  54153. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54154. if (ret < this._keys[key].frame) {
  54155. ret = this._keys[key].frame;
  54156. }
  54157. }
  54158. return ret;
  54159. };
  54160. /**
  54161. * Gets the easing function of the animation
  54162. * @returns Easing function of the animation
  54163. */
  54164. Animation.prototype.getEasingFunction = function () {
  54165. return this._easingFunction;
  54166. };
  54167. /**
  54168. * Sets the easing function of the animation
  54169. * @param easingFunction A custom mathematical formula for animation
  54170. */
  54171. Animation.prototype.setEasingFunction = function (easingFunction) {
  54172. this._easingFunction = easingFunction;
  54173. };
  54174. /**
  54175. * Interpolates a scalar linearly
  54176. * @param startValue Start value of the animation curve
  54177. * @param endValue End value of the animation curve
  54178. * @param gradient Scalar amount to interpolate
  54179. * @returns Interpolated scalar value
  54180. */
  54181. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54182. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54183. };
  54184. /**
  54185. * Interpolates a scalar cubically
  54186. * @param startValue Start value of the animation curve
  54187. * @param outTangent End tangent of the animation
  54188. * @param endValue End value of the animation curve
  54189. * @param inTangent Start tangent of the animation curve
  54190. * @param gradient Scalar amount to interpolate
  54191. * @returns Interpolated scalar value
  54192. */
  54193. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54194. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54195. };
  54196. /**
  54197. * Interpolates a quaternion using a spherical linear interpolation
  54198. * @param startValue Start value of the animation curve
  54199. * @param endValue End value of the animation curve
  54200. * @param gradient Scalar amount to interpolate
  54201. * @returns Interpolated quaternion value
  54202. */
  54203. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54204. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54205. };
  54206. /**
  54207. * Interpolates a quaternion cubically
  54208. * @param startValue Start value of the animation curve
  54209. * @param outTangent End tangent of the animation curve
  54210. * @param endValue End value of the animation curve
  54211. * @param inTangent Start tangent of the animation curve
  54212. * @param gradient Scalar amount to interpolate
  54213. * @returns Interpolated quaternion value
  54214. */
  54215. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54216. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54217. };
  54218. /**
  54219. * Interpolates a Vector3 linearl
  54220. * @param startValue Start value of the animation curve
  54221. * @param endValue End value of the animation curve
  54222. * @param gradient Scalar amount to interpolate
  54223. * @returns Interpolated scalar value
  54224. */
  54225. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54226. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54227. };
  54228. /**
  54229. * Interpolates a Vector3 cubically
  54230. * @param startValue Start value of the animation curve
  54231. * @param outTangent End tangent of the animation
  54232. * @param endValue End value of the animation curve
  54233. * @param inTangent Start tangent of the animation curve
  54234. * @param gradient Scalar amount to interpolate
  54235. * @returns InterpolatedVector3 value
  54236. */
  54237. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54238. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54239. };
  54240. /**
  54241. * Interpolates a Vector2 linearly
  54242. * @param startValue Start value of the animation curve
  54243. * @param endValue End value of the animation curve
  54244. * @param gradient Scalar amount to interpolate
  54245. * @returns Interpolated Vector2 value
  54246. */
  54247. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54248. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54249. };
  54250. /**
  54251. * Interpolates a Vector2 cubically
  54252. * @param startValue Start value of the animation curve
  54253. * @param outTangent End tangent of the animation
  54254. * @param endValue End value of the animation curve
  54255. * @param inTangent Start tangent of the animation curve
  54256. * @param gradient Scalar amount to interpolate
  54257. * @returns Interpolated Vector2 value
  54258. */
  54259. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54260. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54261. };
  54262. /**
  54263. * Interpolates a size linearly
  54264. * @param startValue Start value of the animation curve
  54265. * @param endValue End value of the animation curve
  54266. * @param gradient Scalar amount to interpolate
  54267. * @returns Interpolated Size value
  54268. */
  54269. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54270. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54271. };
  54272. /**
  54273. * Interpolates a Color3 linearly
  54274. * @param startValue Start value of the animation curve
  54275. * @param endValue End value of the animation curve
  54276. * @param gradient Scalar amount to interpolate
  54277. * @returns Interpolated Color3 value
  54278. */
  54279. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54280. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54281. };
  54282. /**
  54283. * @hidden Internal use only
  54284. */
  54285. Animation.prototype._getKeyValue = function (value) {
  54286. if (typeof value === "function") {
  54287. return value();
  54288. }
  54289. return value;
  54290. };
  54291. /**
  54292. * @hidden Internal use only
  54293. */
  54294. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54295. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54296. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54297. }
  54298. var keys = this.getKeys();
  54299. // Try to get a hash to find the right key
  54300. 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));
  54301. if (keys[startKeyIndex].frame >= currentFrame) {
  54302. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54303. startKeyIndex--;
  54304. }
  54305. }
  54306. for (var key = startKeyIndex; key < keys.length; key++) {
  54307. var endKey = keys[key + 1];
  54308. if (endKey.frame >= currentFrame) {
  54309. var startKey = keys[key];
  54310. var startValue = this._getKeyValue(startKey.value);
  54311. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54312. return startValue;
  54313. }
  54314. var endValue = this._getKeyValue(endKey.value);
  54315. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54316. var frameDelta = endKey.frame - startKey.frame;
  54317. // gradient : percent of currentFrame between the frame inf and the frame sup
  54318. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54319. // check for easingFunction and correction of gradient
  54320. var easingFunction = this.getEasingFunction();
  54321. if (easingFunction != null) {
  54322. gradient = easingFunction.ease(gradient);
  54323. }
  54324. switch (this.dataType) {
  54325. // Float
  54326. case Animation.ANIMATIONTYPE_FLOAT:
  54327. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54328. switch (loopMode) {
  54329. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54330. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54331. return floatValue;
  54332. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54333. return offsetValue * repeatCount + floatValue;
  54334. }
  54335. break;
  54336. // Quaternion
  54337. case Animation.ANIMATIONTYPE_QUATERNION:
  54338. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54339. switch (loopMode) {
  54340. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54341. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54342. return quatValue;
  54343. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54344. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54345. }
  54346. return quatValue;
  54347. // Vector3
  54348. case Animation.ANIMATIONTYPE_VECTOR3:
  54349. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54350. switch (loopMode) {
  54351. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54352. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54353. return vec3Value;
  54354. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54355. return vec3Value.add(offsetValue.scale(repeatCount));
  54356. }
  54357. // Vector2
  54358. case Animation.ANIMATIONTYPE_VECTOR2:
  54359. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54360. switch (loopMode) {
  54361. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54362. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54363. return vec2Value;
  54364. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54365. return vec2Value.add(offsetValue.scale(repeatCount));
  54366. }
  54367. // Size
  54368. case Animation.ANIMATIONTYPE_SIZE:
  54369. switch (loopMode) {
  54370. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54371. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54372. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54373. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54374. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54375. }
  54376. // Color3
  54377. case Animation.ANIMATIONTYPE_COLOR3:
  54378. switch (loopMode) {
  54379. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54380. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54381. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54382. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54383. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54384. }
  54385. // Matrix
  54386. case Animation.ANIMATIONTYPE_MATRIX:
  54387. switch (loopMode) {
  54388. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54389. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54390. if (Animation.AllowMatricesInterpolation) {
  54391. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54392. }
  54393. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54394. return startValue;
  54395. }
  54396. default:
  54397. break;
  54398. }
  54399. break;
  54400. }
  54401. }
  54402. return this._getKeyValue(keys[keys.length - 1].value);
  54403. };
  54404. /**
  54405. * Defines the function to use to interpolate matrices
  54406. * @param startValue defines the start matrix
  54407. * @param endValue defines the end matrix
  54408. * @param gradient defines the gradient between both matrices
  54409. * @param result defines an optional target matrix where to store the interpolation
  54410. * @returns the interpolated matrix
  54411. */
  54412. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54413. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54414. if (result) {
  54415. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54416. return result;
  54417. }
  54418. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54419. }
  54420. if (result) {
  54421. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54422. return result;
  54423. }
  54424. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54425. };
  54426. /**
  54427. * Makes a copy of the animation
  54428. * @returns Cloned animation
  54429. */
  54430. Animation.prototype.clone = function () {
  54431. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54432. clone.enableBlending = this.enableBlending;
  54433. clone.blendingSpeed = this.blendingSpeed;
  54434. if (this._keys) {
  54435. clone.setKeys(this._keys);
  54436. }
  54437. if (this._ranges) {
  54438. clone._ranges = {};
  54439. for (var name in this._ranges) {
  54440. var range = this._ranges[name];
  54441. if (!range) {
  54442. continue;
  54443. }
  54444. clone._ranges[name] = range.clone();
  54445. }
  54446. }
  54447. return clone;
  54448. };
  54449. /**
  54450. * Sets the key frames of the animation
  54451. * @param values The animation key frames to set
  54452. */
  54453. Animation.prototype.setKeys = function (values) {
  54454. this._keys = values.slice(0);
  54455. };
  54456. /**
  54457. * Serializes the animation to an object
  54458. * @returns Serialized object
  54459. */
  54460. Animation.prototype.serialize = function () {
  54461. var serializationObject = {};
  54462. serializationObject.name = this.name;
  54463. serializationObject.property = this.targetProperty;
  54464. serializationObject.framePerSecond = this.framePerSecond;
  54465. serializationObject.dataType = this.dataType;
  54466. serializationObject.loopBehavior = this.loopMode;
  54467. serializationObject.enableBlending = this.enableBlending;
  54468. serializationObject.blendingSpeed = this.blendingSpeed;
  54469. var dataType = this.dataType;
  54470. serializationObject.keys = [];
  54471. var keys = this.getKeys();
  54472. for (var index = 0; index < keys.length; index++) {
  54473. var animationKey = keys[index];
  54474. var key = {};
  54475. key.frame = animationKey.frame;
  54476. switch (dataType) {
  54477. case Animation.ANIMATIONTYPE_FLOAT:
  54478. key.values = [animationKey.value];
  54479. break;
  54480. case Animation.ANIMATIONTYPE_QUATERNION:
  54481. case Animation.ANIMATIONTYPE_MATRIX:
  54482. case Animation.ANIMATIONTYPE_VECTOR3:
  54483. case Animation.ANIMATIONTYPE_COLOR3:
  54484. key.values = animationKey.value.asArray();
  54485. break;
  54486. }
  54487. serializationObject.keys.push(key);
  54488. }
  54489. serializationObject.ranges = [];
  54490. for (var name in this._ranges) {
  54491. var source = this._ranges[name];
  54492. if (!source) {
  54493. continue;
  54494. }
  54495. var range = {};
  54496. range.name = name;
  54497. range.from = source.from;
  54498. range.to = source.to;
  54499. serializationObject.ranges.push(range);
  54500. }
  54501. return serializationObject;
  54502. };
  54503. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54504. /**
  54505. * Get the float animation type
  54506. */
  54507. get: function () {
  54508. return Animation._ANIMATIONTYPE_FLOAT;
  54509. },
  54510. enumerable: true,
  54511. configurable: true
  54512. });
  54513. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54514. /**
  54515. * Get the Vector3 animation type
  54516. */
  54517. get: function () {
  54518. return Animation._ANIMATIONTYPE_VECTOR3;
  54519. },
  54520. enumerable: true,
  54521. configurable: true
  54522. });
  54523. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54524. /**
  54525. * Get the Vector2 animation type
  54526. */
  54527. get: function () {
  54528. return Animation._ANIMATIONTYPE_VECTOR2;
  54529. },
  54530. enumerable: true,
  54531. configurable: true
  54532. });
  54533. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54534. /**
  54535. * Get the Size animation type
  54536. */
  54537. get: function () {
  54538. return Animation._ANIMATIONTYPE_SIZE;
  54539. },
  54540. enumerable: true,
  54541. configurable: true
  54542. });
  54543. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54544. /**
  54545. * Get the Quaternion animation type
  54546. */
  54547. get: function () {
  54548. return Animation._ANIMATIONTYPE_QUATERNION;
  54549. },
  54550. enumerable: true,
  54551. configurable: true
  54552. });
  54553. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54554. /**
  54555. * Get the Matrix animation type
  54556. */
  54557. get: function () {
  54558. return Animation._ANIMATIONTYPE_MATRIX;
  54559. },
  54560. enumerable: true,
  54561. configurable: true
  54562. });
  54563. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54564. /**
  54565. * Get the Color3 animation type
  54566. */
  54567. get: function () {
  54568. return Animation._ANIMATIONTYPE_COLOR3;
  54569. },
  54570. enumerable: true,
  54571. configurable: true
  54572. });
  54573. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54574. /**
  54575. * Get the Relative Loop Mode
  54576. */
  54577. get: function () {
  54578. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54579. },
  54580. enumerable: true,
  54581. configurable: true
  54582. });
  54583. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54584. /**
  54585. * Get the Cycle Loop Mode
  54586. */
  54587. get: function () {
  54588. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54589. },
  54590. enumerable: true,
  54591. configurable: true
  54592. });
  54593. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54594. /**
  54595. * Get the Constant Loop Mode
  54596. */
  54597. get: function () {
  54598. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54599. },
  54600. enumerable: true,
  54601. configurable: true
  54602. });
  54603. /** @hidden */
  54604. Animation._UniversalLerp = function (left, right, amount) {
  54605. var constructor = left.constructor;
  54606. if (constructor.Lerp) { // Lerp supported
  54607. return constructor.Lerp(left, right, amount);
  54608. }
  54609. else if (constructor.Slerp) { // Slerp supported
  54610. return constructor.Slerp(left, right, amount);
  54611. }
  54612. else if (left.toFixed) { // Number
  54613. return left * (1.0 - amount) + amount * right;
  54614. }
  54615. else { // Blending not supported
  54616. return right;
  54617. }
  54618. };
  54619. /**
  54620. * Parses an animation object and creates an animation
  54621. * @param parsedAnimation Parsed animation object
  54622. * @returns Animation object
  54623. */
  54624. Animation.Parse = function (parsedAnimation) {
  54625. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54626. var dataType = parsedAnimation.dataType;
  54627. var keys = [];
  54628. var data;
  54629. var index;
  54630. if (parsedAnimation.enableBlending) {
  54631. animation.enableBlending = parsedAnimation.enableBlending;
  54632. }
  54633. if (parsedAnimation.blendingSpeed) {
  54634. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54635. }
  54636. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54637. var key = parsedAnimation.keys[index];
  54638. var inTangent;
  54639. var outTangent;
  54640. switch (dataType) {
  54641. case Animation.ANIMATIONTYPE_FLOAT:
  54642. data = key.values[0];
  54643. if (key.values.length >= 1) {
  54644. inTangent = key.values[1];
  54645. }
  54646. if (key.values.length >= 2) {
  54647. outTangent = key.values[2];
  54648. }
  54649. break;
  54650. case Animation.ANIMATIONTYPE_QUATERNION:
  54651. data = BABYLON.Quaternion.FromArray(key.values);
  54652. if (key.values.length >= 8) {
  54653. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54654. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54655. inTangent = _inTangent;
  54656. }
  54657. }
  54658. if (key.values.length >= 12) {
  54659. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54660. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54661. outTangent = _outTangent;
  54662. }
  54663. }
  54664. break;
  54665. case Animation.ANIMATIONTYPE_MATRIX:
  54666. data = BABYLON.Matrix.FromArray(key.values);
  54667. break;
  54668. case Animation.ANIMATIONTYPE_COLOR3:
  54669. data = BABYLON.Color3.FromArray(key.values);
  54670. break;
  54671. case Animation.ANIMATIONTYPE_VECTOR3:
  54672. default:
  54673. data = BABYLON.Vector3.FromArray(key.values);
  54674. break;
  54675. }
  54676. var keyData = {};
  54677. keyData.frame = key.frame;
  54678. keyData.value = data;
  54679. if (inTangent != undefined) {
  54680. keyData.inTangent = inTangent;
  54681. }
  54682. if (outTangent != undefined) {
  54683. keyData.outTangent = outTangent;
  54684. }
  54685. keys.push(keyData);
  54686. }
  54687. animation.setKeys(keys);
  54688. if (parsedAnimation.ranges) {
  54689. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54690. data = parsedAnimation.ranges[index];
  54691. animation.createRange(data.name, data.from, data.to);
  54692. }
  54693. }
  54694. return animation;
  54695. };
  54696. /**
  54697. * Appends the serialized animations from the source animations
  54698. * @param source Source containing the animations
  54699. * @param destination Target to store the animations
  54700. */
  54701. Animation.AppendSerializedAnimations = function (source, destination) {
  54702. if (source.animations) {
  54703. destination.animations = [];
  54704. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54705. var animation = source.animations[animationIndex];
  54706. destination.animations.push(animation.serialize());
  54707. }
  54708. }
  54709. };
  54710. /**
  54711. * Use matrix interpolation instead of using direct key value when animating matrices
  54712. */
  54713. Animation.AllowMatricesInterpolation = false;
  54714. /**
  54715. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54716. */
  54717. Animation.AllowMatrixDecomposeForInterpolation = true;
  54718. // Statics
  54719. /**
  54720. * Float animation type
  54721. */
  54722. Animation._ANIMATIONTYPE_FLOAT = 0;
  54723. /**
  54724. * Vector3 animation type
  54725. */
  54726. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54727. /**
  54728. * Quaternion animation type
  54729. */
  54730. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54731. /**
  54732. * Matrix animation type
  54733. */
  54734. Animation._ANIMATIONTYPE_MATRIX = 3;
  54735. /**
  54736. * Color3 animation type
  54737. */
  54738. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54739. /**
  54740. * Vector2 animation type
  54741. */
  54742. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54743. /**
  54744. * Size animation type
  54745. */
  54746. Animation._ANIMATIONTYPE_SIZE = 6;
  54747. /**
  54748. * Relative Loop Mode
  54749. */
  54750. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54751. /**
  54752. * Cycle Loop Mode
  54753. */
  54754. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54755. /**
  54756. * Constant Loop Mode
  54757. */
  54758. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54759. return Animation;
  54760. }());
  54761. BABYLON.Animation = Animation;
  54762. })(BABYLON || (BABYLON = {}));
  54763. //# sourceMappingURL=babylon.animation.js.map
  54764. var BABYLON;
  54765. (function (BABYLON) {
  54766. /**
  54767. * This class defines the direct association between an animation and a target
  54768. */
  54769. var TargetedAnimation = /** @class */ (function () {
  54770. function TargetedAnimation() {
  54771. }
  54772. return TargetedAnimation;
  54773. }());
  54774. BABYLON.TargetedAnimation = TargetedAnimation;
  54775. /**
  54776. * Use this class to create coordinated animations on multiple targets
  54777. */
  54778. var AnimationGroup = /** @class */ (function () {
  54779. /**
  54780. * Instantiates a new Animation Group.
  54781. * This helps managing several animations at once.
  54782. * @see http://doc.babylonjs.com/how_to/group
  54783. * @param name Defines the name of the group
  54784. * @param scene Defines the scene the group belongs to
  54785. */
  54786. function AnimationGroup(
  54787. /** The name of the animation group */
  54788. name, scene) {
  54789. if (scene === void 0) { scene = null; }
  54790. this.name = name;
  54791. this._targetedAnimations = new Array();
  54792. this._animatables = new Array();
  54793. this._from = Number.MAX_VALUE;
  54794. this._to = -Number.MAX_VALUE;
  54795. this._speedRatio = 1;
  54796. /**
  54797. * This observable will notify when one animation have ended.
  54798. */
  54799. this.onAnimationEndObservable = new BABYLON.Observable();
  54800. /**
  54801. * This observable will notify when all animations have ended.
  54802. */
  54803. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54804. /**
  54805. * This observable will notify when all animations have paused.
  54806. */
  54807. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54808. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54809. this._scene.animationGroups.push(this);
  54810. }
  54811. Object.defineProperty(AnimationGroup.prototype, "from", {
  54812. /**
  54813. * Gets the first frame
  54814. */
  54815. get: function () {
  54816. return this._from;
  54817. },
  54818. enumerable: true,
  54819. configurable: true
  54820. });
  54821. Object.defineProperty(AnimationGroup.prototype, "to", {
  54822. /**
  54823. * Gets the last frame
  54824. */
  54825. get: function () {
  54826. return this._to;
  54827. },
  54828. enumerable: true,
  54829. configurable: true
  54830. });
  54831. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54832. /**
  54833. * Define if the animations are started
  54834. */
  54835. get: function () {
  54836. return this._isStarted;
  54837. },
  54838. enumerable: true,
  54839. configurable: true
  54840. });
  54841. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54842. /**
  54843. * Gets or sets the speed ratio to use for all animations
  54844. */
  54845. get: function () {
  54846. return this._speedRatio;
  54847. },
  54848. /**
  54849. * Gets or sets the speed ratio to use for all animations
  54850. */
  54851. set: function (value) {
  54852. if (this._speedRatio === value) {
  54853. return;
  54854. }
  54855. this._speedRatio = value;
  54856. for (var index = 0; index < this._animatables.length; index++) {
  54857. var animatable = this._animatables[index];
  54858. animatable.speedRatio = this._speedRatio;
  54859. }
  54860. },
  54861. enumerable: true,
  54862. configurable: true
  54863. });
  54864. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54865. /**
  54866. * Gets the targeted animations for this animation group
  54867. */
  54868. get: function () {
  54869. return this._targetedAnimations;
  54870. },
  54871. enumerable: true,
  54872. configurable: true
  54873. });
  54874. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54875. /**
  54876. * returning the list of animatables controlled by this animation group.
  54877. */
  54878. get: function () {
  54879. return this._animatables;
  54880. },
  54881. enumerable: true,
  54882. configurable: true
  54883. });
  54884. /**
  54885. * Add an animation (with its target) in the group
  54886. * @param animation defines the animation we want to add
  54887. * @param target defines the target of the animation
  54888. * @returns the TargetedAnimation object
  54889. */
  54890. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54891. var targetedAnimation = {
  54892. animation: animation,
  54893. target: target
  54894. };
  54895. var keys = animation.getKeys();
  54896. if (this._from > keys[0].frame) {
  54897. this._from = keys[0].frame;
  54898. }
  54899. if (this._to < keys[keys.length - 1].frame) {
  54900. this._to = keys[keys.length - 1].frame;
  54901. }
  54902. this._targetedAnimations.push(targetedAnimation);
  54903. return targetedAnimation;
  54904. };
  54905. /**
  54906. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54907. * It can add constant keys at begin or end
  54908. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54909. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54910. * @returns the animation group
  54911. */
  54912. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54913. if (beginFrame === void 0) { beginFrame = null; }
  54914. if (endFrame === void 0) { endFrame = null; }
  54915. if (beginFrame == null) {
  54916. beginFrame = this._from;
  54917. }
  54918. if (endFrame == null) {
  54919. endFrame = this._to;
  54920. }
  54921. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54922. var targetedAnimation = this._targetedAnimations[index];
  54923. var keys = targetedAnimation.animation.getKeys();
  54924. var startKey = keys[0];
  54925. var endKey = keys[keys.length - 1];
  54926. if (startKey.frame > beginFrame) {
  54927. var newKey = {
  54928. frame: beginFrame,
  54929. value: startKey.value,
  54930. inTangent: startKey.inTangent,
  54931. outTangent: startKey.outTangent,
  54932. interpolation: startKey.interpolation
  54933. };
  54934. keys.splice(0, 0, newKey);
  54935. }
  54936. if (endKey.frame < endFrame) {
  54937. var newKey = {
  54938. frame: endFrame,
  54939. value: endKey.value,
  54940. inTangent: endKey.outTangent,
  54941. outTangent: endKey.outTangent,
  54942. interpolation: endKey.interpolation
  54943. };
  54944. keys.push(newKey);
  54945. }
  54946. }
  54947. this._from = beginFrame;
  54948. this._to = endFrame;
  54949. return this;
  54950. };
  54951. /**
  54952. * Start all animations on given targets
  54953. * @param loop defines if animations must loop
  54954. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54955. * @param from defines the from key (optional)
  54956. * @param to defines the to key (optional)
  54957. * @returns the current animation group
  54958. */
  54959. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54960. var _this = this;
  54961. if (loop === void 0) { loop = false; }
  54962. if (speedRatio === void 0) { speedRatio = 1; }
  54963. if (this._isStarted || this._targetedAnimations.length === 0) {
  54964. return this;
  54965. }
  54966. var _loop_1 = function (targetedAnimation) {
  54967. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54968. animatable.onAnimationEnd = function () {
  54969. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54970. _this._checkAnimationGroupEnded(animatable);
  54971. };
  54972. this_1._animatables.push(animatable);
  54973. };
  54974. var this_1 = this;
  54975. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54976. var targetedAnimation = _a[_i];
  54977. _loop_1(targetedAnimation);
  54978. }
  54979. this._speedRatio = speedRatio;
  54980. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  54981. this._speedRatio = -speedRatio;
  54982. }
  54983. this._isStarted = true;
  54984. return this;
  54985. };
  54986. /**
  54987. * Pause all animations
  54988. * @returns the animation group
  54989. */
  54990. AnimationGroup.prototype.pause = function () {
  54991. if (!this._isStarted) {
  54992. return this;
  54993. }
  54994. for (var index = 0; index < this._animatables.length; index++) {
  54995. var animatable = this._animatables[index];
  54996. animatable.pause();
  54997. }
  54998. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54999. return this;
  55000. };
  55001. /**
  55002. * Play all animations to initial state
  55003. * This function will start() the animations if they were not started or will restart() them if they were paused
  55004. * @param loop defines if animations must loop
  55005. * @returns the animation group
  55006. */
  55007. AnimationGroup.prototype.play = function (loop) {
  55008. // only if all animatables are ready and exist
  55009. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  55010. if (loop !== undefined) {
  55011. for (var index = 0; index < this._animatables.length; index++) {
  55012. var animatable = this._animatables[index];
  55013. animatable.loopAnimation = loop;
  55014. }
  55015. }
  55016. this.restart();
  55017. }
  55018. else {
  55019. this.stop();
  55020. this.start(loop, this._speedRatio);
  55021. }
  55022. return this;
  55023. };
  55024. /**
  55025. * Reset all animations to initial state
  55026. * @returns the animation group
  55027. */
  55028. AnimationGroup.prototype.reset = function () {
  55029. if (!this._isStarted) {
  55030. return this;
  55031. }
  55032. for (var index = 0; index < this._animatables.length; index++) {
  55033. var animatable = this._animatables[index];
  55034. animatable.reset();
  55035. }
  55036. return this;
  55037. };
  55038. /**
  55039. * Restart animations from key 0
  55040. * @returns the animation group
  55041. */
  55042. AnimationGroup.prototype.restart = function () {
  55043. if (!this._isStarted) {
  55044. return this;
  55045. }
  55046. for (var index = 0; index < this._animatables.length; index++) {
  55047. var animatable = this._animatables[index];
  55048. animatable.restart();
  55049. }
  55050. return this;
  55051. };
  55052. /**
  55053. * Stop all animations
  55054. * @returns the animation group
  55055. */
  55056. AnimationGroup.prototype.stop = function () {
  55057. if (!this._isStarted) {
  55058. return this;
  55059. }
  55060. var list = this._animatables.slice();
  55061. for (var index = 0; index < list.length; index++) {
  55062. list[index].stop();
  55063. }
  55064. this._isStarted = false;
  55065. return this;
  55066. };
  55067. /**
  55068. * Set animation weight for all animatables
  55069. * @param weight defines the weight to use
  55070. * @return the animationGroup
  55071. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55072. */
  55073. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  55074. for (var index = 0; index < this._animatables.length; index++) {
  55075. var animatable = this._animatables[index];
  55076. animatable.weight = weight;
  55077. }
  55078. return this;
  55079. };
  55080. /**
  55081. * Synchronize and normalize all animatables with a source animatable
  55082. * @param root defines the root animatable to synchronize with
  55083. * @return the animationGroup
  55084. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55085. */
  55086. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55087. for (var index = 0; index < this._animatables.length; index++) {
  55088. var animatable = this._animatables[index];
  55089. animatable.syncWith(root);
  55090. }
  55091. return this;
  55092. };
  55093. /**
  55094. * Goes to a specific frame in this animation group
  55095. * @param frame the frame number to go to
  55096. * @return the animationGroup
  55097. */
  55098. AnimationGroup.prototype.goToFrame = function (frame) {
  55099. if (!this._isStarted) {
  55100. return this;
  55101. }
  55102. for (var index = 0; index < this._animatables.length; index++) {
  55103. var animatable = this._animatables[index];
  55104. animatable.goToFrame(frame);
  55105. }
  55106. return this;
  55107. };
  55108. /**
  55109. * Dispose all associated resources
  55110. */
  55111. AnimationGroup.prototype.dispose = function () {
  55112. this._targetedAnimations = [];
  55113. this._animatables = [];
  55114. var index = this._scene.animationGroups.indexOf(this);
  55115. if (index > -1) {
  55116. this._scene.animationGroups.splice(index, 1);
  55117. }
  55118. };
  55119. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55120. // animatable should be taken out of the array
  55121. var idx = this._animatables.indexOf(animatable);
  55122. if (idx > -1) {
  55123. this._animatables.splice(idx, 1);
  55124. }
  55125. // all animatables were removed? animation group ended!
  55126. if (this._animatables.length === 0) {
  55127. this._isStarted = false;
  55128. this.onAnimationGroupEndObservable.notifyObservers(this);
  55129. }
  55130. };
  55131. // Statics
  55132. /**
  55133. * Returns a new AnimationGroup object parsed from the source provided.
  55134. * @param parsedAnimationGroup defines the source
  55135. * @param scene defines the scene that will receive the animationGroup
  55136. * @returns a new AnimationGroup
  55137. */
  55138. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55139. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55140. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55141. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55142. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55143. var id = targetedAnimation.targetId;
  55144. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55145. var morphTarget = scene.getMorphTargetById(id);
  55146. if (morphTarget) {
  55147. animationGroup.addTargetedAnimation(animation, morphTarget);
  55148. }
  55149. }
  55150. else {
  55151. var targetNode = scene.getNodeByID(id);
  55152. if (targetNode != null) {
  55153. animationGroup.addTargetedAnimation(animation, targetNode);
  55154. }
  55155. }
  55156. }
  55157. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55158. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55159. }
  55160. return animationGroup;
  55161. };
  55162. /**
  55163. * Returns the string "AnimationGroup"
  55164. * @returns "AnimationGroup"
  55165. */
  55166. AnimationGroup.prototype.getClassName = function () {
  55167. return "AnimationGroup";
  55168. };
  55169. /**
  55170. * Creates a detailled string about the object
  55171. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55172. * @returns a string representing the object
  55173. */
  55174. AnimationGroup.prototype.toString = function (fullDetails) {
  55175. var ret = "Name: " + this.name;
  55176. ret += ", type: " + this.getClassName();
  55177. if (fullDetails) {
  55178. ret += ", from: " + this._from;
  55179. ret += ", to: " + this._to;
  55180. ret += ", isStarted: " + this._isStarted;
  55181. ret += ", speedRatio: " + this._speedRatio;
  55182. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55183. ret += ", animatables length: " + this._animatables;
  55184. }
  55185. return ret;
  55186. };
  55187. return AnimationGroup;
  55188. }());
  55189. BABYLON.AnimationGroup = AnimationGroup;
  55190. })(BABYLON || (BABYLON = {}));
  55191. //# sourceMappingURL=babylon.animationGroup.js.map
  55192. var BABYLON;
  55193. (function (BABYLON) {
  55194. // Static values to help the garbage collector
  55195. // Quaternion
  55196. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55197. // Vector3
  55198. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55199. // Vector2
  55200. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55201. // Size
  55202. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55203. // Color3
  55204. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55205. /**
  55206. * Defines a runtime animation
  55207. */
  55208. var RuntimeAnimation = /** @class */ (function () {
  55209. /**
  55210. * Create a new RuntimeAnimation object
  55211. * @param target defines the target of the animation
  55212. * @param animation defines the source animation object
  55213. * @param scene defines the hosting scene
  55214. * @param host defines the initiating Animatable
  55215. */
  55216. function RuntimeAnimation(target, animation, scene, host) {
  55217. var _this = this;
  55218. this._events = new Array();
  55219. /**
  55220. * The current frame of the runtime animation
  55221. */
  55222. this._currentFrame = 0;
  55223. /**
  55224. * The original value of the runtime animation
  55225. */
  55226. this._originalValue = new Array();
  55227. /**
  55228. * The offsets cache of the runtime animation
  55229. */
  55230. this._offsetsCache = {};
  55231. /**
  55232. * The high limits cache of the runtime animation
  55233. */
  55234. this._highLimitsCache = {};
  55235. /**
  55236. * Specifies if the runtime animation has been stopped
  55237. */
  55238. this._stopped = false;
  55239. /**
  55240. * The blending factor of the runtime animation
  55241. */
  55242. this._blendingFactor = 0;
  55243. /**
  55244. * The target path of the runtime animation
  55245. */
  55246. this._targetPath = "";
  55247. /**
  55248. * The weight of the runtime animation
  55249. */
  55250. this._weight = 1.0;
  55251. /**
  55252. * The ratio offset of the runtime animation
  55253. */
  55254. this._ratioOffset = 0;
  55255. /**
  55256. * The previous delay of the runtime animation
  55257. */
  55258. this._previousDelay = 0;
  55259. /**
  55260. * The previous ratio of the runtime animation
  55261. */
  55262. this._previousRatio = 0;
  55263. this._animation = animation;
  55264. this._target = target;
  55265. this._scene = scene;
  55266. this._host = host;
  55267. animation._runtimeAnimations.push(this);
  55268. // Cloning events locally
  55269. var events = animation.getEvents();
  55270. if (events && events.length > 0) {
  55271. events.forEach(function (e) {
  55272. _this._events.push(e._clone());
  55273. });
  55274. }
  55275. }
  55276. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55277. /**
  55278. * Gets the current frame of the runtime animation
  55279. */
  55280. get: function () {
  55281. return this._currentFrame;
  55282. },
  55283. enumerable: true,
  55284. configurable: true
  55285. });
  55286. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55287. /**
  55288. * Gets the weight of the runtime animation
  55289. */
  55290. get: function () {
  55291. return this._weight;
  55292. },
  55293. enumerable: true,
  55294. configurable: true
  55295. });
  55296. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55297. /**
  55298. * Gets the current value of the runtime animation
  55299. */
  55300. get: function () {
  55301. return this._currentValue;
  55302. },
  55303. enumerable: true,
  55304. configurable: true
  55305. });
  55306. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55307. /**
  55308. * Gets the target path of the runtime animation
  55309. */
  55310. get: function () {
  55311. return this._targetPath;
  55312. },
  55313. enumerable: true,
  55314. configurable: true
  55315. });
  55316. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55317. /**
  55318. * Gets the actual target of the runtime animation
  55319. */
  55320. get: function () {
  55321. return this._activeTarget;
  55322. },
  55323. enumerable: true,
  55324. configurable: true
  55325. });
  55326. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55327. /**
  55328. * Gets the animation from the runtime animation
  55329. */
  55330. get: function () {
  55331. return this._animation;
  55332. },
  55333. enumerable: true,
  55334. configurable: true
  55335. });
  55336. /**
  55337. * Resets the runtime animation to the beginning
  55338. * @param restoreOriginal defines whether to restore the target property to the original value
  55339. */
  55340. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55341. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55342. if (restoreOriginal) {
  55343. if (this._target instanceof Array) {
  55344. var index = 0;
  55345. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55346. var target = _a[_i];
  55347. if (this._originalValue[index] !== undefined) {
  55348. this._setValue(target, this._originalValue[index], -1);
  55349. }
  55350. index++;
  55351. }
  55352. }
  55353. else {
  55354. if (this._originalValue[0] !== undefined) {
  55355. this._setValue(this._target, this._originalValue[0], -1);
  55356. }
  55357. }
  55358. }
  55359. this._offsetsCache = {};
  55360. this._highLimitsCache = {};
  55361. this._currentFrame = 0;
  55362. this._blendingFactor = 0;
  55363. this._originalValue = new Array();
  55364. // Events
  55365. for (var index = 0; index < this._events.length; index++) {
  55366. this._events[index].isDone = false;
  55367. }
  55368. };
  55369. /**
  55370. * Specifies if the runtime animation is stopped
  55371. * @returns Boolean specifying if the runtime animation is stopped
  55372. */
  55373. RuntimeAnimation.prototype.isStopped = function () {
  55374. return this._stopped;
  55375. };
  55376. /**
  55377. * Disposes of the runtime animation
  55378. */
  55379. RuntimeAnimation.prototype.dispose = function () {
  55380. var index = this._animation.runtimeAnimations.indexOf(this);
  55381. if (index > -1) {
  55382. this._animation.runtimeAnimations.splice(index, 1);
  55383. }
  55384. };
  55385. /**
  55386. * Interpolates the animation from the current frame
  55387. * @param currentFrame The frame to interpolate the animation to
  55388. * @param repeatCount The number of times that the animation should loop
  55389. * @param loopMode The type of looping mode to use
  55390. * @param offsetValue Animation offset value
  55391. * @param highLimitValue The high limit value
  55392. * @returns The interpolated value
  55393. */
  55394. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55395. this._currentFrame = currentFrame;
  55396. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55397. this._workValue = BABYLON.Matrix.Zero();
  55398. }
  55399. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55400. };
  55401. /**
  55402. * Apply the interpolated value to the target
  55403. * @param currentValue defines the value computed by the animation
  55404. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55405. */
  55406. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55407. if (weight === void 0) { weight = 1.0; }
  55408. if (this._target instanceof Array) {
  55409. var index = 0;
  55410. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55411. var target = _a[_i];
  55412. this._setValue(target, currentValue, weight, index);
  55413. index++;
  55414. }
  55415. }
  55416. else {
  55417. this._setValue(this._target, currentValue, weight);
  55418. }
  55419. };
  55420. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55421. if (targetIndex === void 0) { targetIndex = 0; }
  55422. // Set value
  55423. var path;
  55424. var destination;
  55425. var targetPropertyPath = this._animation.targetPropertyPath;
  55426. if (targetPropertyPath.length > 1) {
  55427. var property = target[targetPropertyPath[0]];
  55428. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55429. property = property[targetPropertyPath[index]];
  55430. }
  55431. path = targetPropertyPath[targetPropertyPath.length - 1];
  55432. destination = property;
  55433. }
  55434. else {
  55435. path = targetPropertyPath[0];
  55436. destination = target;
  55437. }
  55438. this._targetPath = path;
  55439. this._activeTarget = destination;
  55440. this._weight = weight;
  55441. if (this._originalValue[targetIndex] === undefined) {
  55442. var originalValue = void 0;
  55443. if (destination.getRestPose && path === "_matrix") { // For bones
  55444. originalValue = destination.getRestPose();
  55445. }
  55446. else {
  55447. originalValue = destination[path];
  55448. }
  55449. if (originalValue && originalValue.clone) {
  55450. this._originalValue[targetIndex] = originalValue.clone();
  55451. }
  55452. else {
  55453. this._originalValue[targetIndex] = originalValue;
  55454. }
  55455. }
  55456. // Blending
  55457. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55458. if (enableBlending && this._blendingFactor <= 1.0) {
  55459. if (!this._originalBlendValue) {
  55460. var originalValue = destination[path];
  55461. if (originalValue.clone) {
  55462. this._originalBlendValue = originalValue.clone();
  55463. }
  55464. else {
  55465. this._originalBlendValue = originalValue;
  55466. }
  55467. }
  55468. if (this._originalBlendValue.m) { // Matrix
  55469. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55470. if (this._currentValue) {
  55471. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55472. }
  55473. else {
  55474. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55475. }
  55476. }
  55477. else {
  55478. if (this._currentValue) {
  55479. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55480. }
  55481. else {
  55482. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55483. }
  55484. }
  55485. }
  55486. else {
  55487. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55488. }
  55489. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55490. this._blendingFactor += blendingSpeed;
  55491. }
  55492. else {
  55493. this._currentValue = currentValue;
  55494. }
  55495. if (weight !== -1.0) {
  55496. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55497. }
  55498. else {
  55499. destination[path] = this._currentValue;
  55500. }
  55501. if (target.markAsDirty) {
  55502. target.markAsDirty(this._animation.targetProperty);
  55503. }
  55504. };
  55505. /**
  55506. * Gets the loop pmode of the runtime animation
  55507. * @returns Loop Mode
  55508. */
  55509. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55510. if (this._target && this._target.animationPropertiesOverride) {
  55511. return this._target.animationPropertiesOverride.loopMode;
  55512. }
  55513. return this._animation.loopMode;
  55514. };
  55515. /**
  55516. * Move the current animation to a given frame
  55517. * @param frame defines the frame to move to
  55518. */
  55519. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55520. var keys = this._animation.getKeys();
  55521. if (frame < keys[0].frame) {
  55522. frame = keys[0].frame;
  55523. }
  55524. else if (frame > keys[keys.length - 1].frame) {
  55525. frame = keys[keys.length - 1].frame;
  55526. }
  55527. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55528. this.setValue(currentValue, -1);
  55529. };
  55530. /**
  55531. * @hidden Internal use only
  55532. */
  55533. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55534. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55535. this._ratioOffset = this._previousRatio - newRatio;
  55536. };
  55537. /**
  55538. * Execute the current animation
  55539. * @param delay defines the delay to add to the current frame
  55540. * @param from defines the lower bound of the animation range
  55541. * @param to defines the upper bound of the animation range
  55542. * @param loop defines if the current animation must loop
  55543. * @param speedRatio defines the current speed ratio
  55544. * @param weight defines the weight of the animation (default is -1 so no weight)
  55545. * @returns a boolean indicating if the animation is running
  55546. */
  55547. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55548. if (weight === void 0) { weight = -1.0; }
  55549. var targetPropertyPath = this._animation.targetPropertyPath;
  55550. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55551. this._stopped = true;
  55552. return false;
  55553. }
  55554. var returnValue = true;
  55555. var keys = this._animation.getKeys();
  55556. // Adding a start key at frame 0 if missing
  55557. if (keys[0].frame !== 0) {
  55558. var newKey = { frame: 0, value: keys[0].value };
  55559. keys.splice(0, 0, newKey);
  55560. }
  55561. // Adding a duplicate key when there is only one key at frame zero
  55562. else if (keys.length === 1) {
  55563. var newKey = { frame: 0.001, value: keys[0].value };
  55564. keys.push(newKey);
  55565. }
  55566. // Check limits
  55567. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55568. from = keys[0].frame;
  55569. }
  55570. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55571. to = keys[keys.length - 1].frame;
  55572. }
  55573. //to and from cannot be the same key
  55574. if (from === to) {
  55575. if (from > keys[0].frame) {
  55576. from--;
  55577. }
  55578. else if (to < keys[keys.length - 1].frame) {
  55579. to++;
  55580. }
  55581. }
  55582. // Compute ratio
  55583. var range = to - from;
  55584. var offsetValue;
  55585. // ratio represents the frame delta between from and to
  55586. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55587. var highLimitValue = 0;
  55588. this._previousDelay = delay;
  55589. this._previousRatio = ratio;
  55590. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55591. returnValue = false;
  55592. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55593. }
  55594. else {
  55595. // Get max value if required
  55596. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55597. var keyOffset = to.toString() + from.toString();
  55598. if (!this._offsetsCache[keyOffset]) {
  55599. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55600. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55601. switch (this._animation.dataType) {
  55602. // Float
  55603. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55604. this._offsetsCache[keyOffset] = toValue - fromValue;
  55605. break;
  55606. // Quaternion
  55607. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55608. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55609. break;
  55610. // Vector3
  55611. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55612. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55613. // Vector2
  55614. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55615. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55616. // Size
  55617. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55618. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55619. // Color3
  55620. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55621. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55622. default:
  55623. break;
  55624. }
  55625. this._highLimitsCache[keyOffset] = toValue;
  55626. }
  55627. highLimitValue = this._highLimitsCache[keyOffset];
  55628. offsetValue = this._offsetsCache[keyOffset];
  55629. }
  55630. }
  55631. if (offsetValue === undefined) {
  55632. switch (this._animation.dataType) {
  55633. // Float
  55634. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55635. offsetValue = 0;
  55636. break;
  55637. // Quaternion
  55638. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55639. offsetValue = _staticOffsetValueQuaternion;
  55640. break;
  55641. // Vector3
  55642. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55643. offsetValue = _staticOffsetValueVector3;
  55644. break;
  55645. // Vector2
  55646. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55647. offsetValue = _staticOffsetValueVector2;
  55648. break;
  55649. // Size
  55650. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55651. offsetValue = _staticOffsetValueSize;
  55652. break;
  55653. // Color3
  55654. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55655. offsetValue = _staticOffsetValueColor3;
  55656. }
  55657. }
  55658. // Compute value
  55659. var repeatCount = (ratio / range) >> 0;
  55660. var currentFrame = returnValue ? from + ratio % range : to;
  55661. // Need to normalize?
  55662. if (this._host && this._host.syncRoot) {
  55663. var syncRoot = this._host.syncRoot;
  55664. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55665. currentFrame = from + (to - from) * hostNormalizedFrame;
  55666. }
  55667. // Reset events if looping
  55668. var events = this._events;
  55669. if (range > 0 && this.currentFrame > currentFrame ||
  55670. range < 0 && this.currentFrame < currentFrame) {
  55671. // Need to reset animation events
  55672. for (var index = 0; index < events.length; index++) {
  55673. if (!events[index].onlyOnce) {
  55674. // reset event, the animation is looping
  55675. events[index].isDone = false;
  55676. }
  55677. }
  55678. }
  55679. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55680. // Set value
  55681. this.setValue(currentValue, weight);
  55682. // Check events
  55683. for (var index = 0; index < events.length; index++) {
  55684. // Make sure current frame has passed event frame and that event frame is within the current range
  55685. // Also, handle both forward and reverse animations
  55686. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55687. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55688. var event = events[index];
  55689. if (!event.isDone) {
  55690. // If event should be done only once, remove it.
  55691. if (event.onlyOnce) {
  55692. events.splice(index, 1);
  55693. index--;
  55694. }
  55695. event.isDone = true;
  55696. event.action(currentFrame);
  55697. } // Don't do anything if the event has already be done.
  55698. }
  55699. }
  55700. if (!returnValue) {
  55701. this._stopped = true;
  55702. }
  55703. return returnValue;
  55704. };
  55705. return RuntimeAnimation;
  55706. }());
  55707. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55708. })(BABYLON || (BABYLON = {}));
  55709. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55710. var BABYLON;
  55711. (function (BABYLON) {
  55712. /**
  55713. * Class used to store an actual running animation
  55714. */
  55715. var Animatable = /** @class */ (function () {
  55716. /**
  55717. * Creates a new Animatable
  55718. * @param scene defines the hosting scene
  55719. * @param target defines the target object
  55720. * @param fromFrame defines the starting frame number (default is 0)
  55721. * @param toFrame defines the ending frame number (default is 100)
  55722. * @param loopAnimation defines if the animation must loop (default is false)
  55723. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55724. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55725. * @param animations defines a group of animation to add to the new Animatable
  55726. */
  55727. function Animatable(scene,
  55728. /** defines the target object */
  55729. target,
  55730. /** defines the starting frame number (default is 0) */
  55731. fromFrame,
  55732. /** defines the ending frame number (default is 100) */
  55733. toFrame,
  55734. /** defines if the animation must loop (default is false) */
  55735. loopAnimation, speedRatio,
  55736. /** defines a callback to call when animation ends if it is not looping */
  55737. onAnimationEnd, animations) {
  55738. if (fromFrame === void 0) { fromFrame = 0; }
  55739. if (toFrame === void 0) { toFrame = 100; }
  55740. if (loopAnimation === void 0) { loopAnimation = false; }
  55741. if (speedRatio === void 0) { speedRatio = 1.0; }
  55742. this.target = target;
  55743. this.fromFrame = fromFrame;
  55744. this.toFrame = toFrame;
  55745. this.loopAnimation = loopAnimation;
  55746. this.onAnimationEnd = onAnimationEnd;
  55747. this._localDelayOffset = null;
  55748. this._pausedDelay = null;
  55749. this._runtimeAnimations = new Array();
  55750. this._paused = false;
  55751. this._speedRatio = 1;
  55752. this._weight = -1.0;
  55753. /**
  55754. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55755. * This will only apply for non looping animation (default is true)
  55756. */
  55757. this.disposeOnEnd = true;
  55758. /**
  55759. * Gets a boolean indicating if the animation has started
  55760. */
  55761. this.animationStarted = false;
  55762. /**
  55763. * Observer raised when the animation ends
  55764. */
  55765. this.onAnimationEndObservable = new BABYLON.Observable();
  55766. this._scene = scene;
  55767. if (animations) {
  55768. this.appendAnimations(target, animations);
  55769. }
  55770. this._speedRatio = speedRatio;
  55771. scene._activeAnimatables.push(this);
  55772. }
  55773. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55774. /**
  55775. * Gets the root Animatable used to synchronize and normalize animations
  55776. */
  55777. get: function () {
  55778. return this._syncRoot;
  55779. },
  55780. enumerable: true,
  55781. configurable: true
  55782. });
  55783. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55784. /**
  55785. * Gets the current frame of the first RuntimeAnimation
  55786. * Used to synchronize Animatables
  55787. */
  55788. get: function () {
  55789. if (this._runtimeAnimations.length === 0) {
  55790. return 0;
  55791. }
  55792. return this._runtimeAnimations[0].currentFrame;
  55793. },
  55794. enumerable: true,
  55795. configurable: true
  55796. });
  55797. Object.defineProperty(Animatable.prototype, "weight", {
  55798. /**
  55799. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55800. */
  55801. get: function () {
  55802. return this._weight;
  55803. },
  55804. set: function (value) {
  55805. if (value === -1) { // -1 is ok and means no weight
  55806. this._weight = -1;
  55807. return;
  55808. }
  55809. // Else weight must be in [0, 1] range
  55810. this._weight = Math.min(Math.max(value, 0), 1.0);
  55811. },
  55812. enumerable: true,
  55813. configurable: true
  55814. });
  55815. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55816. /**
  55817. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55818. */
  55819. get: function () {
  55820. return this._speedRatio;
  55821. },
  55822. set: function (value) {
  55823. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55824. var animation = this._runtimeAnimations[index];
  55825. animation._prepareForSpeedRatioChange(value);
  55826. }
  55827. this._speedRatio = value;
  55828. },
  55829. enumerable: true,
  55830. configurable: true
  55831. });
  55832. // Methods
  55833. /**
  55834. * Synchronize and normalize current Animatable with a source Animatable
  55835. * This is useful when using animation weights and when animations are not of the same length
  55836. * @param root defines the root Animatable to synchronize with
  55837. * @returns the current Animatable
  55838. */
  55839. Animatable.prototype.syncWith = function (root) {
  55840. this._syncRoot = root;
  55841. if (root) {
  55842. // Make sure this animatable will animate after the root
  55843. var index = this._scene._activeAnimatables.indexOf(this);
  55844. if (index > -1) {
  55845. this._scene._activeAnimatables.splice(index, 1);
  55846. this._scene._activeAnimatables.push(this);
  55847. }
  55848. }
  55849. return this;
  55850. };
  55851. /**
  55852. * Gets the list of runtime animations
  55853. * @returns an array of RuntimeAnimation
  55854. */
  55855. Animatable.prototype.getAnimations = function () {
  55856. return this._runtimeAnimations;
  55857. };
  55858. /**
  55859. * Adds more animations to the current animatable
  55860. * @param target defines the target of the animations
  55861. * @param animations defines the new animations to add
  55862. */
  55863. Animatable.prototype.appendAnimations = function (target, animations) {
  55864. for (var index = 0; index < animations.length; index++) {
  55865. var animation = animations[index];
  55866. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55867. }
  55868. };
  55869. /**
  55870. * Gets the source animation for a specific property
  55871. * @param property defines the propertyu to look for
  55872. * @returns null or the source animation for the given property
  55873. */
  55874. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55875. var runtimeAnimations = this._runtimeAnimations;
  55876. for (var index = 0; index < runtimeAnimations.length; index++) {
  55877. if (runtimeAnimations[index].animation.targetProperty === property) {
  55878. return runtimeAnimations[index].animation;
  55879. }
  55880. }
  55881. return null;
  55882. };
  55883. /**
  55884. * Gets the runtime animation for a specific property
  55885. * @param property defines the propertyu to look for
  55886. * @returns null or the runtime animation for the given property
  55887. */
  55888. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55889. var runtimeAnimations = this._runtimeAnimations;
  55890. for (var index = 0; index < runtimeAnimations.length; index++) {
  55891. if (runtimeAnimations[index].animation.targetProperty === property) {
  55892. return runtimeAnimations[index];
  55893. }
  55894. }
  55895. return null;
  55896. };
  55897. /**
  55898. * Resets the animatable to its original state
  55899. */
  55900. Animatable.prototype.reset = function () {
  55901. var runtimeAnimations = this._runtimeAnimations;
  55902. for (var index = 0; index < runtimeAnimations.length; index++) {
  55903. runtimeAnimations[index].reset(true);
  55904. }
  55905. this._localDelayOffset = null;
  55906. this._pausedDelay = null;
  55907. };
  55908. /**
  55909. * Allows the animatable to blend with current running animations
  55910. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55911. * @param blendingSpeed defines the blending speed to use
  55912. */
  55913. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55914. var runtimeAnimations = this._runtimeAnimations;
  55915. for (var index = 0; index < runtimeAnimations.length; index++) {
  55916. runtimeAnimations[index].animation.enableBlending = true;
  55917. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55918. }
  55919. };
  55920. /**
  55921. * Disable animation blending
  55922. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55923. */
  55924. Animatable.prototype.disableBlending = function () {
  55925. var runtimeAnimations = this._runtimeAnimations;
  55926. for (var index = 0; index < runtimeAnimations.length; index++) {
  55927. runtimeAnimations[index].animation.enableBlending = false;
  55928. }
  55929. };
  55930. /**
  55931. * Jump directly to a given frame
  55932. * @param frame defines the frame to jump to
  55933. */
  55934. Animatable.prototype.goToFrame = function (frame) {
  55935. var runtimeAnimations = this._runtimeAnimations;
  55936. if (runtimeAnimations[0]) {
  55937. var fps = runtimeAnimations[0].animation.framePerSecond;
  55938. var currentFrame = runtimeAnimations[0].currentFrame;
  55939. var adjustTime = frame - currentFrame;
  55940. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55941. if (this._localDelayOffset === null) {
  55942. this._localDelayOffset = 0;
  55943. }
  55944. this._localDelayOffset -= delay;
  55945. }
  55946. for (var index = 0; index < runtimeAnimations.length; index++) {
  55947. runtimeAnimations[index].goToFrame(frame);
  55948. }
  55949. };
  55950. /**
  55951. * Pause the animation
  55952. */
  55953. Animatable.prototype.pause = function () {
  55954. if (this._paused) {
  55955. return;
  55956. }
  55957. this._paused = true;
  55958. };
  55959. /**
  55960. * Restart the animation
  55961. */
  55962. Animatable.prototype.restart = function () {
  55963. this._paused = false;
  55964. };
  55965. Animatable.prototype._raiseOnAnimationEnd = function () {
  55966. if (this.onAnimationEnd) {
  55967. this.onAnimationEnd();
  55968. }
  55969. this.onAnimationEndObservable.notifyObservers(this);
  55970. };
  55971. /**
  55972. * Stop and delete the current animation
  55973. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55974. * @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)
  55975. */
  55976. Animatable.prototype.stop = function (animationName, targetMask) {
  55977. if (animationName || targetMask) {
  55978. var idx = this._scene._activeAnimatables.indexOf(this);
  55979. if (idx > -1) {
  55980. var runtimeAnimations = this._runtimeAnimations;
  55981. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55982. var runtimeAnimation = runtimeAnimations[index];
  55983. if (animationName && runtimeAnimation.animation.name != animationName) {
  55984. continue;
  55985. }
  55986. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55987. continue;
  55988. }
  55989. runtimeAnimation.dispose();
  55990. runtimeAnimations.splice(index, 1);
  55991. }
  55992. if (runtimeAnimations.length == 0) {
  55993. this._scene._activeAnimatables.splice(idx, 1);
  55994. this._raiseOnAnimationEnd();
  55995. }
  55996. }
  55997. }
  55998. else {
  55999. var index = this._scene._activeAnimatables.indexOf(this);
  56000. if (index > -1) {
  56001. this._scene._activeAnimatables.splice(index, 1);
  56002. var runtimeAnimations = this._runtimeAnimations;
  56003. for (var index = 0; index < runtimeAnimations.length; index++) {
  56004. runtimeAnimations[index].dispose();
  56005. }
  56006. this._raiseOnAnimationEnd();
  56007. }
  56008. }
  56009. };
  56010. /**
  56011. * Wait asynchronously for the animation to end
  56012. * @returns a promise which will be fullfilled when the animation ends
  56013. */
  56014. Animatable.prototype.waitAsync = function () {
  56015. var _this = this;
  56016. return new Promise(function (resolve, reject) {
  56017. _this.onAnimationEndObservable.add(function () {
  56018. resolve(_this);
  56019. }, undefined, undefined, _this, true);
  56020. });
  56021. };
  56022. /** @hidden */
  56023. Animatable.prototype._animate = function (delay) {
  56024. if (this._paused) {
  56025. this.animationStarted = false;
  56026. if (this._pausedDelay === null) {
  56027. this._pausedDelay = delay;
  56028. }
  56029. return true;
  56030. }
  56031. if (this._localDelayOffset === null) {
  56032. this._localDelayOffset = delay;
  56033. this._pausedDelay = null;
  56034. }
  56035. else if (this._pausedDelay !== null) {
  56036. this._localDelayOffset += delay - this._pausedDelay;
  56037. this._pausedDelay = null;
  56038. }
  56039. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  56040. return true;
  56041. }
  56042. // Animating
  56043. var running = false;
  56044. var runtimeAnimations = this._runtimeAnimations;
  56045. var index;
  56046. for (index = 0; index < runtimeAnimations.length; index++) {
  56047. var animation = runtimeAnimations[index];
  56048. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  56049. running = running || isRunning;
  56050. }
  56051. this.animationStarted = running;
  56052. if (!running) {
  56053. if (this.disposeOnEnd) {
  56054. // Remove from active animatables
  56055. index = this._scene._activeAnimatables.indexOf(this);
  56056. this._scene._activeAnimatables.splice(index, 1);
  56057. // Dispose all runtime animations
  56058. for (index = 0; index < runtimeAnimations.length; index++) {
  56059. runtimeAnimations[index].dispose();
  56060. }
  56061. }
  56062. this._raiseOnAnimationEnd();
  56063. if (this.disposeOnEnd) {
  56064. this.onAnimationEnd = null;
  56065. this.onAnimationEndObservable.clear();
  56066. }
  56067. }
  56068. return running;
  56069. };
  56070. return Animatable;
  56071. }());
  56072. BABYLON.Animatable = Animatable;
  56073. })(BABYLON || (BABYLON = {}));
  56074. //# sourceMappingURL=babylon.animatable.js.map
  56075. var BABYLON;
  56076. (function (BABYLON) {
  56077. /**
  56078. * Base class used for every default easing function.
  56079. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56080. */
  56081. var EasingFunction = /** @class */ (function () {
  56082. function EasingFunction() {
  56083. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56084. }
  56085. /**
  56086. * Sets the easing mode of the current function.
  56087. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56088. */
  56089. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56090. var n = Math.min(Math.max(easingMode, 0), 2);
  56091. this._easingMode = n;
  56092. };
  56093. /**
  56094. * Gets the current easing mode.
  56095. * @returns the easing mode
  56096. */
  56097. EasingFunction.prototype.getEasingMode = function () {
  56098. return this._easingMode;
  56099. };
  56100. /**
  56101. * @hidden
  56102. */
  56103. EasingFunction.prototype.easeInCore = function (gradient) {
  56104. throw new Error('You must implement this method');
  56105. };
  56106. /**
  56107. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56108. * of the easing function.
  56109. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56110. * @returns the corresponding value on the curve defined by the easing function
  56111. */
  56112. EasingFunction.prototype.ease = function (gradient) {
  56113. switch (this._easingMode) {
  56114. case EasingFunction.EASINGMODE_EASEIN:
  56115. return this.easeInCore(gradient);
  56116. case EasingFunction.EASINGMODE_EASEOUT:
  56117. return (1 - this.easeInCore(1 - gradient));
  56118. }
  56119. if (gradient >= 0.5) {
  56120. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56121. }
  56122. return (this.easeInCore(gradient * 2) * 0.5);
  56123. };
  56124. /**
  56125. * Interpolation follows the mathematical formula associated with the easing function.
  56126. */
  56127. EasingFunction.EASINGMODE_EASEIN = 0;
  56128. /**
  56129. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56130. */
  56131. EasingFunction.EASINGMODE_EASEOUT = 1;
  56132. /**
  56133. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56134. */
  56135. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56136. return EasingFunction;
  56137. }());
  56138. BABYLON.EasingFunction = EasingFunction;
  56139. /**
  56140. * Easing function with a circle shape (see link below).
  56141. * @see https://easings.net/#easeInCirc
  56142. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56143. */
  56144. var CircleEase = /** @class */ (function (_super) {
  56145. __extends(CircleEase, _super);
  56146. function CircleEase() {
  56147. return _super !== null && _super.apply(this, arguments) || this;
  56148. }
  56149. /** @hidden */
  56150. CircleEase.prototype.easeInCore = function (gradient) {
  56151. gradient = Math.max(0, Math.min(1, gradient));
  56152. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56153. };
  56154. return CircleEase;
  56155. }(EasingFunction));
  56156. BABYLON.CircleEase = CircleEase;
  56157. /**
  56158. * Easing function with a ease back shape (see link below).
  56159. * @see https://easings.net/#easeInBack
  56160. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56161. */
  56162. var BackEase = /** @class */ (function (_super) {
  56163. __extends(BackEase, _super);
  56164. /**
  56165. * Instantiates a back ease easing
  56166. * @see https://easings.net/#easeInBack
  56167. * @param amplitude Defines the amplitude of the function
  56168. */
  56169. function BackEase(
  56170. /** Defines the amplitude of the function */
  56171. amplitude) {
  56172. if (amplitude === void 0) { amplitude = 1; }
  56173. var _this = _super.call(this) || this;
  56174. _this.amplitude = amplitude;
  56175. return _this;
  56176. }
  56177. /** @hidden */
  56178. BackEase.prototype.easeInCore = function (gradient) {
  56179. var num = Math.max(0, this.amplitude);
  56180. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56181. };
  56182. return BackEase;
  56183. }(EasingFunction));
  56184. BABYLON.BackEase = BackEase;
  56185. /**
  56186. * Easing function with a bouncing shape (see link below).
  56187. * @see https://easings.net/#easeInBounce
  56188. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56189. */
  56190. var BounceEase = /** @class */ (function (_super) {
  56191. __extends(BounceEase, _super);
  56192. /**
  56193. * Instantiates a bounce easing
  56194. * @see https://easings.net/#easeInBounce
  56195. * @param bounces Defines the number of bounces
  56196. * @param bounciness Defines the amplitude of the bounce
  56197. */
  56198. function BounceEase(
  56199. /** Defines the number of bounces */
  56200. bounces,
  56201. /** Defines the amplitude of the bounce */
  56202. bounciness) {
  56203. if (bounces === void 0) { bounces = 3; }
  56204. if (bounciness === void 0) { bounciness = 2; }
  56205. var _this = _super.call(this) || this;
  56206. _this.bounces = bounces;
  56207. _this.bounciness = bounciness;
  56208. return _this;
  56209. }
  56210. /** @hidden */
  56211. BounceEase.prototype.easeInCore = function (gradient) {
  56212. var y = Math.max(0.0, this.bounces);
  56213. var bounciness = this.bounciness;
  56214. if (bounciness <= 1.0) {
  56215. bounciness = 1.001;
  56216. }
  56217. var num9 = Math.pow(bounciness, y);
  56218. var num5 = 1.0 - bounciness;
  56219. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56220. var num15 = gradient * num4;
  56221. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56222. var num3 = Math.floor(num65);
  56223. var num13 = num3 + 1.0;
  56224. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56225. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56226. var num7 = (num8 + num12) * 0.5;
  56227. var num6 = gradient - num7;
  56228. var num2 = num7 - num8;
  56229. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56230. };
  56231. return BounceEase;
  56232. }(EasingFunction));
  56233. BABYLON.BounceEase = BounceEase;
  56234. /**
  56235. * Easing function with a power of 3 shape (see link below).
  56236. * @see https://easings.net/#easeInCubic
  56237. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56238. */
  56239. var CubicEase = /** @class */ (function (_super) {
  56240. __extends(CubicEase, _super);
  56241. function CubicEase() {
  56242. return _super !== null && _super.apply(this, arguments) || this;
  56243. }
  56244. /** @hidden */
  56245. CubicEase.prototype.easeInCore = function (gradient) {
  56246. return (gradient * gradient * gradient);
  56247. };
  56248. return CubicEase;
  56249. }(EasingFunction));
  56250. BABYLON.CubicEase = CubicEase;
  56251. /**
  56252. * Easing function with an elastic shape (see link below).
  56253. * @see https://easings.net/#easeInElastic
  56254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56255. */
  56256. var ElasticEase = /** @class */ (function (_super) {
  56257. __extends(ElasticEase, _super);
  56258. /**
  56259. * Instantiates an elastic easing function
  56260. * @see https://easings.net/#easeInElastic
  56261. * @param oscillations Defines the number of oscillations
  56262. * @param springiness Defines the amplitude of the oscillations
  56263. */
  56264. function ElasticEase(
  56265. /** Defines the number of oscillations*/
  56266. oscillations,
  56267. /** Defines the amplitude of the oscillations*/
  56268. springiness) {
  56269. if (oscillations === void 0) { oscillations = 3; }
  56270. if (springiness === void 0) { springiness = 3; }
  56271. var _this = _super.call(this) || this;
  56272. _this.oscillations = oscillations;
  56273. _this.springiness = springiness;
  56274. return _this;
  56275. }
  56276. /** @hidden */
  56277. ElasticEase.prototype.easeInCore = function (gradient) {
  56278. var num2;
  56279. var num3 = Math.max(0.0, this.oscillations);
  56280. var num = Math.max(0.0, this.springiness);
  56281. if (num == 0) {
  56282. num2 = gradient;
  56283. }
  56284. else {
  56285. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56286. }
  56287. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56288. };
  56289. return ElasticEase;
  56290. }(EasingFunction));
  56291. BABYLON.ElasticEase = ElasticEase;
  56292. /**
  56293. * Easing function with an exponential shape (see link below).
  56294. * @see https://easings.net/#easeInExpo
  56295. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56296. */
  56297. var ExponentialEase = /** @class */ (function (_super) {
  56298. __extends(ExponentialEase, _super);
  56299. /**
  56300. * Instantiates an exponential easing function
  56301. * @see https://easings.net/#easeInExpo
  56302. * @param exponent Defines the exponent of the function
  56303. */
  56304. function ExponentialEase(
  56305. /** Defines the exponent of the function */
  56306. exponent) {
  56307. if (exponent === void 0) { exponent = 2; }
  56308. var _this = _super.call(this) || this;
  56309. _this.exponent = exponent;
  56310. return _this;
  56311. }
  56312. /** @hidden */
  56313. ExponentialEase.prototype.easeInCore = function (gradient) {
  56314. if (this.exponent <= 0) {
  56315. return gradient;
  56316. }
  56317. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56318. };
  56319. return ExponentialEase;
  56320. }(EasingFunction));
  56321. BABYLON.ExponentialEase = ExponentialEase;
  56322. /**
  56323. * Easing function with a power shape (see link below).
  56324. * @see https://easings.net/#easeInQuad
  56325. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56326. */
  56327. var PowerEase = /** @class */ (function (_super) {
  56328. __extends(PowerEase, _super);
  56329. /**
  56330. * Instantiates an power base easing function
  56331. * @see https://easings.net/#easeInQuad
  56332. * @param power Defines the power of the function
  56333. */
  56334. function PowerEase(
  56335. /** Defines the power of the function */
  56336. power) {
  56337. if (power === void 0) { power = 2; }
  56338. var _this = _super.call(this) || this;
  56339. _this.power = power;
  56340. return _this;
  56341. }
  56342. /** @hidden */
  56343. PowerEase.prototype.easeInCore = function (gradient) {
  56344. var y = Math.max(0.0, this.power);
  56345. return Math.pow(gradient, y);
  56346. };
  56347. return PowerEase;
  56348. }(EasingFunction));
  56349. BABYLON.PowerEase = PowerEase;
  56350. /**
  56351. * Easing function with a power of 2 shape (see link below).
  56352. * @see https://easings.net/#easeInQuad
  56353. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56354. */
  56355. var QuadraticEase = /** @class */ (function (_super) {
  56356. __extends(QuadraticEase, _super);
  56357. function QuadraticEase() {
  56358. return _super !== null && _super.apply(this, arguments) || this;
  56359. }
  56360. /** @hidden */
  56361. QuadraticEase.prototype.easeInCore = function (gradient) {
  56362. return (gradient * gradient);
  56363. };
  56364. return QuadraticEase;
  56365. }(EasingFunction));
  56366. BABYLON.QuadraticEase = QuadraticEase;
  56367. /**
  56368. * Easing function with a power of 4 shape (see link below).
  56369. * @see https://easings.net/#easeInQuart
  56370. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56371. */
  56372. var QuarticEase = /** @class */ (function (_super) {
  56373. __extends(QuarticEase, _super);
  56374. function QuarticEase() {
  56375. return _super !== null && _super.apply(this, arguments) || this;
  56376. }
  56377. /** @hidden */
  56378. QuarticEase.prototype.easeInCore = function (gradient) {
  56379. return (gradient * gradient * gradient * gradient);
  56380. };
  56381. return QuarticEase;
  56382. }(EasingFunction));
  56383. BABYLON.QuarticEase = QuarticEase;
  56384. /**
  56385. * Easing function with a power of 5 shape (see link below).
  56386. * @see https://easings.net/#easeInQuint
  56387. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56388. */
  56389. var QuinticEase = /** @class */ (function (_super) {
  56390. __extends(QuinticEase, _super);
  56391. function QuinticEase() {
  56392. return _super !== null && _super.apply(this, arguments) || this;
  56393. }
  56394. /** @hidden */
  56395. QuinticEase.prototype.easeInCore = function (gradient) {
  56396. return (gradient * gradient * gradient * gradient * gradient);
  56397. };
  56398. return QuinticEase;
  56399. }(EasingFunction));
  56400. BABYLON.QuinticEase = QuinticEase;
  56401. /**
  56402. * Easing function with a sin shape (see link below).
  56403. * @see https://easings.net/#easeInSine
  56404. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56405. */
  56406. var SineEase = /** @class */ (function (_super) {
  56407. __extends(SineEase, _super);
  56408. function SineEase() {
  56409. return _super !== null && _super.apply(this, arguments) || this;
  56410. }
  56411. /** @hidden */
  56412. SineEase.prototype.easeInCore = function (gradient) {
  56413. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56414. };
  56415. return SineEase;
  56416. }(EasingFunction));
  56417. BABYLON.SineEase = SineEase;
  56418. /**
  56419. * Easing function with a bezier shape (see link below).
  56420. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56421. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56422. */
  56423. var BezierCurveEase = /** @class */ (function (_super) {
  56424. __extends(BezierCurveEase, _super);
  56425. /**
  56426. * Instantiates a bezier function
  56427. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56428. * @param x1 Defines the x component of the start tangent in the bezier curve
  56429. * @param y1 Defines the y component of the start tangent in the bezier curve
  56430. * @param x2 Defines the x component of the end tangent in the bezier curve
  56431. * @param y2 Defines the y component of the end tangent in the bezier curve
  56432. */
  56433. function BezierCurveEase(
  56434. /** Defines the x component of the start tangent in the bezier curve */
  56435. x1,
  56436. /** Defines the y component of the start tangent in the bezier curve */
  56437. y1,
  56438. /** Defines the x component of the end tangent in the bezier curve */
  56439. x2,
  56440. /** Defines the y component of the end tangent in the bezier curve */
  56441. y2) {
  56442. if (x1 === void 0) { x1 = 0; }
  56443. if (y1 === void 0) { y1 = 0; }
  56444. if (x2 === void 0) { x2 = 1; }
  56445. if (y2 === void 0) { y2 = 1; }
  56446. var _this = _super.call(this) || this;
  56447. _this.x1 = x1;
  56448. _this.y1 = y1;
  56449. _this.x2 = x2;
  56450. _this.y2 = y2;
  56451. return _this;
  56452. }
  56453. /** @hidden */
  56454. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56455. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56456. };
  56457. return BezierCurveEase;
  56458. }(EasingFunction));
  56459. BABYLON.BezierCurveEase = BezierCurveEase;
  56460. })(BABYLON || (BABYLON = {}));
  56461. //# sourceMappingURL=babylon.easing.js.map
  56462. var BABYLON;
  56463. (function (BABYLON) {
  56464. /**
  56465. * A Condition applied to an Action
  56466. */
  56467. var Condition = /** @class */ (function () {
  56468. /**
  56469. * Creates a new Condition
  56470. * @param actionManager the manager of the action the condition is applied to
  56471. */
  56472. function Condition(actionManager) {
  56473. this._actionManager = actionManager;
  56474. }
  56475. /**
  56476. * Check if the current condition is valid
  56477. * @returns a boolean
  56478. */
  56479. Condition.prototype.isValid = function () {
  56480. return true;
  56481. };
  56482. /**
  56483. * Internal only
  56484. * @hidden
  56485. */
  56486. Condition.prototype._getProperty = function (propertyPath) {
  56487. return this._actionManager._getProperty(propertyPath);
  56488. };
  56489. /**
  56490. * Internal only
  56491. * @hidden
  56492. */
  56493. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56494. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56495. };
  56496. /**
  56497. * Serialize placeholder for child classes
  56498. * @returns the serialized object
  56499. */
  56500. Condition.prototype.serialize = function () {
  56501. };
  56502. /**
  56503. * Internal only
  56504. * @hidden
  56505. */
  56506. Condition.prototype._serialize = function (serializedCondition) {
  56507. return {
  56508. type: 2,
  56509. children: [],
  56510. name: serializedCondition.name,
  56511. properties: serializedCondition.properties
  56512. };
  56513. };
  56514. return Condition;
  56515. }());
  56516. BABYLON.Condition = Condition;
  56517. /**
  56518. * Defines specific conditional operators as extensions of Condition
  56519. */
  56520. var ValueCondition = /** @class */ (function (_super) {
  56521. __extends(ValueCondition, _super);
  56522. /**
  56523. * Creates a new ValueCondition
  56524. * @param actionManager manager for the action the condition applies to
  56525. * @param target for the action
  56526. * @param propertyPath path to specify the property of the target the conditional operator uses
  56527. * @param value the value compared by the conditional operator against the current value of the property
  56528. * @param operator the conditional operator, default ValueCondition.IsEqual
  56529. */
  56530. function ValueCondition(actionManager, target,
  56531. /** path to specify the property of the target the conditional operator uses */
  56532. propertyPath,
  56533. /** the value compared by the conditional operator against the current value of the property */
  56534. value,
  56535. /** the conditional operator, default ValueCondition.IsEqual */
  56536. operator) {
  56537. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56538. var _this = _super.call(this, actionManager) || this;
  56539. _this.propertyPath = propertyPath;
  56540. _this.value = value;
  56541. _this.operator = operator;
  56542. _this._target = target;
  56543. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56544. _this._property = _this._getProperty(_this.propertyPath);
  56545. return _this;
  56546. }
  56547. Object.defineProperty(ValueCondition, "IsEqual", {
  56548. /**
  56549. * returns the number for IsEqual
  56550. */
  56551. get: function () {
  56552. return ValueCondition._IsEqual;
  56553. },
  56554. enumerable: true,
  56555. configurable: true
  56556. });
  56557. Object.defineProperty(ValueCondition, "IsDifferent", {
  56558. /**
  56559. * Returns the number for IsDifferent
  56560. */
  56561. get: function () {
  56562. return ValueCondition._IsDifferent;
  56563. },
  56564. enumerable: true,
  56565. configurable: true
  56566. });
  56567. Object.defineProperty(ValueCondition, "IsGreater", {
  56568. /**
  56569. * Returns the number for IsGreater
  56570. */
  56571. get: function () {
  56572. return ValueCondition._IsGreater;
  56573. },
  56574. enumerable: true,
  56575. configurable: true
  56576. });
  56577. Object.defineProperty(ValueCondition, "IsLesser", {
  56578. /**
  56579. * Returns the number for IsLesser
  56580. */
  56581. get: function () {
  56582. return ValueCondition._IsLesser;
  56583. },
  56584. enumerable: true,
  56585. configurable: true
  56586. });
  56587. /**
  56588. * Compares the given value with the property value for the specified conditional operator
  56589. * @returns the result of the comparison
  56590. */
  56591. ValueCondition.prototype.isValid = function () {
  56592. switch (this.operator) {
  56593. case ValueCondition.IsGreater:
  56594. return this._effectiveTarget[this._property] > this.value;
  56595. case ValueCondition.IsLesser:
  56596. return this._effectiveTarget[this._property] < this.value;
  56597. case ValueCondition.IsEqual:
  56598. case ValueCondition.IsDifferent:
  56599. var check;
  56600. if (this.value.equals) {
  56601. check = this.value.equals(this._effectiveTarget[this._property]);
  56602. }
  56603. else {
  56604. check = this.value === this._effectiveTarget[this._property];
  56605. }
  56606. return this.operator === ValueCondition.IsEqual ? check : !check;
  56607. }
  56608. return false;
  56609. };
  56610. /**
  56611. * Serialize the ValueCondition into a JSON compatible object
  56612. * @returns serialization object
  56613. */
  56614. ValueCondition.prototype.serialize = function () {
  56615. return this._serialize({
  56616. name: "ValueCondition",
  56617. properties: [
  56618. BABYLON.Action._GetTargetProperty(this._target),
  56619. { name: "propertyPath", value: this.propertyPath },
  56620. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56621. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56622. ]
  56623. });
  56624. };
  56625. /**
  56626. * Gets the name of the conditional operator for the ValueCondition
  56627. * @param operator the conditional operator
  56628. * @returns the name
  56629. */
  56630. ValueCondition.GetOperatorName = function (operator) {
  56631. switch (operator) {
  56632. case ValueCondition._IsEqual: return "IsEqual";
  56633. case ValueCondition._IsDifferent: return "IsDifferent";
  56634. case ValueCondition._IsGreater: return "IsGreater";
  56635. case ValueCondition._IsLesser: return "IsLesser";
  56636. default: return "";
  56637. }
  56638. };
  56639. /**
  56640. * Internal only
  56641. * @hidden
  56642. */
  56643. ValueCondition._IsEqual = 0;
  56644. /**
  56645. * Internal only
  56646. * @hidden
  56647. */
  56648. ValueCondition._IsDifferent = 1;
  56649. /**
  56650. * Internal only
  56651. * @hidden
  56652. */
  56653. ValueCondition._IsGreater = 2;
  56654. /**
  56655. * Internal only
  56656. * @hidden
  56657. */
  56658. ValueCondition._IsLesser = 3;
  56659. return ValueCondition;
  56660. }(Condition));
  56661. BABYLON.ValueCondition = ValueCondition;
  56662. /**
  56663. * Defines a predicate condition as an extension of Condition
  56664. */
  56665. var PredicateCondition = /** @class */ (function (_super) {
  56666. __extends(PredicateCondition, _super);
  56667. /**
  56668. * Creates a new PredicateCondition
  56669. * @param actionManager manager for the action the condition applies to
  56670. * @param predicate defines the predicate function used to validate the condition
  56671. */
  56672. function PredicateCondition(actionManager,
  56673. /** defines the predicate function used to validate the condition */
  56674. predicate) {
  56675. var _this = _super.call(this, actionManager) || this;
  56676. _this.predicate = predicate;
  56677. return _this;
  56678. }
  56679. /**
  56680. * @returns the validity of the predicate condition
  56681. */
  56682. PredicateCondition.prototype.isValid = function () {
  56683. return this.predicate();
  56684. };
  56685. return PredicateCondition;
  56686. }(Condition));
  56687. BABYLON.PredicateCondition = PredicateCondition;
  56688. /**
  56689. * Defines a state condition as an extension of Condition
  56690. */
  56691. var StateCondition = /** @class */ (function (_super) {
  56692. __extends(StateCondition, _super);
  56693. /**
  56694. * Creates a new StateCondition
  56695. * @param actionManager manager for the action the condition applies to
  56696. * @param target of the condition
  56697. * @param value to compare with target state
  56698. */
  56699. function StateCondition(actionManager, target,
  56700. /** Value to compare with target state */
  56701. value) {
  56702. var _this = _super.call(this, actionManager) || this;
  56703. _this.value = value;
  56704. _this._target = target;
  56705. return _this;
  56706. }
  56707. /**
  56708. * Gets a boolean indicating if the current condition is met
  56709. * @returns the validity of the state
  56710. */
  56711. StateCondition.prototype.isValid = function () {
  56712. return this._target.state === this.value;
  56713. };
  56714. /**
  56715. * Serialize the StateCondition into a JSON compatible object
  56716. * @returns serialization object
  56717. */
  56718. StateCondition.prototype.serialize = function () {
  56719. return this._serialize({
  56720. name: "StateCondition",
  56721. properties: [
  56722. BABYLON.Action._GetTargetProperty(this._target),
  56723. { name: "value", value: this.value }
  56724. ]
  56725. });
  56726. };
  56727. return StateCondition;
  56728. }(Condition));
  56729. BABYLON.StateCondition = StateCondition;
  56730. })(BABYLON || (BABYLON = {}));
  56731. //# sourceMappingURL=babylon.condition.js.map
  56732. var BABYLON;
  56733. (function (BABYLON) {
  56734. /**
  56735. * The action to be carried out following a trigger
  56736. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56737. */
  56738. var Action = /** @class */ (function () {
  56739. /**
  56740. * Creates a new Action
  56741. * @param triggerOptions the trigger, with or without parameters, for the action
  56742. * @param condition an optional determinant of action
  56743. */
  56744. function Action(
  56745. /** the trigger, with or without parameters, for the action */
  56746. triggerOptions, condition) {
  56747. this.triggerOptions = triggerOptions;
  56748. /**
  56749. * An event triggered prior to action being executed.
  56750. */
  56751. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56752. if (triggerOptions.parameter) {
  56753. this.trigger = triggerOptions.trigger;
  56754. this._triggerParameter = triggerOptions.parameter;
  56755. }
  56756. else if (triggerOptions.trigger) {
  56757. this.trigger = triggerOptions.trigger;
  56758. }
  56759. else {
  56760. this.trigger = triggerOptions;
  56761. }
  56762. this._nextActiveAction = this;
  56763. this._condition = condition;
  56764. }
  56765. /**
  56766. * Internal only
  56767. * @hidden
  56768. */
  56769. Action.prototype._prepare = function () {
  56770. };
  56771. /**
  56772. * Gets the trigger parameters
  56773. * @returns the trigger parameters
  56774. */
  56775. Action.prototype.getTriggerParameter = function () {
  56776. return this._triggerParameter;
  56777. };
  56778. /**
  56779. * Internal only - executes current action event
  56780. * @hidden
  56781. */
  56782. Action.prototype._executeCurrent = function (evt) {
  56783. if (this._nextActiveAction._condition) {
  56784. var condition = this._nextActiveAction._condition;
  56785. var currentRenderId = this._actionManager.getScene().getRenderId();
  56786. // We cache the current evaluation for the current frame
  56787. if (condition._evaluationId === currentRenderId) {
  56788. if (!condition._currentResult) {
  56789. return;
  56790. }
  56791. }
  56792. else {
  56793. condition._evaluationId = currentRenderId;
  56794. if (!condition.isValid()) {
  56795. condition._currentResult = false;
  56796. return;
  56797. }
  56798. condition._currentResult = true;
  56799. }
  56800. }
  56801. this.onBeforeExecuteObservable.notifyObservers(this);
  56802. this._nextActiveAction.execute(evt);
  56803. this.skipToNextActiveAction();
  56804. };
  56805. /**
  56806. * Execute placeholder for child classes
  56807. * @param evt optional action event
  56808. */
  56809. Action.prototype.execute = function (evt) {
  56810. };
  56811. /**
  56812. * Skips to next active action
  56813. */
  56814. Action.prototype.skipToNextActiveAction = function () {
  56815. if (this._nextActiveAction._child) {
  56816. if (!this._nextActiveAction._child._actionManager) {
  56817. this._nextActiveAction._child._actionManager = this._actionManager;
  56818. }
  56819. this._nextActiveAction = this._nextActiveAction._child;
  56820. }
  56821. else {
  56822. this._nextActiveAction = this;
  56823. }
  56824. };
  56825. /**
  56826. * Adds action to chain of actions, may be a DoNothingAction
  56827. * @param action defines the next action to execute
  56828. * @returns The action passed in
  56829. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56830. */
  56831. Action.prototype.then = function (action) {
  56832. this._child = action;
  56833. action._actionManager = this._actionManager;
  56834. action._prepare();
  56835. return action;
  56836. };
  56837. /**
  56838. * Internal only
  56839. * @hidden
  56840. */
  56841. Action.prototype._getProperty = function (propertyPath) {
  56842. return this._actionManager._getProperty(propertyPath);
  56843. };
  56844. /**
  56845. * Internal only
  56846. * @hidden
  56847. */
  56848. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56849. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56850. };
  56851. /**
  56852. * Serialize placeholder for child classes
  56853. * @param parent of child
  56854. * @returns the serialized object
  56855. */
  56856. Action.prototype.serialize = function (parent) {
  56857. };
  56858. /**
  56859. * Internal only called by serialize
  56860. * @hidden
  56861. */
  56862. Action.prototype._serialize = function (serializedAction, parent) {
  56863. var serializationObject = {
  56864. type: 1,
  56865. children: [],
  56866. name: serializedAction.name,
  56867. properties: serializedAction.properties || []
  56868. };
  56869. // Serialize child
  56870. if (this._child) {
  56871. this._child.serialize(serializationObject);
  56872. }
  56873. // Check if "this" has a condition
  56874. if (this._condition) {
  56875. var serializedCondition = this._condition.serialize();
  56876. serializedCondition.children.push(serializationObject);
  56877. if (parent) {
  56878. parent.children.push(serializedCondition);
  56879. }
  56880. return serializedCondition;
  56881. }
  56882. if (parent) {
  56883. parent.children.push(serializationObject);
  56884. }
  56885. return serializationObject;
  56886. };
  56887. /**
  56888. * Internal only
  56889. * @hidden
  56890. */
  56891. Action._SerializeValueAsString = function (value) {
  56892. if (typeof value === "number") {
  56893. return value.toString();
  56894. }
  56895. if (typeof value === "boolean") {
  56896. return value ? "true" : "false";
  56897. }
  56898. if (value instanceof BABYLON.Vector2) {
  56899. return value.x + ", " + value.y;
  56900. }
  56901. if (value instanceof BABYLON.Vector3) {
  56902. return value.x + ", " + value.y + ", " + value.z;
  56903. }
  56904. if (value instanceof BABYLON.Color3) {
  56905. return value.r + ", " + value.g + ", " + value.b;
  56906. }
  56907. if (value instanceof BABYLON.Color4) {
  56908. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56909. }
  56910. return value; // string
  56911. };
  56912. /**
  56913. * Internal only
  56914. * @hidden
  56915. */
  56916. Action._GetTargetProperty = function (target) {
  56917. return {
  56918. name: "target",
  56919. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56920. : target instanceof BABYLON.Light ? "LightProperties"
  56921. : target instanceof BABYLON.Camera ? "CameraProperties"
  56922. : "SceneProperties",
  56923. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56924. };
  56925. };
  56926. return Action;
  56927. }());
  56928. BABYLON.Action = Action;
  56929. })(BABYLON || (BABYLON = {}));
  56930. //# sourceMappingURL=babylon.action.js.map
  56931. var BABYLON;
  56932. (function (BABYLON) {
  56933. /**
  56934. * ActionEvent is the event being sent when an action is triggered.
  56935. */
  56936. var ActionEvent = /** @class */ (function () {
  56937. /**
  56938. * Creates a new ActionEvent
  56939. * @param source The mesh or sprite that triggered the action
  56940. * @param pointerX The X mouse cursor position at the time of the event
  56941. * @param pointerY The Y mouse cursor position at the time of the event
  56942. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56943. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56944. * @param additionalData additional data for the event
  56945. */
  56946. function ActionEvent(
  56947. /** The mesh or sprite that triggered the action */
  56948. source,
  56949. /** The X mouse cursor position at the time of the event */
  56950. pointerX,
  56951. /** The Y mouse cursor position at the time of the event */
  56952. pointerY,
  56953. /** The mesh that is currently pointed at (can be null) */
  56954. meshUnderPointer,
  56955. /** the original (browser) event that triggered the ActionEvent */
  56956. sourceEvent,
  56957. /** additional data for the event */
  56958. additionalData) {
  56959. this.source = source;
  56960. this.pointerX = pointerX;
  56961. this.pointerY = pointerY;
  56962. this.meshUnderPointer = meshUnderPointer;
  56963. this.sourceEvent = sourceEvent;
  56964. this.additionalData = additionalData;
  56965. }
  56966. /**
  56967. * Helper function to auto-create an ActionEvent from a source mesh.
  56968. * @param source The source mesh that triggered the event
  56969. * @param evt The original (browser) event
  56970. * @param additionalData additional data for the event
  56971. * @returns the new ActionEvent
  56972. */
  56973. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56974. var scene = source.getScene();
  56975. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56976. };
  56977. /**
  56978. * Helper function to auto-create an ActionEvent from a source sprite
  56979. * @param source The source sprite that triggered the event
  56980. * @param scene Scene associated with the sprite
  56981. * @param evt The original (browser) event
  56982. * @param additionalData additional data for the event
  56983. * @returns the new ActionEvent
  56984. */
  56985. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56986. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56987. };
  56988. /**
  56989. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56990. * @param scene the scene where the event occurred
  56991. * @param evt The original (browser) event
  56992. * @returns the new ActionEvent
  56993. */
  56994. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56995. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56996. };
  56997. /**
  56998. * Helper function to auto-create an ActionEvent from a primitive
  56999. * @param prim defines the target primitive
  57000. * @param pointerPos defines the pointer position
  57001. * @param evt The original (browser) event
  57002. * @param additionalData additional data for the event
  57003. * @returns the new ActionEvent
  57004. */
  57005. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  57006. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  57007. };
  57008. return ActionEvent;
  57009. }());
  57010. BABYLON.ActionEvent = ActionEvent;
  57011. /**
  57012. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  57013. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  57014. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57015. */
  57016. var ActionManager = /** @class */ (function () {
  57017. /**
  57018. * Creates a new action manager
  57019. * @param scene defines the hosting scene
  57020. */
  57021. function ActionManager(scene) {
  57022. // Members
  57023. /** Gets the list of actions */
  57024. this.actions = new Array();
  57025. /** Gets the cursor to use when hovering items */
  57026. this.hoverCursor = '';
  57027. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57028. scene.actionManagers.push(this);
  57029. }
  57030. // Methods
  57031. /**
  57032. * Releases all associated resources
  57033. */
  57034. ActionManager.prototype.dispose = function () {
  57035. var index = this._scene.actionManagers.indexOf(this);
  57036. for (var i = 0; i < this.actions.length; i++) {
  57037. var action = this.actions[i];
  57038. ActionManager.Triggers[action.trigger]--;
  57039. if (ActionManager.Triggers[action.trigger] === 0) {
  57040. delete ActionManager.Triggers[action.trigger];
  57041. }
  57042. }
  57043. if (index > -1) {
  57044. this._scene.actionManagers.splice(index, 1);
  57045. }
  57046. };
  57047. /**
  57048. * Gets hosting scene
  57049. * @returns the hosting scene
  57050. */
  57051. ActionManager.prototype.getScene = function () {
  57052. return this._scene;
  57053. };
  57054. /**
  57055. * Does this action manager handles actions of any of the given triggers
  57056. * @param triggers defines the triggers to be tested
  57057. * @return a boolean indicating whether one (or more) of the triggers is handled
  57058. */
  57059. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  57060. for (var index = 0; index < this.actions.length; index++) {
  57061. var action = this.actions[index];
  57062. if (triggers.indexOf(action.trigger) > -1) {
  57063. return true;
  57064. }
  57065. }
  57066. return false;
  57067. };
  57068. /**
  57069. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  57070. * speed.
  57071. * @param triggerA defines the trigger to be tested
  57072. * @param triggerB defines the trigger to be tested
  57073. * @return a boolean indicating whether one (or more) of the triggers is handled
  57074. */
  57075. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  57076. for (var index = 0; index < this.actions.length; index++) {
  57077. var action = this.actions[index];
  57078. if (triggerA == action.trigger || triggerB == action.trigger) {
  57079. return true;
  57080. }
  57081. }
  57082. return false;
  57083. };
  57084. /**
  57085. * Does this action manager handles actions of a given trigger
  57086. * @param trigger defines the trigger to be tested
  57087. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57088. * @return whether the trigger is handled
  57089. */
  57090. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57091. for (var index = 0; index < this.actions.length; index++) {
  57092. var action = this.actions[index];
  57093. if (action.trigger === trigger) {
  57094. if (parameterPredicate) {
  57095. if (parameterPredicate(action.getTriggerParameter())) {
  57096. return true;
  57097. }
  57098. }
  57099. else {
  57100. return true;
  57101. }
  57102. }
  57103. }
  57104. return false;
  57105. };
  57106. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57107. /**
  57108. * Does this action manager has pointer triggers
  57109. */
  57110. get: function () {
  57111. for (var index = 0; index < this.actions.length; index++) {
  57112. var action = this.actions[index];
  57113. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57114. return true;
  57115. }
  57116. }
  57117. return false;
  57118. },
  57119. enumerable: true,
  57120. configurable: true
  57121. });
  57122. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57123. /**
  57124. * Does this action manager has pick triggers
  57125. */
  57126. get: function () {
  57127. for (var index = 0; index < this.actions.length; index++) {
  57128. var action = this.actions[index];
  57129. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57130. return true;
  57131. }
  57132. }
  57133. return false;
  57134. },
  57135. enumerable: true,
  57136. configurable: true
  57137. });
  57138. Object.defineProperty(ActionManager, "HasTriggers", {
  57139. /**
  57140. * Does exist one action manager with at least one trigger
  57141. **/
  57142. get: function () {
  57143. for (var t in ActionManager.Triggers) {
  57144. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57145. return true;
  57146. }
  57147. }
  57148. return false;
  57149. },
  57150. enumerable: true,
  57151. configurable: true
  57152. });
  57153. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57154. /**
  57155. * Does exist one action manager with at least one pick trigger
  57156. **/
  57157. get: function () {
  57158. for (var t in ActionManager.Triggers) {
  57159. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57160. var t_int = parseInt(t);
  57161. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57162. return true;
  57163. }
  57164. }
  57165. }
  57166. return false;
  57167. },
  57168. enumerable: true,
  57169. configurable: true
  57170. });
  57171. /**
  57172. * Does exist one action manager that handles actions of a given trigger
  57173. * @param trigger defines the trigger to be tested
  57174. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57175. **/
  57176. ActionManager.HasSpecificTrigger = function (trigger) {
  57177. for (var t in ActionManager.Triggers) {
  57178. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57179. var t_int = parseInt(t);
  57180. if (t_int === trigger) {
  57181. return true;
  57182. }
  57183. }
  57184. }
  57185. return false;
  57186. };
  57187. /**
  57188. * Registers an action to this action manager
  57189. * @param action defines the action to be registered
  57190. * @return the action amended (prepared) after registration
  57191. */
  57192. ActionManager.prototype.registerAction = function (action) {
  57193. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57194. if (this.getScene().actionManager !== this) {
  57195. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57196. return null;
  57197. }
  57198. }
  57199. this.actions.push(action);
  57200. if (ActionManager.Triggers[action.trigger]) {
  57201. ActionManager.Triggers[action.trigger]++;
  57202. }
  57203. else {
  57204. ActionManager.Triggers[action.trigger] = 1;
  57205. }
  57206. action._actionManager = this;
  57207. action._prepare();
  57208. return action;
  57209. };
  57210. /**
  57211. * Unregisters an action to this action manager
  57212. * @param action defines the action to be unregistered
  57213. * @return a boolean indicating whether the action has been unregistered
  57214. */
  57215. ActionManager.prototype.unregisterAction = function (action) {
  57216. var index = this.actions.indexOf(action);
  57217. if (index !== -1) {
  57218. this.actions.splice(index, 1);
  57219. ActionManager.Triggers[action.trigger] -= 1;
  57220. if (ActionManager.Triggers[action.trigger] === 0) {
  57221. delete ActionManager.Triggers[action.trigger];
  57222. }
  57223. delete action._actionManager;
  57224. return true;
  57225. }
  57226. return false;
  57227. };
  57228. /**
  57229. * Process a specific trigger
  57230. * @param trigger defines the trigger to process
  57231. * @param evt defines the event details to be processed
  57232. */
  57233. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57234. for (var index = 0; index < this.actions.length; index++) {
  57235. var action = this.actions[index];
  57236. if (action.trigger === trigger) {
  57237. if (evt) {
  57238. if (trigger === ActionManager.OnKeyUpTrigger
  57239. || trigger === ActionManager.OnKeyDownTrigger) {
  57240. var parameter = action.getTriggerParameter();
  57241. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57242. if (!parameter.toLowerCase) {
  57243. continue;
  57244. }
  57245. var lowerCase = parameter.toLowerCase();
  57246. if (lowerCase !== evt.sourceEvent.key) {
  57247. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57248. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57249. if (actualkey !== lowerCase) {
  57250. continue;
  57251. }
  57252. }
  57253. }
  57254. }
  57255. }
  57256. action._executeCurrent(evt);
  57257. }
  57258. }
  57259. };
  57260. /** @hidden */
  57261. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57262. var properties = propertyPath.split(".");
  57263. for (var index = 0; index < properties.length - 1; index++) {
  57264. target = target[properties[index]];
  57265. }
  57266. return target;
  57267. };
  57268. /** @hidden */
  57269. ActionManager.prototype._getProperty = function (propertyPath) {
  57270. var properties = propertyPath.split(".");
  57271. return properties[properties.length - 1];
  57272. };
  57273. /**
  57274. * Serialize this manager to a JSON object
  57275. * @param name defines the property name to store this manager
  57276. * @returns a JSON representation of this manager
  57277. */
  57278. ActionManager.prototype.serialize = function (name) {
  57279. var root = {
  57280. children: new Array(),
  57281. name: name,
  57282. type: 3,
  57283. properties: new Array() // Empty for root but required
  57284. };
  57285. for (var i = 0; i < this.actions.length; i++) {
  57286. var triggerObject = {
  57287. type: 0,
  57288. children: new Array(),
  57289. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57290. properties: new Array()
  57291. };
  57292. var triggerOptions = this.actions[i].triggerOptions;
  57293. if (triggerOptions && typeof triggerOptions !== "number") {
  57294. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57295. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57296. }
  57297. else {
  57298. var parameter = {};
  57299. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57300. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57301. parameter._meshId = triggerOptions.parameter.mesh.id;
  57302. }
  57303. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57304. }
  57305. }
  57306. // Serialize child action, recursively
  57307. this.actions[i].serialize(triggerObject);
  57308. // Add serialized trigger
  57309. root.children.push(triggerObject);
  57310. }
  57311. return root;
  57312. };
  57313. /**
  57314. * Creates a new ActionManager from a JSON data
  57315. * @param parsedActions defines the JSON data to read from
  57316. * @param object defines the hosting mesh
  57317. * @param scene defines the hosting scene
  57318. */
  57319. ActionManager.Parse = function (parsedActions, object, scene) {
  57320. var actionManager = new ActionManager(scene);
  57321. if (object === null) {
  57322. scene.actionManager = actionManager;
  57323. }
  57324. else {
  57325. object.actionManager = actionManager;
  57326. }
  57327. // instanciate a new object
  57328. var instanciate = function (name, params) {
  57329. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57330. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57331. newInstance.constructor.apply(newInstance, params);
  57332. return newInstance;
  57333. };
  57334. var parseParameter = function (name, value, target, propertyPath) {
  57335. if (propertyPath === null) {
  57336. // String, boolean or float
  57337. var floatValue = parseFloat(value);
  57338. if (value === "true" || value === "false") {
  57339. return value === "true";
  57340. }
  57341. else {
  57342. return isNaN(floatValue) ? value : floatValue;
  57343. }
  57344. }
  57345. var effectiveTarget = propertyPath.split(".");
  57346. var values = value.split(",");
  57347. // Get effective Target
  57348. for (var i = 0; i < effectiveTarget.length; i++) {
  57349. target = target[effectiveTarget[i]];
  57350. }
  57351. // Return appropriate value with its type
  57352. if (typeof (target) === "boolean") {
  57353. return values[0] === "true";
  57354. }
  57355. if (typeof (target) === "string") {
  57356. return values[0];
  57357. }
  57358. // Parameters with multiple values such as Vector3 etc.
  57359. var split = new Array();
  57360. for (var i = 0; i < values.length; i++) {
  57361. split.push(parseFloat(values[i]));
  57362. }
  57363. if (target instanceof BABYLON.Vector3) {
  57364. return BABYLON.Vector3.FromArray(split);
  57365. }
  57366. if (target instanceof BABYLON.Vector4) {
  57367. return BABYLON.Vector4.FromArray(split);
  57368. }
  57369. if (target instanceof BABYLON.Color3) {
  57370. return BABYLON.Color3.FromArray(split);
  57371. }
  57372. if (target instanceof BABYLON.Color4) {
  57373. return BABYLON.Color4.FromArray(split);
  57374. }
  57375. return parseFloat(values[0]);
  57376. };
  57377. // traverse graph per trigger
  57378. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57379. if (combineArray === void 0) { combineArray = null; }
  57380. if (parsedAction.detached) {
  57381. return;
  57382. }
  57383. var parameters = new Array();
  57384. var target = null;
  57385. var propertyPath = null;
  57386. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57387. // Parameters
  57388. if (parsedAction.type === 2) {
  57389. parameters.push(actionManager);
  57390. }
  57391. else {
  57392. parameters.push(trigger);
  57393. }
  57394. if (combine) {
  57395. var actions = new Array();
  57396. for (var j = 0; j < parsedAction.combine.length; j++) {
  57397. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57398. }
  57399. parameters.push(actions);
  57400. }
  57401. else {
  57402. for (var i = 0; i < parsedAction.properties.length; i++) {
  57403. var value = parsedAction.properties[i].value;
  57404. var name = parsedAction.properties[i].name;
  57405. var targetType = parsedAction.properties[i].targetType;
  57406. if (name === "target") {
  57407. if (targetType !== null && targetType === "SceneProperties") {
  57408. value = target = scene;
  57409. }
  57410. else {
  57411. value = target = scene.getNodeByName(value);
  57412. }
  57413. }
  57414. else if (name === "parent") {
  57415. value = scene.getNodeByName(value);
  57416. }
  57417. else if (name === "sound") {
  57418. // Can not externalize to component, so only checks for the presence off the API.
  57419. if (scene.getSoundByName) {
  57420. value = scene.getSoundByName(value);
  57421. }
  57422. }
  57423. else if (name !== "propertyPath") {
  57424. if (parsedAction.type === 2 && name === "operator") {
  57425. value = BABYLON.ValueCondition[value];
  57426. }
  57427. else {
  57428. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57429. }
  57430. }
  57431. else {
  57432. propertyPath = value;
  57433. }
  57434. parameters.push(value);
  57435. }
  57436. }
  57437. if (combineArray === null) {
  57438. parameters.push(condition);
  57439. }
  57440. else {
  57441. parameters.push(null);
  57442. }
  57443. // If interpolate value action
  57444. if (parsedAction.name === "InterpolateValueAction") {
  57445. var param = parameters[parameters.length - 2];
  57446. parameters[parameters.length - 1] = param;
  57447. parameters[parameters.length - 2] = condition;
  57448. }
  57449. // Action or condition(s) and not CombineAction
  57450. var newAction = instanciate(parsedAction.name, parameters);
  57451. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57452. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57453. if (action) {
  57454. action.then(nothing);
  57455. }
  57456. else {
  57457. actionManager.registerAction(nothing);
  57458. }
  57459. action = nothing;
  57460. }
  57461. if (combineArray === null) {
  57462. if (newAction instanceof BABYLON.Condition) {
  57463. condition = newAction;
  57464. newAction = action;
  57465. }
  57466. else {
  57467. condition = null;
  57468. if (action) {
  57469. action.then(newAction);
  57470. }
  57471. else {
  57472. actionManager.registerAction(newAction);
  57473. }
  57474. }
  57475. }
  57476. else {
  57477. combineArray.push(newAction);
  57478. }
  57479. for (var i = 0; i < parsedAction.children.length; i++) {
  57480. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57481. }
  57482. };
  57483. // triggers
  57484. for (var i = 0; i < parsedActions.children.length; i++) {
  57485. var triggerParams;
  57486. var trigger = parsedActions.children[i];
  57487. if (trigger.properties.length > 0) {
  57488. var param = trigger.properties[0].value;
  57489. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57490. if (value._meshId) {
  57491. value.mesh = scene.getMeshByID(value._meshId);
  57492. }
  57493. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57494. }
  57495. else {
  57496. triggerParams = ActionManager[trigger.name];
  57497. }
  57498. for (var j = 0; j < trigger.children.length; j++) {
  57499. if (!trigger.detached) {
  57500. traverse(trigger.children[j], triggerParams, null, null);
  57501. }
  57502. }
  57503. }
  57504. };
  57505. /**
  57506. * Get a trigger name by index
  57507. * @param trigger defines the trigger index
  57508. * @returns a trigger name
  57509. */
  57510. ActionManager.GetTriggerName = function (trigger) {
  57511. switch (trigger) {
  57512. case 0: return "NothingTrigger";
  57513. case 1: return "OnPickTrigger";
  57514. case 2: return "OnLeftPickTrigger";
  57515. case 3: return "OnRightPickTrigger";
  57516. case 4: return "OnCenterPickTrigger";
  57517. case 5: return "OnPickDownTrigger";
  57518. case 6: return "OnPickUpTrigger";
  57519. case 7: return "OnLongPressTrigger";
  57520. case 8: return "OnPointerOverTrigger";
  57521. case 9: return "OnPointerOutTrigger";
  57522. case 10: return "OnEveryFrameTrigger";
  57523. case 11: return "OnIntersectionEnterTrigger";
  57524. case 12: return "OnIntersectionExitTrigger";
  57525. case 13: return "OnKeyDownTrigger";
  57526. case 14: return "OnKeyUpTrigger";
  57527. case 15: return "OnPickOutTrigger";
  57528. default: return "";
  57529. }
  57530. };
  57531. /**
  57532. * Nothing
  57533. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57534. */
  57535. ActionManager.NothingTrigger = 0;
  57536. /**
  57537. * On pick
  57538. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57539. */
  57540. ActionManager.OnPickTrigger = 1;
  57541. /**
  57542. * On left pick
  57543. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57544. */
  57545. ActionManager.OnLeftPickTrigger = 2;
  57546. /**
  57547. * On right pick
  57548. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57549. */
  57550. ActionManager.OnRightPickTrigger = 3;
  57551. /**
  57552. * On center pick
  57553. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57554. */
  57555. ActionManager.OnCenterPickTrigger = 4;
  57556. /**
  57557. * On pick down
  57558. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57559. */
  57560. ActionManager.OnPickDownTrigger = 5;
  57561. /**
  57562. * On double pick
  57563. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57564. */
  57565. ActionManager.OnDoublePickTrigger = 6;
  57566. /**
  57567. * On pick up
  57568. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57569. */
  57570. ActionManager.OnPickUpTrigger = 7;
  57571. /**
  57572. * On pick out.
  57573. * This trigger will only be raised if you also declared a OnPickDown
  57574. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57575. */
  57576. ActionManager.OnPickOutTrigger = 16;
  57577. /**
  57578. * On long press
  57579. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57580. */
  57581. ActionManager.OnLongPressTrigger = 8;
  57582. /**
  57583. * On pointer over
  57584. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57585. */
  57586. ActionManager.OnPointerOverTrigger = 9;
  57587. /**
  57588. * On pointer out
  57589. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57590. */
  57591. ActionManager.OnPointerOutTrigger = 10;
  57592. /**
  57593. * On every frame
  57594. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57595. */
  57596. ActionManager.OnEveryFrameTrigger = 11;
  57597. /**
  57598. * On intersection enter
  57599. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57600. */
  57601. ActionManager.OnIntersectionEnterTrigger = 12;
  57602. /**
  57603. * On intersection exit
  57604. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57605. */
  57606. ActionManager.OnIntersectionExitTrigger = 13;
  57607. /**
  57608. * On key down
  57609. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57610. */
  57611. ActionManager.OnKeyDownTrigger = 14;
  57612. /**
  57613. * On key up
  57614. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57615. */
  57616. ActionManager.OnKeyUpTrigger = 15;
  57617. /** Gets the list of active triggers */
  57618. ActionManager.Triggers = {};
  57619. return ActionManager;
  57620. }());
  57621. BABYLON.ActionManager = ActionManager;
  57622. })(BABYLON || (BABYLON = {}));
  57623. //# sourceMappingURL=babylon.actionManager.js.map
  57624. var BABYLON;
  57625. (function (BABYLON) {
  57626. /**
  57627. * This defines an action responsible to change the value of a property
  57628. * by interpolating between its current value and the newly set one once triggered.
  57629. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57630. */
  57631. var InterpolateValueAction = /** @class */ (function (_super) {
  57632. __extends(InterpolateValueAction, _super);
  57633. /**
  57634. * Instantiate the action
  57635. * @param triggerOptions defines the trigger options
  57636. * @param target defines the object containing the value to interpolate
  57637. * @param propertyPath defines the path to the property in the target object
  57638. * @param value defines the target value at the end of the interpolation
  57639. * @param duration deines the time it will take for the property to interpolate to the value.
  57640. * @param condition defines the trigger related conditions
  57641. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57642. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57643. */
  57644. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57645. if (duration === void 0) { duration = 1000; }
  57646. var _this = _super.call(this, triggerOptions, condition) || this;
  57647. /**
  57648. * Defines the time it will take for the property to interpolate to the value.
  57649. */
  57650. _this.duration = 1000;
  57651. /**
  57652. * Observable triggered once the interpolation animation has been done.
  57653. */
  57654. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57655. _this.propertyPath = propertyPath;
  57656. _this.value = value;
  57657. _this.duration = duration;
  57658. _this.stopOtherAnimations = stopOtherAnimations;
  57659. _this.onInterpolationDone = onInterpolationDone;
  57660. _this._target = _this._effectiveTarget = target;
  57661. return _this;
  57662. }
  57663. /** @hidden */
  57664. InterpolateValueAction.prototype._prepare = function () {
  57665. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57666. this._property = this._getProperty(this.propertyPath);
  57667. };
  57668. /**
  57669. * Execute the action starts the value interpolation.
  57670. */
  57671. InterpolateValueAction.prototype.execute = function () {
  57672. var _this = this;
  57673. var scene = this._actionManager.getScene();
  57674. var keys = [
  57675. {
  57676. frame: 0,
  57677. value: this._effectiveTarget[this._property]
  57678. }, {
  57679. frame: 100,
  57680. value: this.value
  57681. }
  57682. ];
  57683. var dataType;
  57684. if (typeof this.value === "number") {
  57685. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57686. }
  57687. else if (this.value instanceof BABYLON.Color3) {
  57688. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57689. }
  57690. else if (this.value instanceof BABYLON.Vector3) {
  57691. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57692. }
  57693. else if (this.value instanceof BABYLON.Matrix) {
  57694. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57695. }
  57696. else if (this.value instanceof BABYLON.Quaternion) {
  57697. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57698. }
  57699. else {
  57700. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57701. return;
  57702. }
  57703. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57704. animation.setKeys(keys);
  57705. if (this.stopOtherAnimations) {
  57706. scene.stopAnimation(this._effectiveTarget);
  57707. }
  57708. var wrapper = function () {
  57709. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57710. if (_this.onInterpolationDone) {
  57711. _this.onInterpolationDone();
  57712. }
  57713. };
  57714. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57715. };
  57716. /**
  57717. * Serializes the actions and its related information.
  57718. * @param parent defines the object to serialize in
  57719. * @returns the serialized object
  57720. */
  57721. InterpolateValueAction.prototype.serialize = function (parent) {
  57722. return _super.prototype._serialize.call(this, {
  57723. name: "InterpolateValueAction",
  57724. properties: [
  57725. BABYLON.Action._GetTargetProperty(this._target),
  57726. { name: "propertyPath", value: this.propertyPath },
  57727. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57728. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57729. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57730. ]
  57731. }, parent);
  57732. };
  57733. return InterpolateValueAction;
  57734. }(BABYLON.Action));
  57735. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57736. })(BABYLON || (BABYLON = {}));
  57737. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57738. var BABYLON;
  57739. (function (BABYLON) {
  57740. /**
  57741. * This defines an action responsible to toggle a boolean once triggered.
  57742. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57743. */
  57744. var SwitchBooleanAction = /** @class */ (function (_super) {
  57745. __extends(SwitchBooleanAction, _super);
  57746. /**
  57747. * Instantiate the action
  57748. * @param triggerOptions defines the trigger options
  57749. * @param target defines the object containing the boolean
  57750. * @param propertyPath defines the path to the boolean property in the target object
  57751. * @param condition defines the trigger related conditions
  57752. */
  57753. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57754. var _this = _super.call(this, triggerOptions, condition) || this;
  57755. _this.propertyPath = propertyPath;
  57756. _this._target = _this._effectiveTarget = target;
  57757. return _this;
  57758. }
  57759. /** @hidden */
  57760. SwitchBooleanAction.prototype._prepare = function () {
  57761. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57762. this._property = this._getProperty(this.propertyPath);
  57763. };
  57764. /**
  57765. * Execute the action toggle the boolean value.
  57766. */
  57767. SwitchBooleanAction.prototype.execute = function () {
  57768. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57769. };
  57770. /**
  57771. * Serializes the actions and its related information.
  57772. * @param parent defines the object to serialize in
  57773. * @returns the serialized object
  57774. */
  57775. SwitchBooleanAction.prototype.serialize = function (parent) {
  57776. return _super.prototype._serialize.call(this, {
  57777. name: "SwitchBooleanAction",
  57778. properties: [
  57779. BABYLON.Action._GetTargetProperty(this._target),
  57780. { name: "propertyPath", value: this.propertyPath }
  57781. ]
  57782. }, parent);
  57783. };
  57784. return SwitchBooleanAction;
  57785. }(BABYLON.Action));
  57786. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57787. /**
  57788. * This defines an action responsible to set a the state field of the target
  57789. * to a desired value once triggered.
  57790. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57791. */
  57792. var SetStateAction = /** @class */ (function (_super) {
  57793. __extends(SetStateAction, _super);
  57794. /**
  57795. * Instantiate the action
  57796. * @param triggerOptions defines the trigger options
  57797. * @param target defines the object containing the state property
  57798. * @param value defines the value to store in the state field
  57799. * @param condition defines the trigger related conditions
  57800. */
  57801. function SetStateAction(triggerOptions, target, value, condition) {
  57802. var _this = _super.call(this, triggerOptions, condition) || this;
  57803. _this.value = value;
  57804. _this._target = target;
  57805. return _this;
  57806. }
  57807. /**
  57808. * Execute the action and store the value on the target state property.
  57809. */
  57810. SetStateAction.prototype.execute = function () {
  57811. this._target.state = this.value;
  57812. };
  57813. /**
  57814. * Serializes the actions and its related information.
  57815. * @param parent defines the object to serialize in
  57816. * @returns the serialized object
  57817. */
  57818. SetStateAction.prototype.serialize = function (parent) {
  57819. return _super.prototype._serialize.call(this, {
  57820. name: "SetStateAction",
  57821. properties: [
  57822. BABYLON.Action._GetTargetProperty(this._target),
  57823. { name: "value", value: this.value }
  57824. ]
  57825. }, parent);
  57826. };
  57827. return SetStateAction;
  57828. }(BABYLON.Action));
  57829. BABYLON.SetStateAction = SetStateAction;
  57830. /**
  57831. * This defines an action responsible to set a property of the target
  57832. * to a desired value once triggered.
  57833. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57834. */
  57835. var SetValueAction = /** @class */ (function (_super) {
  57836. __extends(SetValueAction, _super);
  57837. /**
  57838. * Instantiate the action
  57839. * @param triggerOptions defines the trigger options
  57840. * @param target defines the object containing the property
  57841. * @param propertyPath defines the path of the property to set in the target
  57842. * @param value defines the value to set in the property
  57843. * @param condition defines the trigger related conditions
  57844. */
  57845. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57846. var _this = _super.call(this, triggerOptions, condition) || this;
  57847. _this.propertyPath = propertyPath;
  57848. _this.value = value;
  57849. _this._target = _this._effectiveTarget = target;
  57850. return _this;
  57851. }
  57852. /** @hidden */
  57853. SetValueAction.prototype._prepare = function () {
  57854. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57855. this._property = this._getProperty(this.propertyPath);
  57856. };
  57857. /**
  57858. * Execute the action and set the targetted property to the desired value.
  57859. */
  57860. SetValueAction.prototype.execute = function () {
  57861. this._effectiveTarget[this._property] = this.value;
  57862. if (this._target.markAsDirty) {
  57863. this._target.markAsDirty(this._property);
  57864. }
  57865. };
  57866. /**
  57867. * Serializes the actions and its related information.
  57868. * @param parent defines the object to serialize in
  57869. * @returns the serialized object
  57870. */
  57871. SetValueAction.prototype.serialize = function (parent) {
  57872. return _super.prototype._serialize.call(this, {
  57873. name: "SetValueAction",
  57874. properties: [
  57875. BABYLON.Action._GetTargetProperty(this._target),
  57876. { name: "propertyPath", value: this.propertyPath },
  57877. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57878. ]
  57879. }, parent);
  57880. };
  57881. return SetValueAction;
  57882. }(BABYLON.Action));
  57883. BABYLON.SetValueAction = SetValueAction;
  57884. /**
  57885. * This defines an action responsible to increment the target value
  57886. * to a desired value once triggered.
  57887. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57888. */
  57889. var IncrementValueAction = /** @class */ (function (_super) {
  57890. __extends(IncrementValueAction, _super);
  57891. /**
  57892. * Instantiate the action
  57893. * @param triggerOptions defines the trigger options
  57894. * @param target defines the object containing the property
  57895. * @param propertyPath defines the path of the property to increment in the target
  57896. * @param value defines the value value we should increment the property by
  57897. * @param condition defines the trigger related conditions
  57898. */
  57899. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57900. var _this = _super.call(this, triggerOptions, condition) || this;
  57901. _this.propertyPath = propertyPath;
  57902. _this.value = value;
  57903. _this._target = _this._effectiveTarget = target;
  57904. return _this;
  57905. }
  57906. /** @hidden */
  57907. IncrementValueAction.prototype._prepare = function () {
  57908. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57909. this._property = this._getProperty(this.propertyPath);
  57910. if (typeof this._effectiveTarget[this._property] !== "number") {
  57911. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57912. }
  57913. };
  57914. /**
  57915. * Execute the action and increment the target of the value amount.
  57916. */
  57917. IncrementValueAction.prototype.execute = function () {
  57918. this._effectiveTarget[this._property] += this.value;
  57919. if (this._target.markAsDirty) {
  57920. this._target.markAsDirty(this._property);
  57921. }
  57922. };
  57923. /**
  57924. * Serializes the actions and its related information.
  57925. * @param parent defines the object to serialize in
  57926. * @returns the serialized object
  57927. */
  57928. IncrementValueAction.prototype.serialize = function (parent) {
  57929. return _super.prototype._serialize.call(this, {
  57930. name: "IncrementValueAction",
  57931. properties: [
  57932. BABYLON.Action._GetTargetProperty(this._target),
  57933. { name: "propertyPath", value: this.propertyPath },
  57934. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57935. ]
  57936. }, parent);
  57937. };
  57938. return IncrementValueAction;
  57939. }(BABYLON.Action));
  57940. BABYLON.IncrementValueAction = IncrementValueAction;
  57941. /**
  57942. * This defines an action responsible to start an animation once triggered.
  57943. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57944. */
  57945. var PlayAnimationAction = /** @class */ (function (_super) {
  57946. __extends(PlayAnimationAction, _super);
  57947. /**
  57948. * Instantiate the action
  57949. * @param triggerOptions defines the trigger options
  57950. * @param target defines the target animation or animation name
  57951. * @param from defines from where the animation should start (animation frame)
  57952. * @param end defines where the animation should stop (animation frame)
  57953. * @param loop defines if the animation should loop or stop after the first play
  57954. * @param condition defines the trigger related conditions
  57955. */
  57956. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57957. var _this = _super.call(this, triggerOptions, condition) || this;
  57958. _this.from = from;
  57959. _this.to = to;
  57960. _this.loop = loop;
  57961. _this._target = target;
  57962. return _this;
  57963. }
  57964. /** @hidden */
  57965. PlayAnimationAction.prototype._prepare = function () {
  57966. };
  57967. /**
  57968. * Execute the action and play the animation.
  57969. */
  57970. PlayAnimationAction.prototype.execute = function () {
  57971. var scene = this._actionManager.getScene();
  57972. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57973. };
  57974. /**
  57975. * Serializes the actions and its related information.
  57976. * @param parent defines the object to serialize in
  57977. * @returns the serialized object
  57978. */
  57979. PlayAnimationAction.prototype.serialize = function (parent) {
  57980. return _super.prototype._serialize.call(this, {
  57981. name: "PlayAnimationAction",
  57982. properties: [
  57983. BABYLON.Action._GetTargetProperty(this._target),
  57984. { name: "from", value: String(this.from) },
  57985. { name: "to", value: String(this.to) },
  57986. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57987. ]
  57988. }, parent);
  57989. };
  57990. return PlayAnimationAction;
  57991. }(BABYLON.Action));
  57992. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57993. /**
  57994. * This defines an action responsible to stop an animation once triggered.
  57995. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57996. */
  57997. var StopAnimationAction = /** @class */ (function (_super) {
  57998. __extends(StopAnimationAction, _super);
  57999. /**
  58000. * Instantiate the action
  58001. * @param triggerOptions defines the trigger options
  58002. * @param target defines the target animation or animation name
  58003. * @param condition defines the trigger related conditions
  58004. */
  58005. function StopAnimationAction(triggerOptions, target, condition) {
  58006. var _this = _super.call(this, triggerOptions, condition) || this;
  58007. _this._target = target;
  58008. return _this;
  58009. }
  58010. /** @hidden */
  58011. StopAnimationAction.prototype._prepare = function () {
  58012. };
  58013. /**
  58014. * Execute the action and stop the animation.
  58015. */
  58016. StopAnimationAction.prototype.execute = function () {
  58017. var scene = this._actionManager.getScene();
  58018. scene.stopAnimation(this._target);
  58019. };
  58020. /**
  58021. * Serializes the actions and its related information.
  58022. * @param parent defines the object to serialize in
  58023. * @returns the serialized object
  58024. */
  58025. StopAnimationAction.prototype.serialize = function (parent) {
  58026. return _super.prototype._serialize.call(this, {
  58027. name: "StopAnimationAction",
  58028. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  58029. }, parent);
  58030. };
  58031. return StopAnimationAction;
  58032. }(BABYLON.Action));
  58033. BABYLON.StopAnimationAction = StopAnimationAction;
  58034. /**
  58035. * This defines an action responsible that does nothing once triggered.
  58036. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58037. */
  58038. var DoNothingAction = /** @class */ (function (_super) {
  58039. __extends(DoNothingAction, _super);
  58040. /**
  58041. * Instantiate the action
  58042. * @param triggerOptions defines the trigger options
  58043. * @param condition defines the trigger related conditions
  58044. */
  58045. function DoNothingAction(triggerOptions, condition) {
  58046. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  58047. return _super.call(this, triggerOptions, condition) || this;
  58048. }
  58049. /**
  58050. * Execute the action and do nothing.
  58051. */
  58052. DoNothingAction.prototype.execute = function () {
  58053. };
  58054. /**
  58055. * Serializes the actions and its related information.
  58056. * @param parent defines the object to serialize in
  58057. * @returns the serialized object
  58058. */
  58059. DoNothingAction.prototype.serialize = function (parent) {
  58060. return _super.prototype._serialize.call(this, {
  58061. name: "DoNothingAction",
  58062. properties: []
  58063. }, parent);
  58064. };
  58065. return DoNothingAction;
  58066. }(BABYLON.Action));
  58067. BABYLON.DoNothingAction = DoNothingAction;
  58068. /**
  58069. * This defines an action responsible to trigger several actions once triggered.
  58070. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58071. */
  58072. var CombineAction = /** @class */ (function (_super) {
  58073. __extends(CombineAction, _super);
  58074. /**
  58075. * Instantiate the action
  58076. * @param triggerOptions defines the trigger options
  58077. * @param children defines the list of aggregated animations to run
  58078. * @param condition defines the trigger related conditions
  58079. */
  58080. function CombineAction(triggerOptions, children, condition) {
  58081. var _this = _super.call(this, triggerOptions, condition) || this;
  58082. _this.children = children;
  58083. return _this;
  58084. }
  58085. /** @hidden */
  58086. CombineAction.prototype._prepare = function () {
  58087. for (var index = 0; index < this.children.length; index++) {
  58088. this.children[index]._actionManager = this._actionManager;
  58089. this.children[index]._prepare();
  58090. }
  58091. };
  58092. /**
  58093. * Execute the action and executes all the aggregated actions.
  58094. */
  58095. CombineAction.prototype.execute = function (evt) {
  58096. for (var index = 0; index < this.children.length; index++) {
  58097. this.children[index].execute(evt);
  58098. }
  58099. };
  58100. /**
  58101. * Serializes the actions and its related information.
  58102. * @param parent defines the object to serialize in
  58103. * @returns the serialized object
  58104. */
  58105. CombineAction.prototype.serialize = function (parent) {
  58106. var serializationObject = _super.prototype._serialize.call(this, {
  58107. name: "CombineAction",
  58108. properties: [],
  58109. combine: []
  58110. }, parent);
  58111. for (var i = 0; i < this.children.length; i++) {
  58112. serializationObject.combine.push(this.children[i].serialize(null));
  58113. }
  58114. return serializationObject;
  58115. };
  58116. return CombineAction;
  58117. }(BABYLON.Action));
  58118. BABYLON.CombineAction = CombineAction;
  58119. /**
  58120. * This defines an action responsible to run code (external event) once triggered.
  58121. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58122. */
  58123. var ExecuteCodeAction = /** @class */ (function (_super) {
  58124. __extends(ExecuteCodeAction, _super);
  58125. /**
  58126. * Instantiate the action
  58127. * @param triggerOptions defines the trigger options
  58128. * @param func defines the callback function to run
  58129. * @param condition defines the trigger related conditions
  58130. */
  58131. function ExecuteCodeAction(triggerOptions, func, condition) {
  58132. var _this = _super.call(this, triggerOptions, condition) || this;
  58133. _this.func = func;
  58134. return _this;
  58135. }
  58136. /**
  58137. * Execute the action and run the attached code.
  58138. */
  58139. ExecuteCodeAction.prototype.execute = function (evt) {
  58140. this.func(evt);
  58141. };
  58142. return ExecuteCodeAction;
  58143. }(BABYLON.Action));
  58144. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58145. /**
  58146. * This defines an action responsible to set the parent property of the target once triggered.
  58147. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58148. */
  58149. var SetParentAction = /** @class */ (function (_super) {
  58150. __extends(SetParentAction, _super);
  58151. /**
  58152. * Instantiate the action
  58153. * @param triggerOptions defines the trigger options
  58154. * @param target defines the target containing the parent property
  58155. * @param parent defines from where the animation should start (animation frame)
  58156. * @param condition defines the trigger related conditions
  58157. */
  58158. function SetParentAction(triggerOptions, target, parent, condition) {
  58159. var _this = _super.call(this, triggerOptions, condition) || this;
  58160. _this._target = target;
  58161. _this._parent = parent;
  58162. return _this;
  58163. }
  58164. /** @hidden */
  58165. SetParentAction.prototype._prepare = function () {
  58166. };
  58167. /**
  58168. * Execute the action and set the parent property.
  58169. */
  58170. SetParentAction.prototype.execute = function () {
  58171. if (this._target.parent === this._parent) {
  58172. return;
  58173. }
  58174. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58175. invertParentWorldMatrix.invert();
  58176. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58177. this._target.parent = this._parent;
  58178. };
  58179. /**
  58180. * Serializes the actions and its related information.
  58181. * @param parent defines the object to serialize in
  58182. * @returns the serialized object
  58183. */
  58184. SetParentAction.prototype.serialize = function (parent) {
  58185. return _super.prototype._serialize.call(this, {
  58186. name: "SetParentAction",
  58187. properties: [
  58188. BABYLON.Action._GetTargetProperty(this._target),
  58189. BABYLON.Action._GetTargetProperty(this._parent),
  58190. ]
  58191. }, parent);
  58192. };
  58193. return SetParentAction;
  58194. }(BABYLON.Action));
  58195. BABYLON.SetParentAction = SetParentAction;
  58196. })(BABYLON || (BABYLON = {}));
  58197. //# sourceMappingURL=babylon.directActions.js.map
  58198. var BABYLON;
  58199. (function (BABYLON) {
  58200. /**
  58201. * Class used to manage multiple sprites on the same spritesheet
  58202. * @see http://doc.babylonjs.com/babylon101/sprites
  58203. */
  58204. var SpriteManager = /** @class */ (function () {
  58205. /**
  58206. * Creates a new sprite manager
  58207. * @param name defines the manager's name
  58208. * @param imgUrl defines the sprite sheet url
  58209. * @param capacity defines the maximum allowed number of sprites
  58210. * @param cellSize defines the size of a sprite cell
  58211. * @param scene defines the hosting scene
  58212. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58213. * @param samplingMode defines the smapling mode to use with spritesheet
  58214. */
  58215. function SpriteManager(
  58216. /** defines the manager's name */
  58217. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58218. if (epsilon === void 0) { epsilon = 0.01; }
  58219. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58220. this.name = name;
  58221. /** Gets the list of sprites */
  58222. this.sprites = new Array();
  58223. /** Gets or sets the rendering group id (0 by default) */
  58224. this.renderingGroupId = 0;
  58225. /** Gets or sets camera layer mask */
  58226. this.layerMask = 0x0FFFFFFF;
  58227. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58228. this.fogEnabled = true;
  58229. /** Gets or sets a boolean indicating if the sprites are pickable */
  58230. this.isPickable = false;
  58231. /**
  58232. * An event triggered when the manager is disposed.
  58233. */
  58234. this.onDisposeObservable = new BABYLON.Observable();
  58235. this._vertexBuffers = {};
  58236. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58237. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58238. }
  58239. this._capacity = capacity;
  58240. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58241. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58242. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58243. if (cellSize.width && cellSize.height) {
  58244. this.cellWidth = cellSize.width;
  58245. this.cellHeight = cellSize.height;
  58246. }
  58247. else if (cellSize !== undefined) {
  58248. this.cellWidth = cellSize;
  58249. this.cellHeight = cellSize;
  58250. }
  58251. else {
  58252. return;
  58253. }
  58254. this._epsilon = epsilon;
  58255. this._scene = scene;
  58256. this._scene.spriteManagers.push(this);
  58257. var indices = [];
  58258. var index = 0;
  58259. for (var count = 0; count < capacity; count++) {
  58260. indices.push(index);
  58261. indices.push(index + 1);
  58262. indices.push(index + 2);
  58263. indices.push(index);
  58264. indices.push(index + 2);
  58265. indices.push(index + 3);
  58266. index += 4;
  58267. }
  58268. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58269. // VBO
  58270. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58271. this._vertexData = new Float32Array(capacity * 16 * 4);
  58272. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58273. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58274. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58275. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58276. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58277. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58278. this._vertexBuffers["options"] = options;
  58279. this._vertexBuffers["cellInfo"] = cellInfo;
  58280. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58281. // Effects
  58282. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58283. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58284. }
  58285. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58286. /**
  58287. * Callback called when the manager is disposed
  58288. */
  58289. set: function (callback) {
  58290. if (this._onDisposeObserver) {
  58291. this.onDisposeObservable.remove(this._onDisposeObserver);
  58292. }
  58293. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58294. },
  58295. enumerable: true,
  58296. configurable: true
  58297. });
  58298. Object.defineProperty(SpriteManager.prototype, "texture", {
  58299. /**
  58300. * Gets or sets the spritesheet texture
  58301. */
  58302. get: function () {
  58303. return this._spriteTexture;
  58304. },
  58305. set: function (value) {
  58306. this._spriteTexture = value;
  58307. },
  58308. enumerable: true,
  58309. configurable: true
  58310. });
  58311. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58312. var arrayOffset = index * 16;
  58313. if (offsetX === 0) {
  58314. offsetX = this._epsilon;
  58315. }
  58316. else if (offsetX === 1) {
  58317. offsetX = 1 - this._epsilon;
  58318. }
  58319. if (offsetY === 0) {
  58320. offsetY = this._epsilon;
  58321. }
  58322. else if (offsetY === 1) {
  58323. offsetY = 1 - this._epsilon;
  58324. }
  58325. this._vertexData[arrayOffset] = sprite.position.x;
  58326. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58327. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58328. this._vertexData[arrayOffset + 3] = sprite.angle;
  58329. this._vertexData[arrayOffset + 4] = sprite.width;
  58330. this._vertexData[arrayOffset + 5] = sprite.height;
  58331. this._vertexData[arrayOffset + 6] = offsetX;
  58332. this._vertexData[arrayOffset + 7] = offsetY;
  58333. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58334. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58335. var offset = (sprite.cellIndex / rowSize) >> 0;
  58336. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58337. this._vertexData[arrayOffset + 11] = offset;
  58338. // Color
  58339. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58340. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58341. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58342. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58343. };
  58344. /**
  58345. * Intersects the sprites with a ray
  58346. * @param ray defines the ray to intersect with
  58347. * @param camera defines the current active camera
  58348. * @param predicate defines a predicate used to select candidate sprites
  58349. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58350. * @returns null if no hit or a PickingInfo
  58351. */
  58352. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58353. var count = Math.min(this._capacity, this.sprites.length);
  58354. var min = BABYLON.Vector3.Zero();
  58355. var max = BABYLON.Vector3.Zero();
  58356. var distance = Number.MAX_VALUE;
  58357. var currentSprite = null;
  58358. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58359. var cameraView = camera.getViewMatrix();
  58360. for (var index = 0; index < count; index++) {
  58361. var sprite = this.sprites[index];
  58362. if (!sprite) {
  58363. continue;
  58364. }
  58365. if (predicate) {
  58366. if (!predicate(sprite)) {
  58367. continue;
  58368. }
  58369. }
  58370. else if (!sprite.isPickable) {
  58371. continue;
  58372. }
  58373. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58374. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58375. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58376. if (ray.intersectsBoxMinMax(min, max)) {
  58377. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58378. if (distance > currentDistance) {
  58379. distance = currentDistance;
  58380. currentSprite = sprite;
  58381. if (fastCheck) {
  58382. break;
  58383. }
  58384. }
  58385. }
  58386. }
  58387. if (currentSprite) {
  58388. var result = new BABYLON.PickingInfo();
  58389. result.hit = true;
  58390. result.pickedSprite = currentSprite;
  58391. result.distance = distance;
  58392. return result;
  58393. }
  58394. return null;
  58395. };
  58396. /**
  58397. * Render all child sprites
  58398. */
  58399. SpriteManager.prototype.render = function () {
  58400. // Check
  58401. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58402. return;
  58403. }
  58404. var engine = this._scene.getEngine();
  58405. var baseSize = this._spriteTexture.getBaseSize();
  58406. // Sprites
  58407. var deltaTime = engine.getDeltaTime();
  58408. var max = Math.min(this._capacity, this.sprites.length);
  58409. var rowSize = baseSize.width / this.cellWidth;
  58410. var offset = 0;
  58411. for (var index = 0; index < max; index++) {
  58412. var sprite = this.sprites[index];
  58413. if (!sprite || !sprite.isVisible) {
  58414. continue;
  58415. }
  58416. sprite._animate(deltaTime);
  58417. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58418. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58419. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58420. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58421. }
  58422. this._buffer.update(this._vertexData);
  58423. // Render
  58424. var effect = this._effectBase;
  58425. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58426. effect = this._effectFog;
  58427. }
  58428. engine.enableEffect(effect);
  58429. var viewMatrix = this._scene.getViewMatrix();
  58430. effect.setTexture("diffuseSampler", this._spriteTexture);
  58431. effect.setMatrix("view", viewMatrix);
  58432. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58433. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58434. // Fog
  58435. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58436. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58437. effect.setColor3("vFogColor", this._scene.fogColor);
  58438. }
  58439. // VBOs
  58440. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58441. // Draw order
  58442. engine.setDepthFunctionToLessOrEqual();
  58443. effect.setBool("alphaTest", true);
  58444. engine.setColorWrite(false);
  58445. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58446. engine.setColorWrite(true);
  58447. effect.setBool("alphaTest", false);
  58448. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58449. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58450. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58451. };
  58452. /**
  58453. * Release associated resources
  58454. */
  58455. SpriteManager.prototype.dispose = function () {
  58456. if (this._buffer) {
  58457. this._buffer.dispose();
  58458. this._buffer = null;
  58459. }
  58460. if (this._indexBuffer) {
  58461. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58462. this._indexBuffer = null;
  58463. }
  58464. if (this._spriteTexture) {
  58465. this._spriteTexture.dispose();
  58466. this._spriteTexture = null;
  58467. }
  58468. // Remove from scene
  58469. var index = this._scene.spriteManagers.indexOf(this);
  58470. this._scene.spriteManagers.splice(index, 1);
  58471. // Callback
  58472. this.onDisposeObservable.notifyObservers(this);
  58473. this.onDisposeObservable.clear();
  58474. };
  58475. return SpriteManager;
  58476. }());
  58477. BABYLON.SpriteManager = SpriteManager;
  58478. })(BABYLON || (BABYLON = {}));
  58479. //# sourceMappingURL=babylon.spriteManager.js.map
  58480. var BABYLON;
  58481. (function (BABYLON) {
  58482. /**
  58483. * Class used to represent a sprite
  58484. * @see http://doc.babylonjs.com/babylon101/sprites
  58485. */
  58486. var Sprite = /** @class */ (function () {
  58487. /**
  58488. * Creates a new Sprite
  58489. * @param name defines the name
  58490. * @param manager defines the manager
  58491. */
  58492. function Sprite(
  58493. /** defines the name */
  58494. name, manager) {
  58495. this.name = name;
  58496. /** Gets or sets the main color */
  58497. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58498. /** Gets or sets the width */
  58499. this.width = 1.0;
  58500. /** Gets or sets the height */
  58501. this.height = 1.0;
  58502. /** Gets or sets rotation angle */
  58503. this.angle = 0;
  58504. /** Gets or sets the cell index in the sprite sheet */
  58505. this.cellIndex = 0;
  58506. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58507. this.invertU = 0;
  58508. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58509. this.invertV = 0;
  58510. /** Gets the list of attached animations */
  58511. this.animations = new Array();
  58512. /** Gets or sets a boolean indicating if the sprite can be picked */
  58513. this.isPickable = false;
  58514. this._animationStarted = false;
  58515. this._loopAnimation = false;
  58516. this._fromIndex = 0;
  58517. this._toIndex = 0;
  58518. this._delay = 0;
  58519. this._direction = 1;
  58520. this._time = 0;
  58521. /**
  58522. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58523. */
  58524. this.isVisible = true;
  58525. this._manager = manager;
  58526. this._manager.sprites.push(this);
  58527. this.position = BABYLON.Vector3.Zero();
  58528. }
  58529. Object.defineProperty(Sprite.prototype, "size", {
  58530. /**
  58531. * Gets or sets the sprite size
  58532. */
  58533. get: function () {
  58534. return this.width;
  58535. },
  58536. set: function (value) {
  58537. this.width = value;
  58538. this.height = value;
  58539. },
  58540. enumerable: true,
  58541. configurable: true
  58542. });
  58543. /**
  58544. * Starts an animation
  58545. * @param from defines the initial key
  58546. * @param to defines the end key
  58547. * @param loop defines if the animation must loop
  58548. * @param delay defines the start delay (in ms)
  58549. * @param onAnimationEnd defines a callback to call when animation ends
  58550. */
  58551. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58552. this._fromIndex = from;
  58553. this._toIndex = to;
  58554. this._loopAnimation = loop;
  58555. this._delay = delay;
  58556. this._animationStarted = true;
  58557. this._direction = from < to ? 1 : -1;
  58558. this.cellIndex = from;
  58559. this._time = 0;
  58560. this._onAnimationEnd = onAnimationEnd;
  58561. };
  58562. /** Stops current animation (if any) */
  58563. Sprite.prototype.stopAnimation = function () {
  58564. this._animationStarted = false;
  58565. };
  58566. /** @hidden */
  58567. Sprite.prototype._animate = function (deltaTime) {
  58568. if (!this._animationStarted) {
  58569. return;
  58570. }
  58571. this._time += deltaTime;
  58572. if (this._time > this._delay) {
  58573. this._time = this._time % this._delay;
  58574. this.cellIndex += this._direction;
  58575. if (this.cellIndex > this._toIndex) {
  58576. if (this._loopAnimation) {
  58577. this.cellIndex = this._fromIndex;
  58578. }
  58579. else {
  58580. this.cellIndex = this._toIndex;
  58581. this._animationStarted = false;
  58582. if (this._onAnimationEnd) {
  58583. this._onAnimationEnd();
  58584. }
  58585. if (this.disposeWhenFinishedAnimating) {
  58586. this.dispose();
  58587. }
  58588. }
  58589. }
  58590. }
  58591. };
  58592. /** Release associated resources */
  58593. Sprite.prototype.dispose = function () {
  58594. for (var i = 0; i < this._manager.sprites.length; i++) {
  58595. if (this._manager.sprites[i] == this) {
  58596. this._manager.sprites.splice(i, 1);
  58597. }
  58598. }
  58599. };
  58600. return Sprite;
  58601. }());
  58602. BABYLON.Sprite = Sprite;
  58603. })(BABYLON || (BABYLON = {}));
  58604. //# sourceMappingURL=babylon.sprite.js.map
  58605. var BABYLON;
  58606. (function (BABYLON) {
  58607. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58608. if (!BABYLON.PickingInfo) {
  58609. return null;
  58610. }
  58611. var pickingInfo = null;
  58612. if (!camera) {
  58613. if (!this.activeCamera) {
  58614. return null;
  58615. }
  58616. camera = this.activeCamera;
  58617. }
  58618. if (this.spriteManagers.length > 0) {
  58619. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58620. var spriteManager = this.spriteManagers[spriteIndex];
  58621. if (!spriteManager.isPickable) {
  58622. continue;
  58623. }
  58624. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58625. if (!result || !result.hit) {
  58626. continue;
  58627. }
  58628. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58629. continue;
  58630. }
  58631. pickingInfo = result;
  58632. if (fastCheck) {
  58633. break;
  58634. }
  58635. }
  58636. }
  58637. return pickingInfo || new BABYLON.PickingInfo();
  58638. };
  58639. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58640. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58641. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58642. };
  58643. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58644. if (!this._tempSpritePickingRay) {
  58645. return null;
  58646. }
  58647. if (!camera) {
  58648. if (!this.activeCamera) {
  58649. return null;
  58650. }
  58651. camera = this.activeCamera;
  58652. }
  58653. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58654. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58655. };
  58656. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58657. if (this._pointerOverSprite === sprite) {
  58658. return;
  58659. }
  58660. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58661. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58662. }
  58663. this._pointerOverSprite = sprite;
  58664. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58665. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58666. }
  58667. };
  58668. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58669. return this._pointerOverSprite;
  58670. };
  58671. /**
  58672. * Defines the sprite scene component responsible to manage sprites
  58673. * in a given scene.
  58674. */
  58675. var SpriteSceneComponent = /** @class */ (function () {
  58676. /**
  58677. * Creates a new instance of the component for the given scene
  58678. * @param scene Defines the scene to register the component in
  58679. */
  58680. function SpriteSceneComponent(scene) {
  58681. /**
  58682. * The component name helpfull to identify the component in the list of scene components.
  58683. */
  58684. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58685. this.scene = scene;
  58686. this.scene.spriteManagers = new Array();
  58687. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58688. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58689. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58690. this._spritePredicate = function (sprite) {
  58691. if (!sprite.actionManager) {
  58692. return false;
  58693. }
  58694. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58695. };
  58696. }
  58697. /**
  58698. * Registers the component in a given scene
  58699. */
  58700. SpriteSceneComponent.prototype.register = function () {
  58701. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58702. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58703. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58704. };
  58705. /**
  58706. * Rebuilds the elements related to this component in case of
  58707. * context lost for instance.
  58708. */
  58709. SpriteSceneComponent.prototype.rebuild = function () {
  58710. /** Nothing to do for sprites */
  58711. };
  58712. /**
  58713. * Disposes the component and the associated ressources.
  58714. */
  58715. SpriteSceneComponent.prototype.dispose = function () {
  58716. this.scene.onBeforeSpritesRenderingObservable.clear();
  58717. this.scene.onAfterSpritesRenderingObservable.clear();
  58718. var spriteManagers = this.scene.spriteManagers;
  58719. while (spriteManagers.length) {
  58720. spriteManagers[0].dispose();
  58721. }
  58722. };
  58723. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58724. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58725. if (result) {
  58726. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58727. }
  58728. return result;
  58729. };
  58730. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58731. var scene = this.scene;
  58732. if (isMeshPicked) {
  58733. scene.setPointerOverSprite(null);
  58734. }
  58735. else {
  58736. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58737. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58738. scene.setPointerOverSprite(pickResult.pickedSprite);
  58739. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58740. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58741. }
  58742. else {
  58743. canvas.style.cursor = scene.hoverCursor;
  58744. }
  58745. }
  58746. else {
  58747. scene.setPointerOverSprite(null);
  58748. }
  58749. }
  58750. return pickResult;
  58751. };
  58752. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58753. var scene = this.scene;
  58754. scene._pickedDownSprite = null;
  58755. if (scene.spriteManagers.length > 0) {
  58756. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58757. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58758. if (pickResult.pickedSprite.actionManager) {
  58759. scene._pickedDownSprite = pickResult.pickedSprite;
  58760. switch (evt.button) {
  58761. case 0:
  58762. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58763. break;
  58764. case 1:
  58765. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58766. break;
  58767. case 2:
  58768. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58769. break;
  58770. }
  58771. if (pickResult.pickedSprite.actionManager) {
  58772. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58773. }
  58774. }
  58775. }
  58776. }
  58777. return pickResult;
  58778. };
  58779. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58780. var scene = this.scene;
  58781. if (scene.spriteManagers.length > 0) {
  58782. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58783. if (spritePickResult) {
  58784. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58785. if (spritePickResult.pickedSprite.actionManager) {
  58786. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58787. if (spritePickResult.pickedSprite.actionManager) {
  58788. if (!this.scene._isPointerSwiping()) {
  58789. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58790. }
  58791. }
  58792. }
  58793. }
  58794. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58795. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58796. }
  58797. }
  58798. }
  58799. return pickResult;
  58800. };
  58801. return SpriteSceneComponent;
  58802. }());
  58803. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58804. })(BABYLON || (BABYLON = {}));
  58805. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58806. var BABYLON;
  58807. (function (BABYLON) {
  58808. /**
  58809. * @hidden
  58810. */
  58811. var IntersectionInfo = /** @class */ (function () {
  58812. function IntersectionInfo(bu, bv, distance) {
  58813. this.bu = bu;
  58814. this.bv = bv;
  58815. this.distance = distance;
  58816. this.faceId = 0;
  58817. this.subMeshId = 0;
  58818. }
  58819. return IntersectionInfo;
  58820. }());
  58821. BABYLON.IntersectionInfo = IntersectionInfo;
  58822. /**
  58823. * Information about the result of picking within a scene
  58824. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58825. */
  58826. var PickingInfo = /** @class */ (function () {
  58827. function PickingInfo() {
  58828. /**
  58829. * If the pick collided with an object
  58830. */
  58831. this.hit = false;
  58832. /**
  58833. * Distance away where the pick collided
  58834. */
  58835. this.distance = 0;
  58836. /**
  58837. * The location of pick collision
  58838. */
  58839. this.pickedPoint = null;
  58840. /**
  58841. * The mesh corresponding the the pick collision
  58842. */
  58843. this.pickedMesh = null;
  58844. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58845. this.bu = 0;
  58846. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58847. this.bv = 0;
  58848. /** The id of the face on the mesh that was picked */
  58849. this.faceId = -1;
  58850. /** Id of the the submesh that was picked */
  58851. this.subMeshId = 0;
  58852. /** If a sprite was picked, this will be the sprite the pick collided with */
  58853. this.pickedSprite = null;
  58854. /**
  58855. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58856. */
  58857. this.originMesh = null;
  58858. /**
  58859. * The ray that was used to perform the picking.
  58860. */
  58861. this.ray = null;
  58862. }
  58863. /**
  58864. * Gets the normal correspodning to the face the pick collided with
  58865. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58866. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58867. * @returns The normal correspodning to the face the pick collided with
  58868. */
  58869. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58870. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58871. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58872. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58873. return null;
  58874. }
  58875. var indices = this.pickedMesh.getIndices();
  58876. if (!indices) {
  58877. return null;
  58878. }
  58879. var result;
  58880. if (useVerticesNormals) {
  58881. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58882. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58883. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58884. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58885. normal0 = normal0.scale(this.bu);
  58886. normal1 = normal1.scale(this.bv);
  58887. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58888. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58889. }
  58890. else {
  58891. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58892. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58893. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58894. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58895. var p1p2 = vertex1.subtract(vertex2);
  58896. var p3p2 = vertex3.subtract(vertex2);
  58897. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58898. }
  58899. if (useWorldCoordinates) {
  58900. var wm = this.pickedMesh.getWorldMatrix();
  58901. if (this.pickedMesh.nonUniformScaling) {
  58902. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58903. wm = BABYLON.Tmp.Matrix[0];
  58904. wm.setTranslationFromFloats(0, 0, 0);
  58905. wm.invert();
  58906. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58907. wm = BABYLON.Tmp.Matrix[1];
  58908. }
  58909. result = BABYLON.Vector3.TransformNormal(result, wm);
  58910. }
  58911. result.normalize();
  58912. return result;
  58913. };
  58914. /**
  58915. * Gets the texture coordinates of where the pick occured
  58916. * @returns the vector containing the coordnates of the texture
  58917. */
  58918. PickingInfo.prototype.getTextureCoordinates = function () {
  58919. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58920. return null;
  58921. }
  58922. var indices = this.pickedMesh.getIndices();
  58923. if (!indices) {
  58924. return null;
  58925. }
  58926. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58927. if (!uvs) {
  58928. return null;
  58929. }
  58930. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58931. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58932. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58933. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58934. uv1 = uv1.scale(this.bu);
  58935. uv2 = uv2.scale(this.bv);
  58936. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58937. };
  58938. return PickingInfo;
  58939. }());
  58940. BABYLON.PickingInfo = PickingInfo;
  58941. })(BABYLON || (BABYLON = {}));
  58942. //# sourceMappingURL=babylon.pickingInfo.js.map
  58943. var BABYLON;
  58944. (function (BABYLON) {
  58945. /**
  58946. * Class representing a ray with position and direction
  58947. */
  58948. var Ray = /** @class */ (function () {
  58949. /**
  58950. * Creates a new ray
  58951. * @param origin origin point
  58952. * @param direction direction
  58953. * @param length length of the ray
  58954. */
  58955. function Ray(
  58956. /** origin point */
  58957. origin,
  58958. /** direction */
  58959. direction,
  58960. /** length of the ray */
  58961. length) {
  58962. if (length === void 0) { length = Number.MAX_VALUE; }
  58963. this.origin = origin;
  58964. this.direction = direction;
  58965. this.length = length;
  58966. }
  58967. // Methods
  58968. /**
  58969. * Checks if the ray intersects a box
  58970. * @param minimum bound of the box
  58971. * @param maximum bound of the box
  58972. * @param intersectionTreshold extra extend to be added to the box in all direction
  58973. * @returns if the box was hit
  58974. */
  58975. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  58976. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58977. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  58978. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  58979. var d = 0.0;
  58980. var maxValue = Number.MAX_VALUE;
  58981. var inv;
  58982. var min;
  58983. var max;
  58984. var temp;
  58985. if (Math.abs(this.direction.x) < 0.0000001) {
  58986. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  58987. return false;
  58988. }
  58989. }
  58990. else {
  58991. inv = 1.0 / this.direction.x;
  58992. min = (newMinimum.x - this.origin.x) * inv;
  58993. max = (newMaximum.x - this.origin.x) * inv;
  58994. if (max === -Infinity) {
  58995. max = Infinity;
  58996. }
  58997. if (min > max) {
  58998. temp = min;
  58999. min = max;
  59000. max = temp;
  59001. }
  59002. d = Math.max(min, d);
  59003. maxValue = Math.min(max, maxValue);
  59004. if (d > maxValue) {
  59005. return false;
  59006. }
  59007. }
  59008. if (Math.abs(this.direction.y) < 0.0000001) {
  59009. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  59010. return false;
  59011. }
  59012. }
  59013. else {
  59014. inv = 1.0 / this.direction.y;
  59015. min = (newMinimum.y - this.origin.y) * inv;
  59016. max = (newMaximum.y - this.origin.y) * inv;
  59017. if (max === -Infinity) {
  59018. max = Infinity;
  59019. }
  59020. if (min > max) {
  59021. temp = min;
  59022. min = max;
  59023. max = temp;
  59024. }
  59025. d = Math.max(min, d);
  59026. maxValue = Math.min(max, maxValue);
  59027. if (d > maxValue) {
  59028. return false;
  59029. }
  59030. }
  59031. if (Math.abs(this.direction.z) < 0.0000001) {
  59032. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  59033. return false;
  59034. }
  59035. }
  59036. else {
  59037. inv = 1.0 / this.direction.z;
  59038. min = (newMinimum.z - this.origin.z) * inv;
  59039. max = (newMaximum.z - this.origin.z) * inv;
  59040. if (max === -Infinity) {
  59041. max = Infinity;
  59042. }
  59043. if (min > max) {
  59044. temp = min;
  59045. min = max;
  59046. max = temp;
  59047. }
  59048. d = Math.max(min, d);
  59049. maxValue = Math.min(max, maxValue);
  59050. if (d > maxValue) {
  59051. return false;
  59052. }
  59053. }
  59054. return true;
  59055. };
  59056. /**
  59057. * Checks if the ray intersects a box
  59058. * @param box the bounding box to check
  59059. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  59060. * @returns if the box was hit
  59061. */
  59062. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  59063. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59064. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  59065. };
  59066. /**
  59067. * If the ray hits a sphere
  59068. * @param sphere the bounding sphere to check
  59069. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  59070. * @returns true if it hits the sphere
  59071. */
  59072. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  59073. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59074. var x = sphere.center.x - this.origin.x;
  59075. var y = sphere.center.y - this.origin.y;
  59076. var z = sphere.center.z - this.origin.z;
  59077. var pyth = (x * x) + (y * y) + (z * z);
  59078. var radius = sphere.radius + intersectionTreshold;
  59079. var rr = radius * radius;
  59080. if (pyth <= rr) {
  59081. return true;
  59082. }
  59083. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59084. if (dot < 0.0) {
  59085. return false;
  59086. }
  59087. var temp = pyth - (dot * dot);
  59088. return temp <= rr;
  59089. };
  59090. /**
  59091. * If the ray hits a triange
  59092. * @param vertex0 triangle vertex
  59093. * @param vertex1 triangle vertex
  59094. * @param vertex2 triangle vertex
  59095. * @returns intersection information if hit
  59096. */
  59097. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59098. var edge1 = Ray.TmpVector3[0];
  59099. var edge2 = Ray.TmpVector3[1];
  59100. var pvec = Ray.TmpVector3[2];
  59101. var tvec = Ray.TmpVector3[3];
  59102. var qvec = Ray.TmpVector3[4];
  59103. vertex1.subtractToRef(vertex0, edge1);
  59104. vertex2.subtractToRef(vertex0, edge2);
  59105. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59106. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59107. if (det === 0) {
  59108. return null;
  59109. }
  59110. var invdet = 1 / det;
  59111. this.origin.subtractToRef(vertex0, tvec);
  59112. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59113. if (bu < 0 || bu > 1.0) {
  59114. return null;
  59115. }
  59116. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59117. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59118. if (bv < 0 || bu + bv > 1.0) {
  59119. return null;
  59120. }
  59121. //check if the distance is longer than the predefined length.
  59122. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59123. if (distance > this.length) {
  59124. return null;
  59125. }
  59126. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59127. };
  59128. /**
  59129. * Checks if ray intersects a plane
  59130. * @param plane the plane to check
  59131. * @returns the distance away it was hit
  59132. */
  59133. Ray.prototype.intersectsPlane = function (plane) {
  59134. var distance;
  59135. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59136. if (Math.abs(result1) < 9.99999997475243E-07) {
  59137. return null;
  59138. }
  59139. else {
  59140. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59141. distance = (-plane.d - result2) / result1;
  59142. if (distance < 0.0) {
  59143. if (distance < -9.99999997475243E-07) {
  59144. return null;
  59145. }
  59146. else {
  59147. return 0;
  59148. }
  59149. }
  59150. return distance;
  59151. }
  59152. };
  59153. /**
  59154. * Checks if ray intersects a mesh
  59155. * @param mesh the mesh to check
  59156. * @param fastCheck if only the bounding box should checked
  59157. * @returns picking info of the intersecton
  59158. */
  59159. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59160. var tm = BABYLON.Tmp.Matrix[0];
  59161. mesh.getWorldMatrix().invertToRef(tm);
  59162. if (this._tmpRay) {
  59163. Ray.TransformToRef(this, tm, this._tmpRay);
  59164. }
  59165. else {
  59166. this._tmpRay = Ray.Transform(this, tm);
  59167. }
  59168. return mesh.intersects(this._tmpRay, fastCheck);
  59169. };
  59170. /**
  59171. * Checks if ray intersects a mesh
  59172. * @param meshes the meshes to check
  59173. * @param fastCheck if only the bounding box should checked
  59174. * @param results array to store result in
  59175. * @returns Array of picking infos
  59176. */
  59177. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59178. if (results) {
  59179. results.length = 0;
  59180. }
  59181. else {
  59182. results = [];
  59183. }
  59184. for (var i = 0; i < meshes.length; i++) {
  59185. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59186. if (pickInfo.hit) {
  59187. results.push(pickInfo);
  59188. }
  59189. }
  59190. results.sort(this._comparePickingInfo);
  59191. return results;
  59192. };
  59193. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59194. if (pickingInfoA.distance < pickingInfoB.distance) {
  59195. return -1;
  59196. }
  59197. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59198. return 1;
  59199. }
  59200. else {
  59201. return 0;
  59202. }
  59203. };
  59204. /**
  59205. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59206. * @param sega the first point of the segment to test the intersection against
  59207. * @param segb the second point of the segment to test the intersection against
  59208. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59209. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59210. */
  59211. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59212. var o = this.origin;
  59213. var u = BABYLON.Tmp.Vector3[0];
  59214. var rsegb = BABYLON.Tmp.Vector3[1];
  59215. var v = BABYLON.Tmp.Vector3[2];
  59216. var w = BABYLON.Tmp.Vector3[3];
  59217. segb.subtractToRef(sega, u);
  59218. this.direction.scaleToRef(Ray.rayl, v);
  59219. o.addToRef(v, rsegb);
  59220. sega.subtractToRef(o, w);
  59221. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59222. var b = BABYLON.Vector3.Dot(u, v);
  59223. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59224. var d = BABYLON.Vector3.Dot(u, w);
  59225. var e = BABYLON.Vector3.Dot(v, w);
  59226. var D = a * c - b * b; // always >= 0
  59227. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59228. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59229. // compute the line parameters of the two closest points
  59230. if (D < Ray.smallnum) { // the lines are almost parallel
  59231. sN = 0.0; // force using point P0 on segment S1
  59232. sD = 1.0; // to prevent possible division by 0.0 later
  59233. tN = e;
  59234. tD = c;
  59235. }
  59236. else { // get the closest points on the infinite lines
  59237. sN = (b * e - c * d);
  59238. tN = (a * e - b * d);
  59239. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59240. sN = 0.0;
  59241. tN = e;
  59242. tD = c;
  59243. }
  59244. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59245. sN = sD;
  59246. tN = e + b;
  59247. tD = c;
  59248. }
  59249. }
  59250. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59251. tN = 0.0;
  59252. // recompute sc for this edge
  59253. if (-d < 0.0) {
  59254. sN = 0.0;
  59255. }
  59256. else if (-d > a) {
  59257. sN = sD;
  59258. }
  59259. else {
  59260. sN = -d;
  59261. sD = a;
  59262. }
  59263. }
  59264. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59265. tN = tD;
  59266. // recompute sc for this edge
  59267. if ((-d + b) < 0.0) {
  59268. sN = 0;
  59269. }
  59270. else if ((-d + b) > a) {
  59271. sN = sD;
  59272. }
  59273. else {
  59274. sN = (-d + b);
  59275. sD = a;
  59276. }
  59277. }
  59278. // finally do the division to get sc and tc
  59279. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59280. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59281. // get the difference of the two closest points
  59282. var qtc = BABYLON.Tmp.Vector3[4];
  59283. v.scaleToRef(tc, qtc);
  59284. var qsc = BABYLON.Tmp.Vector3[5];
  59285. u.scaleToRef(sc, qsc);
  59286. qsc.addInPlace(w);
  59287. var dP = BABYLON.Tmp.Vector3[6];
  59288. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59289. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59290. if (isIntersected) {
  59291. return qsc.length();
  59292. }
  59293. return -1;
  59294. };
  59295. /**
  59296. * Update the ray from viewport position
  59297. * @param x position
  59298. * @param y y position
  59299. * @param viewportWidth viewport width
  59300. * @param viewportHeight viewport height
  59301. * @param world world matrix
  59302. * @param view view matrix
  59303. * @param projection projection matrix
  59304. * @returns this ray updated
  59305. */
  59306. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59307. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59308. return this;
  59309. };
  59310. // Statics
  59311. /**
  59312. * Creates a ray with origin and direction of 0,0,0
  59313. * @returns the new ray
  59314. */
  59315. Ray.Zero = function () {
  59316. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59317. };
  59318. /**
  59319. * Creates a new ray from screen space and viewport
  59320. * @param x position
  59321. * @param y y position
  59322. * @param viewportWidth viewport width
  59323. * @param viewportHeight viewport height
  59324. * @param world world matrix
  59325. * @param view view matrix
  59326. * @param projection projection matrix
  59327. * @returns new ray
  59328. */
  59329. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59330. var result = Ray.Zero();
  59331. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59332. };
  59333. /**
  59334. * 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
  59335. * transformed to the given world matrix.
  59336. * @param origin The origin point
  59337. * @param end The end point
  59338. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59339. * @returns the new ray
  59340. */
  59341. Ray.CreateNewFromTo = function (origin, end, world) {
  59342. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59343. var direction = end.subtract(origin);
  59344. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59345. direction.normalize();
  59346. return Ray.Transform(new Ray(origin, direction, length), world);
  59347. };
  59348. /**
  59349. * Transforms a ray by a matrix
  59350. * @param ray ray to transform
  59351. * @param matrix matrix to apply
  59352. * @returns the resulting new ray
  59353. */
  59354. Ray.Transform = function (ray, matrix) {
  59355. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59356. Ray.TransformToRef(ray, matrix, result);
  59357. return result;
  59358. };
  59359. /**
  59360. * Transforms a ray by a matrix
  59361. * @param ray ray to transform
  59362. * @param matrix matrix to apply
  59363. * @param result ray to store result in
  59364. */
  59365. Ray.TransformToRef = function (ray, matrix, result) {
  59366. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59367. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59368. result.length = ray.length;
  59369. var dir = result.direction;
  59370. var len = dir.length();
  59371. if (!(len === 0 || len === 1)) {
  59372. var num = 1.0 / len;
  59373. dir.x *= num;
  59374. dir.y *= num;
  59375. dir.z *= num;
  59376. result.length *= len;
  59377. }
  59378. };
  59379. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59380. Ray.smallnum = 0.00000001;
  59381. Ray.rayl = 10e8;
  59382. return Ray;
  59383. }());
  59384. BABYLON.Ray = Ray;
  59385. })(BABYLON || (BABYLON = {}));
  59386. //# sourceMappingURL=babylon.ray.js.map
  59387. var BABYLON;
  59388. (function (BABYLON) {
  59389. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59390. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59391. return false;
  59392. }
  59393. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59394. return false;
  59395. }
  59396. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59397. return false;
  59398. }
  59399. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59400. return false;
  59401. }
  59402. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59403. return false;
  59404. }
  59405. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59406. return false;
  59407. }
  59408. return true;
  59409. };
  59410. var getLowestRoot = (function () {
  59411. var result = { root: 0, found: false };
  59412. return function (a, b, c, maxR) {
  59413. result.root = 0;
  59414. result.found = false;
  59415. var determinant = b * b - 4.0 * a * c;
  59416. if (determinant < 0) {
  59417. return result;
  59418. }
  59419. var sqrtD = Math.sqrt(determinant);
  59420. var r1 = (-b - sqrtD) / (2.0 * a);
  59421. var r2 = (-b + sqrtD) / (2.0 * a);
  59422. if (r1 > r2) {
  59423. var temp = r2;
  59424. r2 = r1;
  59425. r1 = temp;
  59426. }
  59427. if (r1 > 0 && r1 < maxR) {
  59428. result.root = r1;
  59429. result.found = true;
  59430. return result;
  59431. }
  59432. if (r2 > 0 && r2 < maxR) {
  59433. result.root = r2;
  59434. result.found = true;
  59435. return result;
  59436. }
  59437. return result;
  59438. };
  59439. })();
  59440. /** @hidden */
  59441. var Collider = /** @class */ (function () {
  59442. function Collider() {
  59443. this._collisionPoint = BABYLON.Vector3.Zero();
  59444. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59445. this._tempVector = BABYLON.Vector3.Zero();
  59446. this._tempVector2 = BABYLON.Vector3.Zero();
  59447. this._tempVector3 = BABYLON.Vector3.Zero();
  59448. this._tempVector4 = BABYLON.Vector3.Zero();
  59449. this._edge = BABYLON.Vector3.Zero();
  59450. this._baseToVertex = BABYLON.Vector3.Zero();
  59451. this._destinationPoint = BABYLON.Vector3.Zero();
  59452. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59453. this._displacementVector = BABYLON.Vector3.Zero();
  59454. /** @hidden */
  59455. this._radius = BABYLON.Vector3.One();
  59456. /** @hidden */
  59457. this._retry = 0;
  59458. /** @hidden */
  59459. this._basePointWorld = BABYLON.Vector3.Zero();
  59460. this._velocityWorld = BABYLON.Vector3.Zero();
  59461. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59462. this._collisionMask = -1;
  59463. }
  59464. Object.defineProperty(Collider.prototype, "collisionMask", {
  59465. get: function () {
  59466. return this._collisionMask;
  59467. },
  59468. set: function (mask) {
  59469. this._collisionMask = !isNaN(mask) ? mask : -1;
  59470. },
  59471. enumerable: true,
  59472. configurable: true
  59473. });
  59474. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59475. /**
  59476. * Gets the plane normal used to compute the sliding response (in local space)
  59477. */
  59478. get: function () {
  59479. return this._slidePlaneNormal;
  59480. },
  59481. enumerable: true,
  59482. configurable: true
  59483. });
  59484. // Methods
  59485. /** @hidden */
  59486. Collider.prototype._initialize = function (source, dir, e) {
  59487. this._velocity = dir;
  59488. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59489. this._basePoint = source;
  59490. source.multiplyToRef(this._radius, this._basePointWorld);
  59491. dir.multiplyToRef(this._radius, this._velocityWorld);
  59492. this._velocityWorldLength = this._velocityWorld.length();
  59493. this._epsilon = e;
  59494. this.collisionFound = false;
  59495. };
  59496. /** @hidden */
  59497. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59498. pa.subtractToRef(point, this._tempVector);
  59499. pb.subtractToRef(point, this._tempVector2);
  59500. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59501. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59502. if (d < 0) {
  59503. return false;
  59504. }
  59505. pc.subtractToRef(point, this._tempVector3);
  59506. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59507. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59508. if (d < 0) {
  59509. return false;
  59510. }
  59511. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59512. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59513. return d >= 0;
  59514. };
  59515. /** @hidden */
  59516. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59517. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59518. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59519. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59520. return false;
  59521. }
  59522. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59523. return false;
  59524. }
  59525. return true;
  59526. };
  59527. /** @hidden */
  59528. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59529. var t0;
  59530. var embeddedInPlane = false;
  59531. //defensive programming, actually not needed.
  59532. if (!trianglePlaneArray) {
  59533. trianglePlaneArray = [];
  59534. }
  59535. if (!trianglePlaneArray[faceIndex]) {
  59536. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59537. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59538. }
  59539. var trianglePlane = trianglePlaneArray[faceIndex];
  59540. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59541. return;
  59542. }
  59543. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59544. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59545. if (normalDotVelocity == 0) {
  59546. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59547. return;
  59548. }
  59549. embeddedInPlane = true;
  59550. t0 = 0;
  59551. }
  59552. else {
  59553. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59554. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59555. if (t0 > t1) {
  59556. var temp = t1;
  59557. t1 = t0;
  59558. t0 = temp;
  59559. }
  59560. if (t0 > 1.0 || t1 < 0.0) {
  59561. return;
  59562. }
  59563. if (t0 < 0) {
  59564. t0 = 0;
  59565. }
  59566. if (t0 > 1.0) {
  59567. t0 = 1.0;
  59568. }
  59569. }
  59570. this._collisionPoint.copyFromFloats(0, 0, 0);
  59571. var found = false;
  59572. var t = 1.0;
  59573. if (!embeddedInPlane) {
  59574. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59575. this._velocity.scaleToRef(t0, this._tempVector);
  59576. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59577. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59578. found = true;
  59579. t = t0;
  59580. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59581. }
  59582. }
  59583. if (!found) {
  59584. var velocitySquaredLength = this._velocity.lengthSquared();
  59585. var a = velocitySquaredLength;
  59586. this._basePoint.subtractToRef(p1, this._tempVector);
  59587. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59588. var c = this._tempVector.lengthSquared() - 1.0;
  59589. var lowestRoot = getLowestRoot(a, b, c, t);
  59590. if (lowestRoot.found) {
  59591. t = lowestRoot.root;
  59592. found = true;
  59593. this._collisionPoint.copyFrom(p1);
  59594. }
  59595. this._basePoint.subtractToRef(p2, this._tempVector);
  59596. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59597. c = this._tempVector.lengthSquared() - 1.0;
  59598. lowestRoot = getLowestRoot(a, b, c, t);
  59599. if (lowestRoot.found) {
  59600. t = lowestRoot.root;
  59601. found = true;
  59602. this._collisionPoint.copyFrom(p2);
  59603. }
  59604. this._basePoint.subtractToRef(p3, this._tempVector);
  59605. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59606. c = this._tempVector.lengthSquared() - 1.0;
  59607. lowestRoot = getLowestRoot(a, b, c, t);
  59608. if (lowestRoot.found) {
  59609. t = lowestRoot.root;
  59610. found = true;
  59611. this._collisionPoint.copyFrom(p3);
  59612. }
  59613. p2.subtractToRef(p1, this._edge);
  59614. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59615. var edgeSquaredLength = this._edge.lengthSquared();
  59616. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59617. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59618. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59619. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59620. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59621. lowestRoot = getLowestRoot(a, b, c, t);
  59622. if (lowestRoot.found) {
  59623. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59624. if (f >= 0.0 && f <= 1.0) {
  59625. t = lowestRoot.root;
  59626. found = true;
  59627. this._edge.scaleInPlace(f);
  59628. p1.addToRef(this._edge, this._collisionPoint);
  59629. }
  59630. }
  59631. p3.subtractToRef(p2, this._edge);
  59632. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59633. edgeSquaredLength = this._edge.lengthSquared();
  59634. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59635. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59636. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59637. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59638. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59639. lowestRoot = getLowestRoot(a, b, c, t);
  59640. if (lowestRoot.found) {
  59641. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59642. if (f >= 0.0 && f <= 1.0) {
  59643. t = lowestRoot.root;
  59644. found = true;
  59645. this._edge.scaleInPlace(f);
  59646. p2.addToRef(this._edge, this._collisionPoint);
  59647. }
  59648. }
  59649. p1.subtractToRef(p3, this._edge);
  59650. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59651. edgeSquaredLength = this._edge.lengthSquared();
  59652. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59653. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59654. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59655. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59656. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59657. lowestRoot = getLowestRoot(a, b, c, t);
  59658. if (lowestRoot.found) {
  59659. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59660. if (f >= 0.0 && f <= 1.0) {
  59661. t = lowestRoot.root;
  59662. found = true;
  59663. this._edge.scaleInPlace(f);
  59664. p3.addToRef(this._edge, this._collisionPoint);
  59665. }
  59666. }
  59667. }
  59668. if (found) {
  59669. var distToCollision = t * this._velocity.length();
  59670. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59671. if (!this.intersectionPoint) {
  59672. this.intersectionPoint = this._collisionPoint.clone();
  59673. }
  59674. else {
  59675. this.intersectionPoint.copyFrom(this._collisionPoint);
  59676. }
  59677. this._nearestDistance = distToCollision;
  59678. this.collisionFound = true;
  59679. }
  59680. }
  59681. };
  59682. /** @hidden */
  59683. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59684. for (var i = indexStart; i < indexEnd; i += 3) {
  59685. var p1 = pts[indices[i] - decal];
  59686. var p2 = pts[indices[i + 1] - decal];
  59687. var p3 = pts[indices[i + 2] - decal];
  59688. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59689. }
  59690. };
  59691. /** @hidden */
  59692. Collider.prototype._getResponse = function (pos, vel) {
  59693. pos.addToRef(vel, this._destinationPoint);
  59694. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59695. this._basePoint.addToRef(vel, pos);
  59696. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59697. this._slidePlaneNormal.normalize();
  59698. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59699. pos.addInPlace(this._displacementVector);
  59700. this.intersectionPoint.addInPlace(this._displacementVector);
  59701. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59702. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59703. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59704. };
  59705. return Collider;
  59706. }());
  59707. BABYLON.Collider = Collider;
  59708. })(BABYLON || (BABYLON = {}));
  59709. //# sourceMappingURL=babylon.collider.js.map
  59710. var BABYLON;
  59711. (function (BABYLON) {
  59712. //WebWorker code will be inserted to this variable.
  59713. /** @hidden */
  59714. BABYLON.CollisionWorker = "";
  59715. /** Defines supported task for worker process */
  59716. var WorkerTaskType;
  59717. (function (WorkerTaskType) {
  59718. /** Initialization */
  59719. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59720. /** Update of geometry */
  59721. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59722. /** Evaluate collision */
  59723. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59724. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59725. /** Defines kind of replies returned by worker */
  59726. var WorkerReplyType;
  59727. (function (WorkerReplyType) {
  59728. /** Success */
  59729. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59730. /** Unkown error */
  59731. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59732. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59733. /** @hidden */
  59734. var CollisionCoordinatorWorker = /** @class */ (function () {
  59735. function CollisionCoordinatorWorker() {
  59736. var _this = this;
  59737. this._scaledPosition = BABYLON.Vector3.Zero();
  59738. this._scaledVelocity = BABYLON.Vector3.Zero();
  59739. this.onMeshUpdated = function (transformNode) {
  59740. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59741. };
  59742. this.onGeometryUpdated = function (geometry) {
  59743. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59744. };
  59745. this._afterRender = function () {
  59746. if (!_this._init) {
  59747. return;
  59748. }
  59749. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59750. return;
  59751. }
  59752. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59753. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59754. if (_this._runningUpdated > 4) {
  59755. return;
  59756. }
  59757. ++_this._runningUpdated;
  59758. var payload = {
  59759. updatedMeshes: _this._addUpdateMeshesList,
  59760. updatedGeometries: _this._addUpdateGeometriesList,
  59761. removedGeometries: _this._toRemoveGeometryArray,
  59762. removedMeshes: _this._toRemoveMeshesArray
  59763. };
  59764. var message = {
  59765. payload: payload,
  59766. taskType: WorkerTaskType.UPDATE
  59767. };
  59768. var serializable = [];
  59769. for (var id in payload.updatedGeometries) {
  59770. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59771. //prepare transferables
  59772. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59773. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59774. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59775. }
  59776. }
  59777. _this._worker.postMessage(message, serializable);
  59778. _this._addUpdateMeshesList = {};
  59779. _this._addUpdateGeometriesList = {};
  59780. _this._toRemoveGeometryArray = [];
  59781. _this._toRemoveMeshesArray = [];
  59782. };
  59783. this._onMessageFromWorker = function (e) {
  59784. var returnData = e.data;
  59785. if (returnData.error != WorkerReplyType.SUCCESS) {
  59786. //TODO what errors can be returned from the worker?
  59787. BABYLON.Tools.Warn("error returned from worker!");
  59788. return;
  59789. }
  59790. switch (returnData.taskType) {
  59791. case WorkerTaskType.INIT:
  59792. _this._init = true;
  59793. //Update the worked with ALL of the scene's current state
  59794. _this._scene.meshes.forEach(function (mesh) {
  59795. _this.onMeshAdded(mesh);
  59796. });
  59797. _this._scene.getGeometries().forEach(function (geometry) {
  59798. _this.onGeometryAdded(geometry);
  59799. });
  59800. break;
  59801. case WorkerTaskType.UPDATE:
  59802. _this._runningUpdated--;
  59803. break;
  59804. case WorkerTaskType.COLLIDE:
  59805. var returnPayload = returnData.payload;
  59806. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59807. return;
  59808. }
  59809. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59810. if (callback) {
  59811. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59812. if (mesh) {
  59813. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59814. }
  59815. }
  59816. //cleanup
  59817. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59818. break;
  59819. }
  59820. };
  59821. this._collisionsCallbackArray = [];
  59822. this._init = false;
  59823. this._runningUpdated = 0;
  59824. this._addUpdateMeshesList = {};
  59825. this._addUpdateGeometriesList = {};
  59826. this._toRemoveGeometryArray = [];
  59827. this._toRemoveMeshesArray = [];
  59828. }
  59829. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59830. if (!this._init) {
  59831. return;
  59832. }
  59833. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59834. return;
  59835. }
  59836. position.divideToRef(collider._radius, this._scaledPosition);
  59837. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59838. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59839. var payload = {
  59840. collider: {
  59841. position: this._scaledPosition.asArray(),
  59842. velocity: this._scaledVelocity.asArray(),
  59843. radius: collider._radius.asArray()
  59844. },
  59845. collisionId: collisionIndex,
  59846. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59847. maximumRetry: maximumRetry
  59848. };
  59849. var message = {
  59850. payload: payload,
  59851. taskType: WorkerTaskType.COLLIDE
  59852. };
  59853. this._worker.postMessage(message);
  59854. };
  59855. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59856. this._scene = scene;
  59857. this._scene.registerAfterRender(this._afterRender);
  59858. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59859. this._worker = new Worker(workerUrl);
  59860. this._worker.onmessage = this._onMessageFromWorker;
  59861. var message = {
  59862. payload: {},
  59863. taskType: WorkerTaskType.INIT
  59864. };
  59865. this._worker.postMessage(message);
  59866. };
  59867. CollisionCoordinatorWorker.prototype.destroy = function () {
  59868. this._scene.unregisterAfterRender(this._afterRender);
  59869. this._worker.terminate();
  59870. };
  59871. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59872. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59873. this.onMeshUpdated(mesh);
  59874. };
  59875. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59876. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59877. };
  59878. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59879. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59880. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59881. this.onGeometryUpdated(geometry);
  59882. };
  59883. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59884. this._toRemoveGeometryArray.push(geometry.id);
  59885. };
  59886. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59887. var submeshes = [];
  59888. if (mesh.subMeshes) {
  59889. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59890. var boundingInfo = sm.getBoundingInfo();
  59891. return {
  59892. position: idx,
  59893. verticesStart: sm.verticesStart,
  59894. verticesCount: sm.verticesCount,
  59895. indexStart: sm.indexStart,
  59896. indexCount: sm.indexCount,
  59897. hasMaterial: !!sm.getMaterial(),
  59898. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59899. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59900. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59901. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59902. };
  59903. });
  59904. }
  59905. var geometryId = null;
  59906. if (mesh instanceof BABYLON.Mesh) {
  59907. var geometry = mesh.geometry;
  59908. geometryId = geometry ? geometry.id : null;
  59909. }
  59910. else if (mesh instanceof BABYLON.InstancedMesh) {
  59911. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59912. geometryId = geometry ? geometry.id : null;
  59913. }
  59914. var boundingInfo = mesh.getBoundingInfo();
  59915. return {
  59916. uniqueId: mesh.uniqueId,
  59917. id: mesh.id,
  59918. name: mesh.name,
  59919. geometryId: geometryId,
  59920. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59921. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59922. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59923. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59924. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59925. subMeshes: submeshes,
  59926. checkCollisions: mesh.checkCollisions
  59927. };
  59928. };
  59929. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59930. return {
  59931. id: geometry.id,
  59932. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59933. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59934. indices: new Uint32Array(geometry.getIndices() || []),
  59935. };
  59936. };
  59937. return CollisionCoordinatorWorker;
  59938. }());
  59939. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59940. /** @hidden */
  59941. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59942. function CollisionCoordinatorLegacy() {
  59943. this._scaledPosition = BABYLON.Vector3.Zero();
  59944. this._scaledVelocity = BABYLON.Vector3.Zero();
  59945. this._finalPosition = BABYLON.Vector3.Zero();
  59946. }
  59947. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59948. position.divideToRef(collider._radius, this._scaledPosition);
  59949. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59950. collider.collidedMesh = null;
  59951. collider._retry = 0;
  59952. collider._initialVelocity = this._scaledVelocity;
  59953. collider._initialPosition = this._scaledPosition;
  59954. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59955. this._finalPosition.multiplyInPlace(collider._radius);
  59956. //run the callback
  59957. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59958. };
  59959. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59960. this._scene = scene;
  59961. };
  59962. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59963. //Legacy need no destruction method.
  59964. };
  59965. //No update in legacy mode
  59966. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59967. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59968. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59969. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59970. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59971. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59972. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59973. if (excludedMesh === void 0) { excludedMesh = null; }
  59974. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59975. if (collider._retry >= maximumRetry) {
  59976. finalPosition.copyFrom(position);
  59977. return;
  59978. }
  59979. // Check if this is a mesh else camera or -1
  59980. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59981. collider._initialize(position, velocity, closeDistance);
  59982. // Check all meshes
  59983. for (var index = 0; index < this._scene.meshes.length; index++) {
  59984. var mesh = this._scene.meshes[index];
  59985. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59986. mesh._checkCollision(collider);
  59987. }
  59988. }
  59989. if (!collider.collisionFound) {
  59990. position.addToRef(velocity, finalPosition);
  59991. return;
  59992. }
  59993. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59994. collider._getResponse(position, velocity);
  59995. }
  59996. if (velocity.length() <= closeDistance) {
  59997. finalPosition.copyFrom(position);
  59998. return;
  59999. }
  60000. collider._retry++;
  60001. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  60002. };
  60003. return CollisionCoordinatorLegacy;
  60004. }());
  60005. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  60006. })(BABYLON || (BABYLON = {}));
  60007. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  60008. var BABYLON;
  60009. (function (BABYLON) {
  60010. /**
  60011. * A particle represents one of the element emitted by a particle system.
  60012. * This is mainly define by its coordinates, direction, velocity and age.
  60013. */
  60014. var Particle = /** @class */ (function () {
  60015. /**
  60016. * Creates a new instance Particle
  60017. * @param particleSystem the particle system the particle belongs to
  60018. */
  60019. function Particle(
  60020. /**
  60021. * The particle system the particle belongs to.
  60022. */
  60023. particleSystem) {
  60024. this.particleSystem = particleSystem;
  60025. /**
  60026. * The world position of the particle in the scene.
  60027. */
  60028. this.position = BABYLON.Vector3.Zero();
  60029. /**
  60030. * The world direction of the particle in the scene.
  60031. */
  60032. this.direction = BABYLON.Vector3.Zero();
  60033. /**
  60034. * The color of the particle.
  60035. */
  60036. this.color = new BABYLON.Color4(0, 0, 0, 0);
  60037. /**
  60038. * The color change of the particle per step.
  60039. */
  60040. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  60041. /**
  60042. * Defines how long will the life of the particle be.
  60043. */
  60044. this.lifeTime = 1.0;
  60045. /**
  60046. * The current age of the particle.
  60047. */
  60048. this.age = 0;
  60049. /**
  60050. * The current size of the particle.
  60051. */
  60052. this.size = 0;
  60053. /**
  60054. * The current scale of the particle.
  60055. */
  60056. this.scale = new BABYLON.Vector2(1, 1);
  60057. /**
  60058. * The current angle of the particle.
  60059. */
  60060. this.angle = 0;
  60061. /**
  60062. * Defines how fast is the angle changing.
  60063. */
  60064. this.angularSpeed = 0;
  60065. /**
  60066. * Defines the cell index used by the particle to be rendered from a sprite.
  60067. */
  60068. this.cellIndex = 0;
  60069. /** @hidden */
  60070. this._attachedSubEmitters = null;
  60071. /** @hidden */
  60072. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  60073. /** @hidden */
  60074. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  60075. /** @hidden */
  60076. this._currentSize1 = 0;
  60077. /** @hidden */
  60078. this._currentSize2 = 0;
  60079. /** @hidden */
  60080. this._currentAngularSpeed1 = 0;
  60081. /** @hidden */
  60082. this._currentAngularSpeed2 = 0;
  60083. /** @hidden */
  60084. this._currentVelocity1 = 0;
  60085. /** @hidden */
  60086. this._currentVelocity2 = 0;
  60087. /** @hidden */
  60088. this._currentLimitVelocity1 = 0;
  60089. /** @hidden */
  60090. this._currentLimitVelocity2 = 0;
  60091. /** @hidden */
  60092. this._currentDrag1 = 0;
  60093. /** @hidden */
  60094. this._currentDrag2 = 0;
  60095. this.id = Particle._Count++;
  60096. if (!this.particleSystem.isAnimationSheetEnabled) {
  60097. return;
  60098. }
  60099. this.updateCellInfoFromSystem();
  60100. }
  60101. Particle.prototype.updateCellInfoFromSystem = function () {
  60102. this.cellIndex = this.particleSystem.startSpriteCellID;
  60103. };
  60104. /**
  60105. * Defines how the sprite cell index is updated for the particle
  60106. */
  60107. Particle.prototype.updateCellIndex = function () {
  60108. var offsetAge = this.age;
  60109. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60110. if (this.particleSystem.spriteRandomStartCell) {
  60111. if (this._randomCellOffset === undefined) {
  60112. this._randomCellOffset = Math.random() * this.lifeTime;
  60113. }
  60114. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60115. changeSpeed = 1;
  60116. offsetAge = this._randomCellOffset;
  60117. }
  60118. else {
  60119. offsetAge += this._randomCellOffset;
  60120. }
  60121. }
  60122. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60123. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60124. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60125. };
  60126. /** @hidden */
  60127. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60128. if (subEmitter.particleSystem.emitter.position) {
  60129. var emitterMesh = subEmitter.particleSystem.emitter;
  60130. emitterMesh.position.copyFrom(this.position);
  60131. if (subEmitter.inheritDirection) {
  60132. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60133. // Look at using Y as forward
  60134. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60135. }
  60136. }
  60137. else {
  60138. var emitterPosition = subEmitter.particleSystem.emitter;
  60139. emitterPosition.copyFrom(this.position);
  60140. }
  60141. // Set inheritedVelocityOffset to be used when new particles are created
  60142. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60143. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60144. };
  60145. /** @hidden */
  60146. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60147. var _this = this;
  60148. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60149. this._attachedSubEmitters.forEach(function (subEmitter) {
  60150. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60151. });
  60152. }
  60153. };
  60154. /** @hidden */
  60155. Particle.prototype._reset = function () {
  60156. this.age = 0;
  60157. this._currentColorGradient = null;
  60158. this._currentSizeGradient = null;
  60159. this._currentAngularSpeedGradient = null;
  60160. this._currentVelocityGradient = null;
  60161. this._currentLimitVelocityGradient = null;
  60162. this._currentDragGradient = null;
  60163. this.cellIndex = this.particleSystem.startSpriteCellID;
  60164. this._randomCellOffset = undefined;
  60165. };
  60166. /**
  60167. * Copy the properties of particle to another one.
  60168. * @param other the particle to copy the information to.
  60169. */
  60170. Particle.prototype.copyTo = function (other) {
  60171. other.position.copyFrom(this.position);
  60172. if (this._initialDirection) {
  60173. if (other._initialDirection) {
  60174. other._initialDirection.copyFrom(this._initialDirection);
  60175. }
  60176. else {
  60177. other._initialDirection = this._initialDirection.clone();
  60178. }
  60179. }
  60180. else {
  60181. other._initialDirection = null;
  60182. }
  60183. other.direction.copyFrom(this.direction);
  60184. other.color.copyFrom(this.color);
  60185. other.colorStep.copyFrom(this.colorStep);
  60186. other.lifeTime = this.lifeTime;
  60187. other.age = this.age;
  60188. other._randomCellOffset = this._randomCellOffset;
  60189. other.size = this.size;
  60190. other.scale.copyFrom(this.scale);
  60191. other.angle = this.angle;
  60192. other.angularSpeed = this.angularSpeed;
  60193. other.particleSystem = this.particleSystem;
  60194. other.cellIndex = this.cellIndex;
  60195. other.id = this.id;
  60196. other._attachedSubEmitters = this._attachedSubEmitters;
  60197. if (this._currentColorGradient) {
  60198. other._currentColorGradient = this._currentColorGradient;
  60199. other._currentColor1.copyFrom(this._currentColor1);
  60200. other._currentColor2.copyFrom(this._currentColor2);
  60201. }
  60202. if (this._currentSizeGradient) {
  60203. other._currentSizeGradient = this._currentSizeGradient;
  60204. other._currentSize1 = this._currentSize1;
  60205. other._currentSize2 = this._currentSize2;
  60206. }
  60207. if (this._currentAngularSpeedGradient) {
  60208. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60209. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60210. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60211. }
  60212. if (this._currentVelocityGradient) {
  60213. other._currentVelocityGradient = this._currentVelocityGradient;
  60214. other._currentVelocity1 = this._currentVelocity1;
  60215. other._currentVelocity2 = this._currentVelocity2;
  60216. }
  60217. if (this._currentLimitVelocityGradient) {
  60218. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60219. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60220. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60221. }
  60222. if (this._currentDragGradient) {
  60223. other._currentDragGradient = this._currentDragGradient;
  60224. other._currentDrag1 = this._currentDrag1;
  60225. other._currentDrag2 = this._currentDrag2;
  60226. }
  60227. if (this.particleSystem.isAnimationSheetEnabled) {
  60228. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60229. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60230. }
  60231. if (this.particleSystem.useRampGradients) {
  60232. other.remapData.copyFrom(this.remapData);
  60233. }
  60234. if (this._randomNoiseCoordinates1) {
  60235. if (other._randomNoiseCoordinates1) {
  60236. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60237. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60238. }
  60239. else {
  60240. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60241. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60242. }
  60243. }
  60244. };
  60245. Particle._Count = 0;
  60246. return Particle;
  60247. }());
  60248. BABYLON.Particle = Particle;
  60249. })(BABYLON || (BABYLON = {}));
  60250. //# sourceMappingURL=babylon.particle.js.map
  60251. var BABYLON;
  60252. (function (BABYLON) {
  60253. /**
  60254. * This represents the base class for particle system in Babylon.
  60255. * 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.
  60256. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60257. * @example https://doc.babylonjs.com/babylon101/particles
  60258. */
  60259. var BaseParticleSystem = /** @class */ (function () {
  60260. /**
  60261. * Instantiates a particle system.
  60262. * 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.
  60263. * @param name The name of the particle system
  60264. */
  60265. function BaseParticleSystem(name) {
  60266. /**
  60267. * List of animations used by the particle system.
  60268. */
  60269. this.animations = [];
  60270. /**
  60271. * The rendering group used by the Particle system to chose when to render.
  60272. */
  60273. this.renderingGroupId = 0;
  60274. /**
  60275. * The emitter represents the Mesh or position we are attaching the particle system to.
  60276. */
  60277. this.emitter = null;
  60278. /**
  60279. * The maximum number of particles to emit per frame
  60280. */
  60281. this.emitRate = 10;
  60282. /**
  60283. * If you want to launch only a few particles at once, that can be done, as well.
  60284. */
  60285. this.manualEmitCount = -1;
  60286. /**
  60287. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60288. */
  60289. this.updateSpeed = 0.01;
  60290. /**
  60291. * The amount of time the particle system is running (depends of the overall update speed).
  60292. */
  60293. this.targetStopDuration = 0;
  60294. /**
  60295. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60296. */
  60297. this.disposeOnStop = false;
  60298. /**
  60299. * Minimum power of emitting particles.
  60300. */
  60301. this.minEmitPower = 1;
  60302. /**
  60303. * Maximum power of emitting particles.
  60304. */
  60305. this.maxEmitPower = 1;
  60306. /**
  60307. * Minimum life time of emitting particles.
  60308. */
  60309. this.minLifeTime = 1;
  60310. /**
  60311. * Maximum life time of emitting particles.
  60312. */
  60313. this.maxLifeTime = 1;
  60314. /**
  60315. * Minimum Size of emitting particles.
  60316. */
  60317. this.minSize = 1;
  60318. /**
  60319. * Maximum Size of emitting particles.
  60320. */
  60321. this.maxSize = 1;
  60322. /**
  60323. * Minimum scale of emitting particles on X axis.
  60324. */
  60325. this.minScaleX = 1;
  60326. /**
  60327. * Maximum scale of emitting particles on X axis.
  60328. */
  60329. this.maxScaleX = 1;
  60330. /**
  60331. * Minimum scale of emitting particles on Y axis.
  60332. */
  60333. this.minScaleY = 1;
  60334. /**
  60335. * Maximum scale of emitting particles on Y axis.
  60336. */
  60337. this.maxScaleY = 1;
  60338. /**
  60339. * Gets or sets the minimal initial rotation in radians.
  60340. */
  60341. this.minInitialRotation = 0;
  60342. /**
  60343. * Gets or sets the maximal initial rotation in radians.
  60344. */
  60345. this.maxInitialRotation = 0;
  60346. /**
  60347. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60348. */
  60349. this.minAngularSpeed = 0;
  60350. /**
  60351. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60352. */
  60353. this.maxAngularSpeed = 0;
  60354. /**
  60355. * The layer mask we are rendering the particles through.
  60356. */
  60357. this.layerMask = 0x0FFFFFFF;
  60358. /**
  60359. * This can help using your own shader to render the particle system.
  60360. * The according effect will be created
  60361. */
  60362. this.customShader = null;
  60363. /**
  60364. * By default particle system starts as soon as they are created. This prevents the
  60365. * automatic start to happen and let you decide when to start emitting particles.
  60366. */
  60367. this.preventAutoStart = false;
  60368. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60369. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60370. /**
  60371. * Callback triggered when the particle animation is ending.
  60372. */
  60373. this.onAnimationEnd = null;
  60374. /**
  60375. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60376. */
  60377. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60378. /**
  60379. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60380. * to override the particles.
  60381. */
  60382. this.forceDepthWrite = false;
  60383. /** 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 */
  60384. this.preWarmCycles = 0;
  60385. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60386. this.preWarmStepOffset = 1;
  60387. /**
  60388. * 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)
  60389. */
  60390. this.spriteCellChangeSpeed = 1;
  60391. /**
  60392. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60393. */
  60394. this.startSpriteCellID = 0;
  60395. /**
  60396. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60397. */
  60398. this.endSpriteCellID = 0;
  60399. /**
  60400. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60401. */
  60402. this.spriteCellWidth = 0;
  60403. /**
  60404. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60405. */
  60406. this.spriteCellHeight = 0;
  60407. /**
  60408. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60409. */
  60410. this.spriteRandomStartCell = false;
  60411. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60412. this.translationPivot = new BABYLON.Vector2(0, 0);
  60413. /**
  60414. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60415. */
  60416. this.beginAnimationOnStart = false;
  60417. /**
  60418. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60419. */
  60420. this.beginAnimationFrom = 0;
  60421. /**
  60422. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60423. */
  60424. this.beginAnimationTo = 60;
  60425. /**
  60426. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60427. */
  60428. this.beginAnimationLoop = false;
  60429. /**
  60430. * You can use gravity if you want to give an orientation to your particles.
  60431. */
  60432. this.gravity = BABYLON.Vector3.Zero();
  60433. this._colorGradients = null;
  60434. this._sizeGradients = null;
  60435. this._lifeTimeGradients = null;
  60436. this._angularSpeedGradients = null;
  60437. this._velocityGradients = null;
  60438. this._limitVelocityGradients = null;
  60439. this._dragGradients = null;
  60440. this._emitRateGradients = null;
  60441. this._startSizeGradients = null;
  60442. this._rampGradients = null;
  60443. this._colorRemapGradients = null;
  60444. this._alphaRemapGradients = null;
  60445. /**
  60446. * Defines the delay in milliseconds before starting the system (0 by default)
  60447. */
  60448. this.startDelay = 0;
  60449. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60450. this.limitVelocityDamping = 0.4;
  60451. /**
  60452. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60453. */
  60454. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60455. /**
  60456. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60457. */
  60458. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60459. /**
  60460. * Color the particle will have at the end of its lifetime
  60461. */
  60462. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60463. /**
  60464. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60465. */
  60466. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60467. /** @hidden */
  60468. this._isSubEmitter = false;
  60469. /**
  60470. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60471. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60472. */
  60473. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60474. this._isBillboardBased = true;
  60475. /**
  60476. * Local cache of defines for image processing.
  60477. */
  60478. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60479. this.id = name;
  60480. this.name = name;
  60481. }
  60482. Object.defineProperty(BaseParticleSystem.prototype, "noiseTexture", {
  60483. /**
  60484. * Gets or sets a texture used to add random noise to particle positions
  60485. */
  60486. get: function () {
  60487. return this._noiseTexture;
  60488. },
  60489. set: function (value) {
  60490. if (this._noiseTexture === value) {
  60491. return;
  60492. }
  60493. this._noiseTexture = value;
  60494. this._reset();
  60495. },
  60496. enumerable: true,
  60497. configurable: true
  60498. });
  60499. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60500. /**
  60501. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60502. */
  60503. get: function () {
  60504. return this._isAnimationSheetEnabled;
  60505. },
  60506. set: function (value) {
  60507. if (this._isAnimationSheetEnabled == value) {
  60508. return;
  60509. }
  60510. this._isAnimationSheetEnabled = value;
  60511. this._reset();
  60512. },
  60513. enumerable: true,
  60514. configurable: true
  60515. });
  60516. /**
  60517. * Get hosting scene
  60518. * @returns the scene
  60519. */
  60520. BaseParticleSystem.prototype.getScene = function () {
  60521. return this._scene;
  60522. };
  60523. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60524. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60525. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60526. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60527. };
  60528. /**
  60529. * Gets the current list of drag gradients.
  60530. * You must use addDragGradient and removeDragGradient to udpate this list
  60531. * @returns the list of drag gradients
  60532. */
  60533. BaseParticleSystem.prototype.getDragGradients = function () {
  60534. return this._dragGradients;
  60535. };
  60536. /**
  60537. * Gets the current list of limit velocity gradients.
  60538. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60539. * @returns the list of limit velocity gradients
  60540. */
  60541. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60542. return this._limitVelocityGradients;
  60543. };
  60544. /**
  60545. * Gets the current list of color gradients.
  60546. * You must use addColorGradient and removeColorGradient to udpate this list
  60547. * @returns the list of color gradients
  60548. */
  60549. BaseParticleSystem.prototype.getColorGradients = function () {
  60550. return this._colorGradients;
  60551. };
  60552. /**
  60553. * Gets the current list of size gradients.
  60554. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60555. * @returns the list of size gradients
  60556. */
  60557. BaseParticleSystem.prototype.getSizeGradients = function () {
  60558. return this._sizeGradients;
  60559. };
  60560. /**
  60561. * Gets the current list of color remap gradients.
  60562. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60563. * @returns the list of color remap gradients
  60564. */
  60565. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60566. return this._colorRemapGradients;
  60567. };
  60568. /**
  60569. * Gets the current list of alpha remap gradients.
  60570. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60571. * @returns the list of alpha remap gradients
  60572. */
  60573. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60574. return this._alphaRemapGradients;
  60575. };
  60576. /**
  60577. * Gets the current list of life time gradients.
  60578. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60579. * @returns the list of life time gradients
  60580. */
  60581. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60582. return this._lifeTimeGradients;
  60583. };
  60584. /**
  60585. * Gets the current list of angular speed gradients.
  60586. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60587. * @returns the list of angular speed gradients
  60588. */
  60589. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60590. return this._angularSpeedGradients;
  60591. };
  60592. /**
  60593. * Gets the current list of velocity gradients.
  60594. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60595. * @returns the list of velocity gradients
  60596. */
  60597. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60598. return this._velocityGradients;
  60599. };
  60600. /**
  60601. * Gets the current list of start size gradients.
  60602. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60603. * @returns the list of start size gradients
  60604. */
  60605. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60606. return this._startSizeGradients;
  60607. };
  60608. /**
  60609. * Gets the current list of emit rate gradients.
  60610. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60611. * @returns the list of emit rate gradients
  60612. */
  60613. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60614. return this._emitRateGradients;
  60615. };
  60616. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60617. /**
  60618. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60619. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60620. */
  60621. get: function () {
  60622. if (this.particleEmitterType.direction1) {
  60623. return this.particleEmitterType.direction1;
  60624. }
  60625. return BABYLON.Vector3.Zero();
  60626. },
  60627. set: function (value) {
  60628. if (this.particleEmitterType.direction1) {
  60629. this.particleEmitterType.direction1 = value;
  60630. }
  60631. },
  60632. enumerable: true,
  60633. configurable: true
  60634. });
  60635. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60636. /**
  60637. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60638. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60639. */
  60640. get: function () {
  60641. if (this.particleEmitterType.direction2) {
  60642. return this.particleEmitterType.direction2;
  60643. }
  60644. return BABYLON.Vector3.Zero();
  60645. },
  60646. set: function (value) {
  60647. if (this.particleEmitterType.direction2) {
  60648. this.particleEmitterType.direction2 = value;
  60649. }
  60650. },
  60651. enumerable: true,
  60652. configurable: true
  60653. });
  60654. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60655. /**
  60656. * 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.
  60657. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60658. */
  60659. get: function () {
  60660. if (this.particleEmitterType.minEmitBox) {
  60661. return this.particleEmitterType.minEmitBox;
  60662. }
  60663. return BABYLON.Vector3.Zero();
  60664. },
  60665. set: function (value) {
  60666. if (this.particleEmitterType.minEmitBox) {
  60667. this.particleEmitterType.minEmitBox = value;
  60668. }
  60669. },
  60670. enumerable: true,
  60671. configurable: true
  60672. });
  60673. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60674. /**
  60675. * 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.
  60676. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60677. */
  60678. get: function () {
  60679. if (this.particleEmitterType.maxEmitBox) {
  60680. return this.particleEmitterType.maxEmitBox;
  60681. }
  60682. return BABYLON.Vector3.Zero();
  60683. },
  60684. set: function (value) {
  60685. if (this.particleEmitterType.maxEmitBox) {
  60686. this.particleEmitterType.maxEmitBox = value;
  60687. }
  60688. },
  60689. enumerable: true,
  60690. configurable: true
  60691. });
  60692. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60693. /**
  60694. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60695. */
  60696. get: function () {
  60697. return this._isBillboardBased;
  60698. },
  60699. set: function (value) {
  60700. if (this._isBillboardBased === value) {
  60701. return;
  60702. }
  60703. this._isBillboardBased = value;
  60704. this._reset();
  60705. },
  60706. enumerable: true,
  60707. configurable: true
  60708. });
  60709. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60710. /**
  60711. * Gets the image processing configuration used either in this material.
  60712. */
  60713. get: function () {
  60714. return this._imageProcessingConfiguration;
  60715. },
  60716. /**
  60717. * Sets the Default image processing configuration used either in the this material.
  60718. *
  60719. * If sets to null, the scene one is in use.
  60720. */
  60721. set: function (value) {
  60722. this._attachImageProcessingConfiguration(value);
  60723. },
  60724. enumerable: true,
  60725. configurable: true
  60726. });
  60727. /**
  60728. * Attaches a new image processing configuration to the Standard Material.
  60729. * @param configuration
  60730. */
  60731. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60732. if (configuration === this._imageProcessingConfiguration) {
  60733. return;
  60734. }
  60735. // Pick the scene configuration if needed.
  60736. if (!configuration) {
  60737. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60738. }
  60739. else {
  60740. this._imageProcessingConfiguration = configuration;
  60741. }
  60742. };
  60743. /** @hidden */
  60744. BaseParticleSystem.prototype._reset = function () {
  60745. };
  60746. /** @hidden */
  60747. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60748. if (!gradients) {
  60749. return this;
  60750. }
  60751. var index = 0;
  60752. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60753. var valueGradient = gradients_1[_i];
  60754. if (valueGradient.gradient === gradient) {
  60755. gradients.splice(index, 1);
  60756. break;
  60757. }
  60758. index++;
  60759. }
  60760. if (texture) {
  60761. texture.dispose();
  60762. }
  60763. return this;
  60764. };
  60765. /**
  60766. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60767. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60768. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60769. * @returns the emitter
  60770. */
  60771. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60772. var particleEmitter = new BABYLON.PointParticleEmitter();
  60773. particleEmitter.direction1 = direction1;
  60774. particleEmitter.direction2 = direction2;
  60775. this.particleEmitterType = particleEmitter;
  60776. return particleEmitter;
  60777. };
  60778. /**
  60779. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60780. * @param radius The radius of the hemisphere to emit from
  60781. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60782. * @returns the emitter
  60783. */
  60784. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60785. if (radius === void 0) { radius = 1; }
  60786. if (radiusRange === void 0) { radiusRange = 1; }
  60787. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60788. this.particleEmitterType = particleEmitter;
  60789. return particleEmitter;
  60790. };
  60791. /**
  60792. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60793. * @param radius The radius of the sphere to emit from
  60794. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60795. * @returns the emitter
  60796. */
  60797. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60798. if (radius === void 0) { radius = 1; }
  60799. if (radiusRange === void 0) { radiusRange = 1; }
  60800. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60801. this.particleEmitterType = particleEmitter;
  60802. return particleEmitter;
  60803. };
  60804. /**
  60805. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60806. * @param radius The radius of the sphere to emit from
  60807. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60808. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60809. * @returns the emitter
  60810. */
  60811. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60812. if (radius === void 0) { radius = 1; }
  60813. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60814. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60815. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60816. this.particleEmitterType = particleEmitter;
  60817. return particleEmitter;
  60818. };
  60819. /**
  60820. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60821. * @param radius The radius of the emission cylinder
  60822. * @param height The height of the emission cylinder
  60823. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60824. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60825. * @returns the emitter
  60826. */
  60827. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60828. if (radius === void 0) { radius = 1; }
  60829. if (height === void 0) { height = 1; }
  60830. if (radiusRange === void 0) { radiusRange = 1; }
  60831. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60832. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60833. this.particleEmitterType = particleEmitter;
  60834. return particleEmitter;
  60835. };
  60836. /**
  60837. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60838. * @param radius The radius of the cylinder to emit from
  60839. * @param height The height of the emission cylinder
  60840. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60841. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60842. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60843. * @returns the emitter
  60844. */
  60845. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60846. if (radius === void 0) { radius = 1; }
  60847. if (height === void 0) { height = 1; }
  60848. if (radiusRange === void 0) { radiusRange = 1; }
  60849. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60850. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60851. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60852. this.particleEmitterType = particleEmitter;
  60853. return particleEmitter;
  60854. };
  60855. /**
  60856. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60857. * @param radius The radius of the cone to emit from
  60858. * @param angle The base angle of the cone
  60859. * @returns the emitter
  60860. */
  60861. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60862. if (radius === void 0) { radius = 1; }
  60863. if (angle === void 0) { angle = Math.PI / 4; }
  60864. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60865. this.particleEmitterType = particleEmitter;
  60866. return particleEmitter;
  60867. };
  60868. /**
  60869. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60870. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60871. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60872. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60873. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60874. * @returns the emitter
  60875. */
  60876. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60877. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60878. this.particleEmitterType = particleEmitter;
  60879. this.direction1 = direction1;
  60880. this.direction2 = direction2;
  60881. this.minEmitBox = minEmitBox;
  60882. this.maxEmitBox = maxEmitBox;
  60883. return particleEmitter;
  60884. };
  60885. /**
  60886. * Source color is added to the destination color without alpha affecting the result
  60887. */
  60888. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60889. /**
  60890. * Blend current color and particle color using particle’s alpha
  60891. */
  60892. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60893. /**
  60894. * Add current color and particle color multiplied by particle’s alpha
  60895. */
  60896. BaseParticleSystem.BLENDMODE_ADD = 2;
  60897. /**
  60898. * Multiply current color with particle color
  60899. */
  60900. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60901. /**
  60902. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60903. */
  60904. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60905. return BaseParticleSystem;
  60906. }());
  60907. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60908. })(BABYLON || (BABYLON = {}));
  60909. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60910. var BABYLON;
  60911. (function (BABYLON) {
  60912. /**
  60913. * This represents a particle system in Babylon.
  60914. * 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.
  60915. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60916. * @example https://doc.babylonjs.com/babylon101/particles
  60917. */
  60918. var ParticleSystem = /** @class */ (function (_super) {
  60919. __extends(ParticleSystem, _super);
  60920. /**
  60921. * Instantiates a particle system.
  60922. * 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.
  60923. * @param name The name of the particle system
  60924. * @param capacity The max number of particles alive at the same time
  60925. * @param scene The scene the particle system belongs to
  60926. * @param customEffect a custom effect used to change the way particles are rendered by default
  60927. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60928. * @param epsilon Offset used to render the particles
  60929. */
  60930. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60931. if (customEffect === void 0) { customEffect = null; }
  60932. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60933. if (epsilon === void 0) { epsilon = 0.01; }
  60934. var _this = _super.call(this, name) || this;
  60935. /**
  60936. * @hidden
  60937. */
  60938. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60939. /**
  60940. * An event triggered when the system is disposed
  60941. */
  60942. _this.onDisposeObservable = new BABYLON.Observable();
  60943. _this._particles = new Array();
  60944. _this._stockParticles = new Array();
  60945. _this._newPartsExcess = 0;
  60946. _this._vertexBuffers = {};
  60947. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60948. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60949. _this._scaledDirection = BABYLON.Vector3.Zero();
  60950. _this._scaledGravity = BABYLON.Vector3.Zero();
  60951. _this._currentRenderId = -1;
  60952. _this._useInstancing = false;
  60953. _this._started = false;
  60954. _this._stopped = false;
  60955. _this._actualFrame = 0;
  60956. /** @hidden */
  60957. _this._currentEmitRate1 = 0;
  60958. /** @hidden */
  60959. _this._currentEmitRate2 = 0;
  60960. /** @hidden */
  60961. _this._currentStartSize1 = 0;
  60962. /** @hidden */
  60963. _this._currentStartSize2 = 0;
  60964. _this._rawTextureWidth = 256;
  60965. _this._useRampGradients = false;
  60966. /**
  60967. * @hidden
  60968. * If the particle systems emitter should be disposed when the particle system is disposed
  60969. */
  60970. _this._disposeEmitterOnDispose = false;
  60971. // start of sub system methods
  60972. /**
  60973. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60974. * Its lifetime will start back at 0.
  60975. */
  60976. _this.recycleParticle = function (particle) {
  60977. // move particle from activeParticle list to stock particles
  60978. var lastParticle = _this._particles.pop();
  60979. if (lastParticle !== particle) {
  60980. lastParticle.copyTo(particle);
  60981. }
  60982. _this._stockParticles.push(lastParticle);
  60983. };
  60984. _this._createParticle = function () {
  60985. var particle;
  60986. if (_this._stockParticles.length !== 0) {
  60987. particle = _this._stockParticles.pop();
  60988. particle._reset();
  60989. }
  60990. else {
  60991. particle = new BABYLON.Particle(_this);
  60992. }
  60993. // Attach emitters
  60994. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60995. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60996. particle._attachedSubEmitters = [];
  60997. subEmitters.forEach(function (subEmitter) {
  60998. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60999. var newEmitter = subEmitter.clone();
  61000. particle._attachedSubEmitters.push(newEmitter);
  61001. newEmitter.particleSystem.start();
  61002. }
  61003. });
  61004. }
  61005. return particle;
  61006. };
  61007. _this._emitFromParticle = function (particle) {
  61008. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  61009. return;
  61010. }
  61011. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  61012. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  61013. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  61014. var subSystem = subEmitter.clone();
  61015. particle._inheritParticleInfoToSubEmitter(subSystem);
  61016. subSystem.particleSystem._rootParticleSystem = _this;
  61017. _this.activeSubSystems.push(subSystem.particleSystem);
  61018. subSystem.particleSystem.start();
  61019. }
  61020. });
  61021. };
  61022. _this._capacity = capacity;
  61023. _this._epsilon = epsilon;
  61024. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  61025. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  61026. // Setup the default processing configuration to the scene.
  61027. _this._attachImageProcessingConfiguration(null);
  61028. _this._customEffect = customEffect;
  61029. _this._scene.particleSystems.push(_this);
  61030. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  61031. _this._createIndexBuffer();
  61032. _this._createVertexBuffers();
  61033. // Default emitter type
  61034. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  61035. // Update
  61036. _this.updateFunction = function (particles) {
  61037. var noiseTextureSize = null;
  61038. var noiseTextureData = null;
  61039. if (_this.noiseTexture) { // We need to get texture data back to CPU
  61040. noiseTextureSize = _this.noiseTexture.getSize();
  61041. noiseTextureData = (_this.noiseTexture.getContent());
  61042. }
  61043. var _loop_1 = function () {
  61044. particle = particles[index];
  61045. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  61046. var previousAge = particle.age;
  61047. particle.age += scaledUpdateSpeed;
  61048. // Evaluate step to death
  61049. if (particle.age > particle.lifeTime) {
  61050. var diff = particle.age - previousAge;
  61051. var oldDiff = particle.lifeTime - previousAge;
  61052. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  61053. particle.age = particle.lifeTime;
  61054. }
  61055. var ratio = particle.age / particle.lifeTime;
  61056. // Color
  61057. if (_this._colorGradients && _this._colorGradients.length > 0) {
  61058. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  61059. if (currentGradient !== particle._currentColorGradient) {
  61060. particle._currentColor1.copyFrom(particle._currentColor2);
  61061. nextGradient.getColorToRef(particle._currentColor2);
  61062. particle._currentColorGradient = currentGradient;
  61063. }
  61064. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  61065. });
  61066. }
  61067. else {
  61068. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  61069. particle.color.addInPlace(_this._scaledColorStep);
  61070. if (particle.color.a < 0) {
  61071. particle.color.a = 0;
  61072. }
  61073. }
  61074. // Angular speed
  61075. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  61076. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  61077. if (currentGradient !== particle._currentAngularSpeedGradient) {
  61078. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  61079. particle._currentAngularSpeed2 = nextGradient.getFactor();
  61080. particle._currentAngularSpeedGradient = currentGradient;
  61081. }
  61082. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  61083. });
  61084. }
  61085. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  61086. // Direction
  61087. var directionScale = scaledUpdateSpeed;
  61088. /// Velocity
  61089. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  61090. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  61091. if (currentGradient !== particle._currentVelocityGradient) {
  61092. particle._currentVelocity1 = particle._currentVelocity2;
  61093. particle._currentVelocity2 = nextGradient.getFactor();
  61094. particle._currentVelocityGradient = currentGradient;
  61095. }
  61096. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  61097. });
  61098. }
  61099. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61100. /// Limit velocity
  61101. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61102. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61103. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61104. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61105. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61106. particle._currentLimitVelocityGradient = currentGradient;
  61107. }
  61108. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61109. var currentVelocity = particle.direction.length();
  61110. if (currentVelocity > limitVelocity) {
  61111. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61112. }
  61113. });
  61114. }
  61115. /// Drag
  61116. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61117. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61118. if (currentGradient !== particle._currentDragGradient) {
  61119. particle._currentDrag1 = particle._currentDrag2;
  61120. particle._currentDrag2 = nextGradient.getFactor();
  61121. particle._currentDragGradient = currentGradient;
  61122. }
  61123. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61124. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61125. });
  61126. }
  61127. particle.position.addInPlace(_this._scaledDirection);
  61128. // Noise
  61129. if (noiseTextureData && noiseTextureSize && particle._randomNoiseCoordinates1) {
  61130. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61131. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61132. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61133. var force = BABYLON.Tmp.Vector3[0];
  61134. var scaledForce = BABYLON.Tmp.Vector3[1];
  61135. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61136. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61137. particle.direction.addInPlace(scaledForce);
  61138. }
  61139. // Gravity
  61140. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61141. particle.direction.addInPlace(_this._scaledGravity);
  61142. // Size
  61143. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61144. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61145. if (currentGradient !== particle._currentSizeGradient) {
  61146. particle._currentSize1 = particle._currentSize2;
  61147. particle._currentSize2 = nextGradient.getFactor();
  61148. particle._currentSizeGradient = currentGradient;
  61149. }
  61150. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61151. });
  61152. }
  61153. // Remap data
  61154. if (_this._useRampGradients) {
  61155. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61156. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61157. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61158. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61159. particle.remapData.x = min;
  61160. particle.remapData.y = max - min;
  61161. });
  61162. }
  61163. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61164. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61165. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61166. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61167. particle.remapData.z = min;
  61168. particle.remapData.w = max - min;
  61169. });
  61170. }
  61171. }
  61172. if (_this._isAnimationSheetEnabled) {
  61173. particle.updateCellIndex();
  61174. }
  61175. // Update the position of the attached sub-emitters to match their attached particle
  61176. particle._inheritParticleInfoToSubEmitters();
  61177. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61178. _this._emitFromParticle(particle);
  61179. if (particle._attachedSubEmitters) {
  61180. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61181. subEmitter.particleSystem.disposeOnStop = true;
  61182. subEmitter.particleSystem.stop();
  61183. });
  61184. particle._attachedSubEmitters = null;
  61185. }
  61186. _this.recycleParticle(particle);
  61187. index--;
  61188. return "continue";
  61189. }
  61190. };
  61191. var particle;
  61192. for (var index = 0; index < particles.length; index++) {
  61193. _loop_1();
  61194. }
  61195. };
  61196. return _this;
  61197. }
  61198. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61199. /**
  61200. * Sets a callback that will be triggered when the system is disposed
  61201. */
  61202. set: function (callback) {
  61203. if (this._onDisposeObserver) {
  61204. this.onDisposeObservable.remove(this._onDisposeObserver);
  61205. }
  61206. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61207. },
  61208. enumerable: true,
  61209. configurable: true
  61210. });
  61211. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61212. /** Gets or sets a boolean indicating that ramp gradients must be used
  61213. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61214. */
  61215. get: function () {
  61216. return this._useRampGradients;
  61217. },
  61218. set: function (value) {
  61219. if (this._useRampGradients === value) {
  61220. return;
  61221. }
  61222. this._useRampGradients = value;
  61223. this._resetEffect();
  61224. },
  61225. enumerable: true,
  61226. configurable: true
  61227. });
  61228. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61229. //end of Sub-emitter
  61230. /**
  61231. * Gets the current list of active particles
  61232. */
  61233. get: function () {
  61234. return this._particles;
  61235. },
  61236. enumerable: true,
  61237. configurable: true
  61238. });
  61239. /**
  61240. * Returns the string "ParticleSystem"
  61241. * @returns a string containing the class name
  61242. */
  61243. ParticleSystem.prototype.getClassName = function () {
  61244. return "ParticleSystem";
  61245. };
  61246. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61247. var newGradient = new BABYLON.FactorGradient();
  61248. newGradient.gradient = gradient;
  61249. newGradient.factor1 = factor;
  61250. newGradient.factor2 = factor2;
  61251. factorGradients.push(newGradient);
  61252. factorGradients.sort(function (a, b) {
  61253. if (a.gradient < b.gradient) {
  61254. return -1;
  61255. }
  61256. else if (a.gradient > b.gradient) {
  61257. return 1;
  61258. }
  61259. return 0;
  61260. });
  61261. };
  61262. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61263. if (!factorGradients) {
  61264. return;
  61265. }
  61266. var index = 0;
  61267. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61268. var factorGradient = factorGradients_1[_i];
  61269. if (factorGradient.gradient === gradient) {
  61270. factorGradients.splice(index, 1);
  61271. break;
  61272. }
  61273. index++;
  61274. }
  61275. };
  61276. /**
  61277. * Adds a new life time gradient
  61278. * @param gradient defines the gradient to use (between 0 and 1)
  61279. * @param factor defines the life time factor to affect to the specified gradient
  61280. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61281. * @returns the current particle system
  61282. */
  61283. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61284. if (!this._lifeTimeGradients) {
  61285. this._lifeTimeGradients = [];
  61286. }
  61287. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61288. return this;
  61289. };
  61290. /**
  61291. * Remove a specific life time gradient
  61292. * @param gradient defines the gradient to remove
  61293. * @returns the current particle system
  61294. */
  61295. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61296. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61297. return this;
  61298. };
  61299. /**
  61300. * Adds a new size gradient
  61301. * @param gradient defines the gradient to use (between 0 and 1)
  61302. * @param factor defines the size factor to affect to the specified gradient
  61303. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61304. * @returns the current particle system
  61305. */
  61306. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61307. if (!this._sizeGradients) {
  61308. this._sizeGradients = [];
  61309. }
  61310. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61311. return this;
  61312. };
  61313. /**
  61314. * Remove a specific size gradient
  61315. * @param gradient defines the gradient to remove
  61316. * @returns the current particle system
  61317. */
  61318. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61319. this._removeFactorGradient(this._sizeGradients, gradient);
  61320. return this;
  61321. };
  61322. /**
  61323. * Adds a new color remap gradient
  61324. * @param gradient defines the gradient to use (between 0 and 1)
  61325. * @param min defines the color remap minimal range
  61326. * @param max defines the color remap maximal range
  61327. * @returns the current particle system
  61328. */
  61329. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61330. if (!this._colorRemapGradients) {
  61331. this._colorRemapGradients = [];
  61332. }
  61333. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61334. return this;
  61335. };
  61336. /**
  61337. * Remove a specific color remap gradient
  61338. * @param gradient defines the gradient to remove
  61339. * @returns the current particle system
  61340. */
  61341. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61342. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61343. return this;
  61344. };
  61345. /**
  61346. * Adds a new alpha remap gradient
  61347. * @param gradient defines the gradient to use (between 0 and 1)
  61348. * @param min defines the alpha remap minimal range
  61349. * @param max defines the alpha remap maximal range
  61350. * @returns the current particle system
  61351. */
  61352. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61353. if (!this._alphaRemapGradients) {
  61354. this._alphaRemapGradients = [];
  61355. }
  61356. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61357. return this;
  61358. };
  61359. /**
  61360. * Remove a specific alpha remap gradient
  61361. * @param gradient defines the gradient to remove
  61362. * @returns the current particle system
  61363. */
  61364. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61365. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61366. return this;
  61367. };
  61368. /**
  61369. * Adds a new angular speed gradient
  61370. * @param gradient defines the gradient to use (between 0 and 1)
  61371. * @param factor defines the angular speed to affect to the specified gradient
  61372. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61373. * @returns the current particle system
  61374. */
  61375. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61376. if (!this._angularSpeedGradients) {
  61377. this._angularSpeedGradients = [];
  61378. }
  61379. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61380. return this;
  61381. };
  61382. /**
  61383. * Remove a specific angular speed gradient
  61384. * @param gradient defines the gradient to remove
  61385. * @returns the current particle system
  61386. */
  61387. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61388. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61389. return this;
  61390. };
  61391. /**
  61392. * Adds a new velocity gradient
  61393. * @param gradient defines the gradient to use (between 0 and 1)
  61394. * @param factor defines the velocity to affect to the specified gradient
  61395. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61396. * @returns the current particle system
  61397. */
  61398. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61399. if (!this._velocityGradients) {
  61400. this._velocityGradients = [];
  61401. }
  61402. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61403. return this;
  61404. };
  61405. /**
  61406. * Remove a specific velocity gradient
  61407. * @param gradient defines the gradient to remove
  61408. * @returns the current particle system
  61409. */
  61410. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61411. this._removeFactorGradient(this._velocityGradients, gradient);
  61412. return this;
  61413. };
  61414. /**
  61415. * Adds a new limit velocity gradient
  61416. * @param gradient defines the gradient to use (between 0 and 1)
  61417. * @param factor defines the limit velocity value to affect to the specified gradient
  61418. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61419. * @returns the current particle system
  61420. */
  61421. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61422. if (!this._limitVelocityGradients) {
  61423. this._limitVelocityGradients = [];
  61424. }
  61425. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61426. return this;
  61427. };
  61428. /**
  61429. * Remove a specific limit velocity gradient
  61430. * @param gradient defines the gradient to remove
  61431. * @returns the current particle system
  61432. */
  61433. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61434. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61435. return this;
  61436. };
  61437. /**
  61438. * Adds a new drag gradient
  61439. * @param gradient defines the gradient to use (between 0 and 1)
  61440. * @param factor defines the drag value to affect to the specified gradient
  61441. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61442. * @returns the current particle system
  61443. */
  61444. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61445. if (!this._dragGradients) {
  61446. this._dragGradients = [];
  61447. }
  61448. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61449. return this;
  61450. };
  61451. /**
  61452. * Remove a specific drag gradient
  61453. * @param gradient defines the gradient to remove
  61454. * @returns the current particle system
  61455. */
  61456. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61457. this._removeFactorGradient(this._dragGradients, gradient);
  61458. return this;
  61459. };
  61460. /**
  61461. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61462. * @param gradient defines the gradient to use (between 0 and 1)
  61463. * @param factor defines the emit rate value to affect to the specified gradient
  61464. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61465. * @returns the current particle system
  61466. */
  61467. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61468. if (!this._emitRateGradients) {
  61469. this._emitRateGradients = [];
  61470. }
  61471. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61472. return this;
  61473. };
  61474. /**
  61475. * Remove a specific emit rate gradient
  61476. * @param gradient defines the gradient to remove
  61477. * @returns the current particle system
  61478. */
  61479. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61480. this._removeFactorGradient(this._emitRateGradients, gradient);
  61481. return this;
  61482. };
  61483. /**
  61484. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61485. * @param gradient defines the gradient to use (between 0 and 1)
  61486. * @param factor defines the start size value to affect to the specified gradient
  61487. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61488. * @returns the current particle system
  61489. */
  61490. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61491. if (!this._startSizeGradients) {
  61492. this._startSizeGradients = [];
  61493. }
  61494. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61495. return this;
  61496. };
  61497. /**
  61498. * Remove a specific start size gradient
  61499. * @param gradient defines the gradient to remove
  61500. * @returns the current particle system
  61501. */
  61502. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61503. this._removeFactorGradient(this._emitRateGradients, gradient);
  61504. return this;
  61505. };
  61506. ParticleSystem.prototype._createRampGradientTexture = function () {
  61507. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61508. return;
  61509. }
  61510. var data = new Uint8Array(this._rawTextureWidth * 4);
  61511. var tmpColor = BABYLON.Tmp.Color3[0];
  61512. for (var x = 0; x < this._rawTextureWidth; x++) {
  61513. var ratio = x / this._rawTextureWidth;
  61514. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61515. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61516. data[x * 4] = tmpColor.r * 255;
  61517. data[x * 4 + 1] = tmpColor.g * 255;
  61518. data[x * 4 + 2] = tmpColor.b * 255;
  61519. data[x * 4 + 3] = 255;
  61520. });
  61521. }
  61522. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61523. };
  61524. /**
  61525. * Gets the current list of ramp gradients.
  61526. * You must use addRampGradient and removeRampGradient to udpate this list
  61527. * @returns the list of ramp gradients
  61528. */
  61529. ParticleSystem.prototype.getRampGradients = function () {
  61530. return this._rampGradients;
  61531. };
  61532. /**
  61533. * Adds a new ramp gradient used to remap particle colors
  61534. * @param gradient defines the gradient to use (between 0 and 1)
  61535. * @param color defines the color to affect to the specified gradient
  61536. * @returns the current particle system
  61537. */
  61538. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61539. if (!this._rampGradients) {
  61540. this._rampGradients = [];
  61541. }
  61542. var rampGradient = new BABYLON.Color3Gradient();
  61543. rampGradient.gradient = gradient;
  61544. rampGradient.color = color;
  61545. this._rampGradients.push(rampGradient);
  61546. this._rampGradients.sort(function (a, b) {
  61547. if (a.gradient < b.gradient) {
  61548. return -1;
  61549. }
  61550. else if (a.gradient > b.gradient) {
  61551. return 1;
  61552. }
  61553. return 0;
  61554. });
  61555. if (this._rampGradientsTexture) {
  61556. this._rampGradientsTexture.dispose();
  61557. this._rampGradientsTexture = null;
  61558. }
  61559. this._createRampGradientTexture();
  61560. return this;
  61561. };
  61562. /**
  61563. * Remove a specific ramp gradient
  61564. * @param gradient defines the gradient to remove
  61565. * @returns the current particle system
  61566. */
  61567. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61568. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61569. this._rampGradientsTexture = null;
  61570. if (this._rampGradients && this._rampGradients.length > 0) {
  61571. this._createRampGradientTexture();
  61572. }
  61573. return this;
  61574. };
  61575. /**
  61576. * Adds a new color gradient
  61577. * @param gradient defines the gradient to use (between 0 and 1)
  61578. * @param color1 defines the color to affect to the specified gradient
  61579. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61580. * @returns this particle system
  61581. */
  61582. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61583. if (!this._colorGradients) {
  61584. this._colorGradients = [];
  61585. }
  61586. var colorGradient = new BABYLON.ColorGradient();
  61587. colorGradient.gradient = gradient;
  61588. colorGradient.color1 = color1;
  61589. colorGradient.color2 = color2;
  61590. this._colorGradients.push(colorGradient);
  61591. this._colorGradients.sort(function (a, b) {
  61592. if (a.gradient < b.gradient) {
  61593. return -1;
  61594. }
  61595. else if (a.gradient > b.gradient) {
  61596. return 1;
  61597. }
  61598. return 0;
  61599. });
  61600. return this;
  61601. };
  61602. /**
  61603. * Remove a specific color gradient
  61604. * @param gradient defines the gradient to remove
  61605. * @returns this particle system
  61606. */
  61607. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61608. if (!this._colorGradients) {
  61609. return this;
  61610. }
  61611. var index = 0;
  61612. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61613. var colorGradient = _a[_i];
  61614. if (colorGradient.gradient === gradient) {
  61615. this._colorGradients.splice(index, 1);
  61616. break;
  61617. }
  61618. index++;
  61619. }
  61620. return this;
  61621. };
  61622. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61623. u = Math.abs(u) * 0.5 + 0.5;
  61624. v = Math.abs(v) * 0.5 + 0.5;
  61625. var wrappedU = ((u * width) % width) | 0;
  61626. var wrappedV = ((v * height) % height) | 0;
  61627. var position = (wrappedU + wrappedV * width) * 4;
  61628. return pixels[position] / 255;
  61629. };
  61630. ParticleSystem.prototype._reset = function () {
  61631. this._resetEffect();
  61632. };
  61633. ParticleSystem.prototype._resetEffect = function () {
  61634. if (this._vertexBuffer) {
  61635. this._vertexBuffer.dispose();
  61636. this._vertexBuffer = null;
  61637. }
  61638. if (this._spriteBuffer) {
  61639. this._spriteBuffer.dispose();
  61640. this._spriteBuffer = null;
  61641. }
  61642. this._createVertexBuffers();
  61643. };
  61644. ParticleSystem.prototype._createVertexBuffers = function () {
  61645. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61646. if (this._isAnimationSheetEnabled) {
  61647. this._vertexBufferSize += 1;
  61648. }
  61649. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61650. this._vertexBufferSize += 3;
  61651. }
  61652. if (this._useRampGradients) {
  61653. this._vertexBufferSize += 4;
  61654. }
  61655. var engine = this._scene.getEngine();
  61656. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61657. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61658. var dataOffset = 0;
  61659. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61660. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61661. dataOffset += 3;
  61662. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61663. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61664. dataOffset += 4;
  61665. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61666. this._vertexBuffers["angle"] = options;
  61667. dataOffset += 1;
  61668. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61669. this._vertexBuffers["size"] = size;
  61670. dataOffset += 2;
  61671. if (this._isAnimationSheetEnabled) {
  61672. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61673. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61674. dataOffset += 1;
  61675. }
  61676. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61677. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61678. this._vertexBuffers["direction"] = directionBuffer;
  61679. dataOffset += 3;
  61680. }
  61681. if (this._useRampGradients) {
  61682. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61683. this._vertexBuffers["remapData"] = rampDataBuffer;
  61684. dataOffset += 4;
  61685. }
  61686. var offsets;
  61687. if (this._useInstancing) {
  61688. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61689. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61690. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61691. }
  61692. else {
  61693. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61694. dataOffset += 2;
  61695. }
  61696. this._vertexBuffers["offset"] = offsets;
  61697. };
  61698. ParticleSystem.prototype._createIndexBuffer = function () {
  61699. if (this._useInstancing) {
  61700. return;
  61701. }
  61702. var indices = [];
  61703. var index = 0;
  61704. for (var count = 0; count < this._capacity; count++) {
  61705. indices.push(index);
  61706. indices.push(index + 1);
  61707. indices.push(index + 2);
  61708. indices.push(index);
  61709. indices.push(index + 2);
  61710. indices.push(index + 3);
  61711. index += 4;
  61712. }
  61713. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61714. };
  61715. /**
  61716. * Gets the maximum number of particles active at the same time.
  61717. * @returns The max number of active particles.
  61718. */
  61719. ParticleSystem.prototype.getCapacity = function () {
  61720. return this._capacity;
  61721. };
  61722. /**
  61723. * Gets whether there are still active particles in the system.
  61724. * @returns True if it is alive, otherwise false.
  61725. */
  61726. ParticleSystem.prototype.isAlive = function () {
  61727. return this._alive;
  61728. };
  61729. /**
  61730. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61731. * @returns True if it has been started, otherwise false.
  61732. */
  61733. ParticleSystem.prototype.isStarted = function () {
  61734. return this._started;
  61735. };
  61736. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61737. var _this = this;
  61738. this._subEmitters = new Array();
  61739. if (this.subEmitters) {
  61740. this.subEmitters.forEach(function (subEmitter) {
  61741. if (subEmitter instanceof ParticleSystem) {
  61742. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61743. }
  61744. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61745. _this._subEmitters.push([subEmitter]);
  61746. }
  61747. else if (subEmitter instanceof Array) {
  61748. _this._subEmitters.push(subEmitter);
  61749. }
  61750. });
  61751. }
  61752. };
  61753. /**
  61754. * Starts the particle system and begins to emit
  61755. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61756. */
  61757. ParticleSystem.prototype.start = function (delay) {
  61758. var _this = this;
  61759. if (delay === void 0) { delay = this.startDelay; }
  61760. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61761. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61762. }
  61763. if (delay) {
  61764. setTimeout(function () {
  61765. _this.start(0);
  61766. }, delay);
  61767. return;
  61768. }
  61769. // Convert the subEmitters field to the constant type field _subEmitters
  61770. this._prepareSubEmitterInternalArray();
  61771. this._started = true;
  61772. this._stopped = false;
  61773. this._actualFrame = 0;
  61774. if (this._subEmitters && this._subEmitters.length != 0) {
  61775. this.activeSubSystems = new Array();
  61776. }
  61777. // Reset emit gradient so it acts the same on every start
  61778. if (this._emitRateGradients) {
  61779. if (this._emitRateGradients.length > 0) {
  61780. this._currentEmitRateGradient = this._emitRateGradients[0];
  61781. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61782. this._currentEmitRate2 = this._currentEmitRate1;
  61783. }
  61784. if (this._emitRateGradients.length > 1) {
  61785. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61786. }
  61787. }
  61788. // Reset start size gradient so it acts the same on every start
  61789. if (this._startSizeGradients) {
  61790. if (this._startSizeGradients.length > 0) {
  61791. this._currentStartSizeGradient = this._startSizeGradients[0];
  61792. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61793. this._currentStartSize2 = this._currentStartSize1;
  61794. }
  61795. if (this._startSizeGradients.length > 1) {
  61796. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61797. }
  61798. }
  61799. if (this.preWarmCycles) {
  61800. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61801. this.emitter.computeWorldMatrix(true);
  61802. }
  61803. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61804. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61805. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61806. setTimeout(function () {
  61807. for (var index = 0; index < _this.preWarmCycles; index++) {
  61808. _this.animate(true);
  61809. noiseTextureAsProcedural_1.render();
  61810. }
  61811. });
  61812. });
  61813. }
  61814. else {
  61815. for (var index = 0; index < this.preWarmCycles; index++) {
  61816. this.animate(true);
  61817. }
  61818. }
  61819. }
  61820. // Animations
  61821. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61822. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61823. }
  61824. };
  61825. /**
  61826. * Stops the particle system.
  61827. * @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.
  61828. */
  61829. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61830. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61831. this._stopped = true;
  61832. if (stopSubEmitters) {
  61833. this._stopSubEmitters();
  61834. }
  61835. };
  61836. // animation sheet
  61837. /**
  61838. * Remove all active particles
  61839. */
  61840. ParticleSystem.prototype.reset = function () {
  61841. this._stockParticles = [];
  61842. this._particles = [];
  61843. };
  61844. /**
  61845. * @hidden (for internal use only)
  61846. */
  61847. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61848. var offset = index * this._vertexBufferSize;
  61849. this._vertexData[offset++] = particle.position.x;
  61850. this._vertexData[offset++] = particle.position.y;
  61851. this._vertexData[offset++] = particle.position.z;
  61852. this._vertexData[offset++] = particle.color.r;
  61853. this._vertexData[offset++] = particle.color.g;
  61854. this._vertexData[offset++] = particle.color.b;
  61855. this._vertexData[offset++] = particle.color.a;
  61856. this._vertexData[offset++] = particle.angle;
  61857. this._vertexData[offset++] = particle.scale.x * particle.size;
  61858. this._vertexData[offset++] = particle.scale.y * particle.size;
  61859. if (this._isAnimationSheetEnabled) {
  61860. this._vertexData[offset++] = particle.cellIndex;
  61861. }
  61862. if (!this._isBillboardBased) {
  61863. if (particle._initialDirection) {
  61864. this._vertexData[offset++] = particle._initialDirection.x;
  61865. this._vertexData[offset++] = particle._initialDirection.y;
  61866. this._vertexData[offset++] = particle._initialDirection.z;
  61867. }
  61868. else {
  61869. this._vertexData[offset++] = particle.direction.x;
  61870. this._vertexData[offset++] = particle.direction.y;
  61871. this._vertexData[offset++] = particle.direction.z;
  61872. }
  61873. }
  61874. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61875. this._vertexData[offset++] = particle.direction.x;
  61876. this._vertexData[offset++] = particle.direction.y;
  61877. this._vertexData[offset++] = particle.direction.z;
  61878. }
  61879. if (this._useRampGradients) {
  61880. this._vertexData[offset++] = particle.remapData.x;
  61881. this._vertexData[offset++] = particle.remapData.y;
  61882. this._vertexData[offset++] = particle.remapData.z;
  61883. this._vertexData[offset++] = particle.remapData.w;
  61884. }
  61885. if (!this._useInstancing) {
  61886. if (this._isAnimationSheetEnabled) {
  61887. if (offsetX === 0) {
  61888. offsetX = this._epsilon;
  61889. }
  61890. else if (offsetX === 1) {
  61891. offsetX = 1 - this._epsilon;
  61892. }
  61893. if (offsetY === 0) {
  61894. offsetY = this._epsilon;
  61895. }
  61896. else if (offsetY === 1) {
  61897. offsetY = 1 - this._epsilon;
  61898. }
  61899. }
  61900. this._vertexData[offset++] = offsetX;
  61901. this._vertexData[offset++] = offsetY;
  61902. }
  61903. };
  61904. ParticleSystem.prototype._stopSubEmitters = function () {
  61905. if (!this.activeSubSystems) {
  61906. return;
  61907. }
  61908. this.activeSubSystems.forEach(function (subSystem) {
  61909. subSystem.stop(true);
  61910. });
  61911. this.activeSubSystems = new Array();
  61912. };
  61913. ParticleSystem.prototype._removeFromRoot = function () {
  61914. if (!this._rootParticleSystem) {
  61915. return;
  61916. }
  61917. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61918. if (index !== -1) {
  61919. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61920. }
  61921. this._rootParticleSystem = null;
  61922. };
  61923. // End of sub system methods
  61924. ParticleSystem.prototype._update = function (newParticles) {
  61925. var _this = this;
  61926. // Update current
  61927. this._alive = this._particles.length > 0;
  61928. if (this.emitter.position) {
  61929. var emitterMesh = this.emitter;
  61930. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61931. }
  61932. else {
  61933. var emitterPosition = this.emitter;
  61934. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61935. }
  61936. this.updateFunction(this._particles);
  61937. // Add new ones
  61938. var particle;
  61939. var _loop_2 = function () {
  61940. if (this_1._particles.length === this_1._capacity) {
  61941. return "break";
  61942. }
  61943. particle = this_1._createParticle();
  61944. this_1._particles.push(particle);
  61945. // Emitter
  61946. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61947. if (this_1.startPositionFunction) {
  61948. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61949. }
  61950. else {
  61951. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61952. }
  61953. if (this_1.startDirectionFunction) {
  61954. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61955. }
  61956. else {
  61957. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61958. }
  61959. if (emitPower === 0) {
  61960. if (!particle._initialDirection) {
  61961. particle._initialDirection = particle.direction.clone();
  61962. }
  61963. else {
  61964. particle._initialDirection.copyFrom(particle.direction);
  61965. }
  61966. }
  61967. else {
  61968. particle._initialDirection = null;
  61969. }
  61970. particle.direction.scaleInPlace(emitPower);
  61971. // Life time
  61972. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61973. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61974. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61975. var factorGradient1 = currentGradient;
  61976. var factorGradient2 = nextGradient;
  61977. var lifeTime1 = factorGradient1.getFactor();
  61978. var lifeTime2 = factorGradient2.getFactor();
  61979. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61980. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61981. });
  61982. }
  61983. else {
  61984. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61985. }
  61986. // Size
  61987. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61988. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61989. }
  61990. else {
  61991. particle._currentSizeGradient = this_1._sizeGradients[0];
  61992. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61993. particle.size = particle._currentSize1;
  61994. if (this_1._sizeGradients.length > 1) {
  61995. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61996. }
  61997. else {
  61998. particle._currentSize2 = particle._currentSize1;
  61999. }
  62000. }
  62001. // Size and scale
  62002. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  62003. // Adjust scale by start size
  62004. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  62005. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  62006. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  62007. if (currentGradient !== _this._currentStartSizeGradient) {
  62008. _this._currentStartSize1 = _this._currentStartSize2;
  62009. _this._currentStartSize2 = nextGradient.getFactor();
  62010. _this._currentStartSizeGradient = currentGradient;
  62011. }
  62012. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  62013. particle.scale.scaleInPlace(value);
  62014. });
  62015. }
  62016. // Angle
  62017. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  62018. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  62019. }
  62020. else {
  62021. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  62022. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  62023. particle._currentAngularSpeed1 = particle.angularSpeed;
  62024. if (this_1._angularSpeedGradients.length > 1) {
  62025. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  62026. }
  62027. else {
  62028. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  62029. }
  62030. }
  62031. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  62032. // Velocity
  62033. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  62034. particle._currentVelocityGradient = this_1._velocityGradients[0];
  62035. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  62036. if (this_1._velocityGradients.length > 1) {
  62037. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  62038. }
  62039. else {
  62040. particle._currentVelocity2 = particle._currentVelocity1;
  62041. }
  62042. }
  62043. // Limit velocity
  62044. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  62045. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  62046. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  62047. if (this_1._limitVelocityGradients.length > 1) {
  62048. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  62049. }
  62050. else {
  62051. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  62052. }
  62053. }
  62054. // Drag
  62055. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  62056. particle._currentDragGradient = this_1._dragGradients[0];
  62057. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  62058. if (this_1._dragGradients.length > 1) {
  62059. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  62060. }
  62061. else {
  62062. particle._currentDrag2 = particle._currentDrag1;
  62063. }
  62064. }
  62065. // Color
  62066. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  62067. step = BABYLON.Scalar.RandomRange(0, 1.0);
  62068. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  62069. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  62070. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  62071. }
  62072. else {
  62073. particle._currentColorGradient = this_1._colorGradients[0];
  62074. particle._currentColorGradient.getColorToRef(particle.color);
  62075. particle._currentColor1.copyFrom(particle.color);
  62076. if (this_1._colorGradients.length > 1) {
  62077. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  62078. }
  62079. else {
  62080. particle._currentColor2.copyFrom(particle.color);
  62081. }
  62082. }
  62083. // Sheet
  62084. if (this_1._isAnimationSheetEnabled) {
  62085. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  62086. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  62087. }
  62088. // Inherited Velocity
  62089. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  62090. // Ramp
  62091. if (this_1._useRampGradients) {
  62092. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  62093. }
  62094. // Noise texture coordinates
  62095. if (this_1.noiseTexture) {
  62096. if (particle._randomNoiseCoordinates1) {
  62097. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  62098. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62099. }
  62100. else {
  62101. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62102. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62103. }
  62104. }
  62105. // Update the position of the attached sub-emitters to match their attached particle
  62106. particle._inheritParticleInfoToSubEmitters();
  62107. };
  62108. var this_1 = this, step;
  62109. for (var index = 0; index < newParticles; index++) {
  62110. var state_1 = _loop_2();
  62111. if (state_1 === "break")
  62112. break;
  62113. }
  62114. };
  62115. /** @hidden */
  62116. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62117. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62118. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62119. if (useRampGradients === void 0) { useRampGradients = false; }
  62120. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62121. if (isAnimationSheetEnabled) {
  62122. attributeNamesOrOptions.push("cellIndex");
  62123. }
  62124. if (!isBillboardBased) {
  62125. attributeNamesOrOptions.push("direction");
  62126. }
  62127. if (useRampGradients) {
  62128. attributeNamesOrOptions.push("remapData");
  62129. }
  62130. return attributeNamesOrOptions;
  62131. };
  62132. /** @hidden */
  62133. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62134. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62135. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62136. if (isAnimationSheetEnabled) {
  62137. effectCreationOption.push("particlesInfos");
  62138. }
  62139. return effectCreationOption;
  62140. };
  62141. /** @hidden */
  62142. ParticleSystem.prototype._getEffect = function (blendMode) {
  62143. if (this._customEffect) {
  62144. return this._customEffect;
  62145. }
  62146. var defines = [];
  62147. if (this._scene.clipPlane) {
  62148. defines.push("#define CLIPPLANE");
  62149. }
  62150. if (this._scene.clipPlane2) {
  62151. defines.push("#define CLIPPLANE2");
  62152. }
  62153. if (this._scene.clipPlane3) {
  62154. defines.push("#define CLIPPLANE3");
  62155. }
  62156. if (this._scene.clipPlane4) {
  62157. defines.push("#define CLIPPLANE4");
  62158. }
  62159. if (this._isAnimationSheetEnabled) {
  62160. defines.push("#define ANIMATESHEET");
  62161. }
  62162. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62163. defines.push("#define BLENDMULTIPLYMODE");
  62164. }
  62165. if (this._useRampGradients) {
  62166. defines.push("#define RAMPGRADIENT");
  62167. }
  62168. if (this._isBillboardBased) {
  62169. defines.push("#define BILLBOARD");
  62170. switch (this.billboardMode) {
  62171. case ParticleSystem.BILLBOARDMODE_Y:
  62172. defines.push("#define BILLBOARDY");
  62173. break;
  62174. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62175. defines.push("#define BILLBOARDSTRETCHED");
  62176. break;
  62177. case ParticleSystem.BILLBOARDMODE_ALL:
  62178. default:
  62179. break;
  62180. }
  62181. }
  62182. if (this._imageProcessingConfiguration) {
  62183. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62184. defines.push(this._imageProcessingConfigurationDefines.toString());
  62185. }
  62186. // Effect
  62187. var join = defines.join("\n");
  62188. if (this._cachedDefines !== join) {
  62189. this._cachedDefines = join;
  62190. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62191. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62192. var samplers = ["diffuseSampler", "rampSampler"];
  62193. if (BABYLON.ImageProcessingConfiguration) {
  62194. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62195. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62196. }
  62197. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62198. }
  62199. return this._effect;
  62200. };
  62201. /**
  62202. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62203. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62204. */
  62205. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62206. var _this = this;
  62207. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62208. if (!this._started) {
  62209. return;
  62210. }
  62211. if (!preWarmOnly) {
  62212. // Check
  62213. if (!this.isReady()) {
  62214. return;
  62215. }
  62216. if (this._currentRenderId === this._scene.getFrameId()) {
  62217. return;
  62218. }
  62219. this._currentRenderId = this._scene.getFrameId();
  62220. }
  62221. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62222. // Determine the number of particles we need to create
  62223. var newParticles;
  62224. if (this.manualEmitCount > -1) {
  62225. newParticles = this.manualEmitCount;
  62226. this._newPartsExcess = 0;
  62227. this.manualEmitCount = 0;
  62228. }
  62229. else {
  62230. var rate_1 = this.emitRate;
  62231. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62232. var ratio = this._actualFrame / this.targetStopDuration;
  62233. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62234. if (currentGradient !== _this._currentEmitRateGradient) {
  62235. _this._currentEmitRate1 = _this._currentEmitRate2;
  62236. _this._currentEmitRate2 = nextGradient.getFactor();
  62237. _this._currentEmitRateGradient = currentGradient;
  62238. }
  62239. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62240. });
  62241. }
  62242. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62243. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62244. }
  62245. if (this._newPartsExcess > 1.0) {
  62246. newParticles += this._newPartsExcess >> 0;
  62247. this._newPartsExcess -= this._newPartsExcess >> 0;
  62248. }
  62249. this._alive = false;
  62250. if (!this._stopped) {
  62251. this._actualFrame += this._scaledUpdateSpeed;
  62252. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62253. this.stop();
  62254. }
  62255. }
  62256. else {
  62257. newParticles = 0;
  62258. }
  62259. this._update(newParticles);
  62260. // Stopped?
  62261. if (this._stopped) {
  62262. if (!this._alive) {
  62263. this._started = false;
  62264. if (this.onAnimationEnd) {
  62265. this.onAnimationEnd();
  62266. }
  62267. if (this.disposeOnStop) {
  62268. this._scene._toBeDisposed.push(this);
  62269. }
  62270. }
  62271. }
  62272. if (!preWarmOnly) {
  62273. // Update VBO
  62274. var offset = 0;
  62275. for (var index = 0; index < this._particles.length; index++) {
  62276. var particle = this._particles[index];
  62277. this._appendParticleVertices(offset, particle);
  62278. offset += this._useInstancing ? 1 : 4;
  62279. }
  62280. if (this._vertexBuffer) {
  62281. this._vertexBuffer.update(this._vertexData);
  62282. }
  62283. }
  62284. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62285. this.stop();
  62286. }
  62287. };
  62288. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62289. this._appendParticleVertex(offset++, particle, 0, 0);
  62290. if (!this._useInstancing) {
  62291. this._appendParticleVertex(offset++, particle, 1, 0);
  62292. this._appendParticleVertex(offset++, particle, 1, 1);
  62293. this._appendParticleVertex(offset++, particle, 0, 1);
  62294. }
  62295. };
  62296. /**
  62297. * Rebuilds the particle system.
  62298. */
  62299. ParticleSystem.prototype.rebuild = function () {
  62300. this._createIndexBuffer();
  62301. if (this._vertexBuffer) {
  62302. this._vertexBuffer._rebuild();
  62303. }
  62304. };
  62305. /**
  62306. * Is this system ready to be used/rendered
  62307. * @return true if the system is ready
  62308. */
  62309. ParticleSystem.prototype.isReady = function () {
  62310. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62311. return false;
  62312. }
  62313. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62314. if (!this._getEffect(this.blendMode).isReady()) {
  62315. return false;
  62316. }
  62317. }
  62318. else {
  62319. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62320. return false;
  62321. }
  62322. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62323. return false;
  62324. }
  62325. }
  62326. return true;
  62327. };
  62328. ParticleSystem.prototype._render = function (blendMode) {
  62329. var effect = this._getEffect(blendMode);
  62330. var engine = this._scene.getEngine();
  62331. // Render
  62332. engine.enableEffect(effect);
  62333. var viewMatrix = this._scene.getViewMatrix();
  62334. effect.setTexture("diffuseSampler", this.particleTexture);
  62335. effect.setMatrix("view", viewMatrix);
  62336. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62337. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62338. var baseSize = this.particleTexture.getBaseSize();
  62339. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62340. }
  62341. effect.setVector2("translationPivot", this.translationPivot);
  62342. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62343. if (this._isBillboardBased) {
  62344. var camera = this._scene.activeCamera;
  62345. effect.setVector3("eyePosition", camera.globalPosition);
  62346. }
  62347. if (this._rampGradientsTexture) {
  62348. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62349. }
  62350. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62351. var invView = viewMatrix.clone();
  62352. invView.invert();
  62353. effect.setMatrix("invView", invView);
  62354. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62355. }
  62356. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62357. // image processing
  62358. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62359. this._imageProcessingConfiguration.bind(effect);
  62360. }
  62361. // Draw order
  62362. switch (blendMode) {
  62363. case ParticleSystem.BLENDMODE_ADD:
  62364. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62365. break;
  62366. case ParticleSystem.BLENDMODE_ONEONE:
  62367. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62368. break;
  62369. case ParticleSystem.BLENDMODE_STANDARD:
  62370. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62371. break;
  62372. case ParticleSystem.BLENDMODE_MULTIPLY:
  62373. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62374. break;
  62375. }
  62376. if (this._useInstancing) {
  62377. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62378. }
  62379. else {
  62380. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62381. }
  62382. return this._particles.length;
  62383. };
  62384. /**
  62385. * Renders the particle system in its current state.
  62386. * @returns the current number of particles
  62387. */
  62388. ParticleSystem.prototype.render = function () {
  62389. // Check
  62390. if (!this.isReady() || !this._particles.length) {
  62391. return 0;
  62392. }
  62393. var engine = this._scene.getEngine();
  62394. engine.setState(false);
  62395. if (this.forceDepthWrite) {
  62396. engine.setDepthWrite(true);
  62397. }
  62398. var outparticles = 0;
  62399. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62400. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62401. }
  62402. outparticles = this._render(this.blendMode);
  62403. engine.unbindInstanceAttributes();
  62404. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62405. return outparticles;
  62406. };
  62407. /**
  62408. * Disposes the particle system and free the associated resources
  62409. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62410. */
  62411. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62412. if (disposeTexture === void 0) { disposeTexture = true; }
  62413. if (this._vertexBuffer) {
  62414. this._vertexBuffer.dispose();
  62415. this._vertexBuffer = null;
  62416. }
  62417. if (this._spriteBuffer) {
  62418. this._spriteBuffer.dispose();
  62419. this._spriteBuffer = null;
  62420. }
  62421. if (this._indexBuffer) {
  62422. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62423. this._indexBuffer = null;
  62424. }
  62425. if (disposeTexture && this.particleTexture) {
  62426. this.particleTexture.dispose();
  62427. this.particleTexture = null;
  62428. }
  62429. if (disposeTexture && this.noiseTexture) {
  62430. this.noiseTexture.dispose();
  62431. this.noiseTexture = null;
  62432. }
  62433. if (this._rampGradientsTexture) {
  62434. this._rampGradientsTexture.dispose();
  62435. this._rampGradientsTexture = null;
  62436. }
  62437. this._removeFromRoot();
  62438. if (this._subEmitters && this._subEmitters.length) {
  62439. for (var index = 0; index < this._subEmitters.length; index++) {
  62440. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62441. var subEmitter = _a[_i];
  62442. subEmitter.dispose();
  62443. }
  62444. }
  62445. this._subEmitters = [];
  62446. this.subEmitters = [];
  62447. }
  62448. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62449. this.emitter.dispose(true);
  62450. }
  62451. // Remove from scene
  62452. var index = this._scene.particleSystems.indexOf(this);
  62453. if (index > -1) {
  62454. this._scene.particleSystems.splice(index, 1);
  62455. }
  62456. this._scene._activeParticleSystems.dispose();
  62457. // Callback
  62458. this.onDisposeObservable.notifyObservers(this);
  62459. this.onDisposeObservable.clear();
  62460. this.reset();
  62461. };
  62462. // Clone
  62463. /**
  62464. * Clones the particle system.
  62465. * @param name The name of the cloned object
  62466. * @param newEmitter The new emitter to use
  62467. * @returns the cloned particle system
  62468. */
  62469. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62470. var custom = null;
  62471. var program = null;
  62472. if (this.customShader != null) {
  62473. program = this.customShader;
  62474. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62475. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62476. }
  62477. else if (this._customEffect) {
  62478. custom = this._customEffect;
  62479. }
  62480. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62481. result.customShader = program;
  62482. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62483. if (newEmitter === undefined) {
  62484. newEmitter = this.emitter;
  62485. }
  62486. result.noiseTexture = this.noiseTexture;
  62487. result.emitter = newEmitter;
  62488. if (this.particleTexture) {
  62489. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62490. }
  62491. // Clone gradients
  62492. if (this._colorGradients) {
  62493. this._colorGradients.forEach(function (v) {
  62494. result.addColorGradient(v.gradient, v.color1, v.color2);
  62495. });
  62496. }
  62497. if (this._dragGradients) {
  62498. this._dragGradients.forEach(function (v) {
  62499. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62500. });
  62501. }
  62502. if (this._angularSpeedGradients) {
  62503. this._angularSpeedGradients.forEach(function (v) {
  62504. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62505. });
  62506. }
  62507. if (this._emitRateGradients) {
  62508. this._emitRateGradients.forEach(function (v) {
  62509. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62510. });
  62511. }
  62512. if (this._lifeTimeGradients) {
  62513. this._lifeTimeGradients.forEach(function (v) {
  62514. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62515. });
  62516. }
  62517. if (this._limitVelocityGradients) {
  62518. this._limitVelocityGradients.forEach(function (v) {
  62519. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62520. });
  62521. }
  62522. if (this._sizeGradients) {
  62523. this._sizeGradients.forEach(function (v) {
  62524. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62525. });
  62526. }
  62527. if (this._startSizeGradients) {
  62528. this._startSizeGradients.forEach(function (v) {
  62529. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62530. });
  62531. }
  62532. if (this._velocityGradients) {
  62533. this._velocityGradients.forEach(function (v) {
  62534. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62535. });
  62536. }
  62537. if (this._rampGradients) {
  62538. this._rampGradients.forEach(function (v) {
  62539. result.addRampGradient(v.gradient, v.color);
  62540. });
  62541. }
  62542. if (this._colorRemapGradients) {
  62543. this._colorRemapGradients.forEach(function (v) {
  62544. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62545. });
  62546. }
  62547. if (this._alphaRemapGradients) {
  62548. this._alphaRemapGradients.forEach(function (v) {
  62549. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62550. });
  62551. }
  62552. if (!this.preventAutoStart) {
  62553. result.start();
  62554. }
  62555. return result;
  62556. };
  62557. /**
  62558. * Serializes the particle system to a JSON object.
  62559. * @returns the JSON object
  62560. */
  62561. ParticleSystem.prototype.serialize = function () {
  62562. var serializationObject = {};
  62563. ParticleSystem._Serialize(serializationObject, this);
  62564. serializationObject.textureMask = this.textureMask.asArray();
  62565. serializationObject.customShader = this.customShader;
  62566. serializationObject.preventAutoStart = this.preventAutoStart;
  62567. // SubEmitters
  62568. if (this.subEmitters) {
  62569. serializationObject.subEmitters = [];
  62570. if (!this._subEmitters) {
  62571. this._prepareSubEmitterInternalArray();
  62572. }
  62573. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62574. var subs = _a[_i];
  62575. var cell = [];
  62576. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62577. var sub = subs_1[_b];
  62578. cell.push(sub.serialize());
  62579. }
  62580. serializationObject.subEmitters.push(cell);
  62581. }
  62582. }
  62583. return serializationObject;
  62584. };
  62585. /** @hidden */
  62586. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62587. serializationObject.name = particleSystem.name;
  62588. serializationObject.id = particleSystem.id;
  62589. serializationObject.capacity = particleSystem.getCapacity();
  62590. // Emitter
  62591. if (particleSystem.emitter.position) {
  62592. var emitterMesh = particleSystem.emitter;
  62593. serializationObject.emitterId = emitterMesh.id;
  62594. }
  62595. else {
  62596. var emitterPosition = particleSystem.emitter;
  62597. serializationObject.emitter = emitterPosition.asArray();
  62598. }
  62599. // Emitter
  62600. if (particleSystem.particleEmitterType) {
  62601. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62602. }
  62603. if (particleSystem.particleTexture) {
  62604. serializationObject.textureName = particleSystem.particleTexture.name;
  62605. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62606. }
  62607. // Animations
  62608. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62609. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62610. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62611. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62612. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62613. // Particle system
  62614. serializationObject.startDelay = particleSystem.startDelay;
  62615. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62616. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62617. serializationObject.billboardMode = particleSystem.billboardMode;
  62618. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62619. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62620. serializationObject.minSize = particleSystem.minSize;
  62621. serializationObject.maxSize = particleSystem.maxSize;
  62622. serializationObject.minScaleX = particleSystem.minScaleX;
  62623. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62624. serializationObject.minScaleY = particleSystem.minScaleY;
  62625. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62626. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62627. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62628. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62629. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62630. serializationObject.emitRate = particleSystem.emitRate;
  62631. serializationObject.gravity = particleSystem.gravity.asArray();
  62632. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62633. serializationObject.color1 = particleSystem.color1.asArray();
  62634. serializationObject.color2 = particleSystem.color2.asArray();
  62635. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62636. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62637. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62638. serializationObject.blendMode = particleSystem.blendMode;
  62639. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62640. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62641. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62642. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62643. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62644. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62645. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62646. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62647. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62648. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62649. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62650. var colorGradients = particleSystem.getColorGradients();
  62651. if (colorGradients) {
  62652. serializationObject.colorGradients = [];
  62653. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62654. var colorGradient = colorGradients_1[_i];
  62655. var serializedGradient = {
  62656. gradient: colorGradient.gradient,
  62657. color1: colorGradient.color1.asArray()
  62658. };
  62659. if (colorGradient.color2) {
  62660. serializedGradient.color2 = colorGradient.color2.asArray();
  62661. }
  62662. serializationObject.colorGradients.push(serializedGradient);
  62663. }
  62664. }
  62665. var rampGradients = particleSystem.getRampGradients();
  62666. if (rampGradients) {
  62667. serializationObject.rampGradients = [];
  62668. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62669. var rampGradient = rampGradients_1[_a];
  62670. var serializedGradient = {
  62671. gradient: rampGradient.gradient,
  62672. color: rampGradient.color.asArray()
  62673. };
  62674. serializationObject.rampGradients.push(serializedGradient);
  62675. }
  62676. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62677. }
  62678. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62679. if (colorRemapGradients) {
  62680. serializationObject.colorRemapGradients = [];
  62681. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62682. var colorRemapGradient = colorRemapGradients_1[_b];
  62683. var serializedGradient = {
  62684. gradient: colorRemapGradient.gradient,
  62685. factor1: colorRemapGradient.factor1
  62686. };
  62687. if (colorRemapGradient.factor2 !== undefined) {
  62688. serializedGradient.factor2 = colorRemapGradient.factor2;
  62689. }
  62690. serializationObject.colorRemapGradients.push(serializedGradient);
  62691. }
  62692. }
  62693. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62694. if (alphaRemapGradients) {
  62695. serializationObject.alphaRemapGradients = [];
  62696. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62697. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62698. var serializedGradient = {
  62699. gradient: alphaRemapGradient.gradient,
  62700. factor1: alphaRemapGradient.factor1
  62701. };
  62702. if (alphaRemapGradient.factor2 !== undefined) {
  62703. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62704. }
  62705. serializationObject.alphaRemapGradients.push(serializedGradient);
  62706. }
  62707. }
  62708. var sizeGradients = particleSystem.getSizeGradients();
  62709. if (sizeGradients) {
  62710. serializationObject.sizeGradients = [];
  62711. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62712. var sizeGradient = sizeGradients_1[_d];
  62713. var serializedGradient = {
  62714. gradient: sizeGradient.gradient,
  62715. factor1: sizeGradient.factor1
  62716. };
  62717. if (sizeGradient.factor2 !== undefined) {
  62718. serializedGradient.factor2 = sizeGradient.factor2;
  62719. }
  62720. serializationObject.sizeGradients.push(serializedGradient);
  62721. }
  62722. }
  62723. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62724. if (angularSpeedGradients) {
  62725. serializationObject.angularSpeedGradients = [];
  62726. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62727. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62728. var serializedGradient = {
  62729. gradient: angularSpeedGradient.gradient,
  62730. factor1: angularSpeedGradient.factor1
  62731. };
  62732. if (angularSpeedGradient.factor2 !== undefined) {
  62733. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62734. }
  62735. serializationObject.angularSpeedGradients.push(serializedGradient);
  62736. }
  62737. }
  62738. var velocityGradients = particleSystem.getVelocityGradients();
  62739. if (velocityGradients) {
  62740. serializationObject.velocityGradients = [];
  62741. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62742. var velocityGradient = velocityGradients_1[_f];
  62743. var serializedGradient = {
  62744. gradient: velocityGradient.gradient,
  62745. factor1: velocityGradient.factor1
  62746. };
  62747. if (velocityGradient.factor2 !== undefined) {
  62748. serializedGradient.factor2 = velocityGradient.factor2;
  62749. }
  62750. serializationObject.velocityGradients.push(serializedGradient);
  62751. }
  62752. }
  62753. var dragGradients = particleSystem.getDragGradients();
  62754. if (dragGradients) {
  62755. serializationObject.dragyGradients = [];
  62756. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62757. var dragGradient = dragGradients_1[_g];
  62758. var serializedGradient = {
  62759. gradient: dragGradient.gradient,
  62760. factor1: dragGradient.factor1
  62761. };
  62762. if (dragGradient.factor2 !== undefined) {
  62763. serializedGradient.factor2 = dragGradient.factor2;
  62764. }
  62765. serializationObject.dragGradients.push(serializedGradient);
  62766. }
  62767. }
  62768. var emitRateGradients = particleSystem.getEmitRateGradients();
  62769. if (emitRateGradients) {
  62770. serializationObject.emitRateGradients = [];
  62771. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62772. var emitRateGradient = emitRateGradients_1[_h];
  62773. var serializedGradient = {
  62774. gradient: emitRateGradient.gradient,
  62775. factor1: emitRateGradient.factor1
  62776. };
  62777. if (emitRateGradient.factor2 !== undefined) {
  62778. serializedGradient.factor2 = emitRateGradient.factor2;
  62779. }
  62780. serializationObject.emitRateGradients.push(serializedGradient);
  62781. }
  62782. }
  62783. var startSizeGradients = particleSystem.getStartSizeGradients();
  62784. if (startSizeGradients) {
  62785. serializationObject.startSizeGradients = [];
  62786. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62787. var startSizeGradient = startSizeGradients_1[_j];
  62788. var serializedGradient = {
  62789. gradient: startSizeGradient.gradient,
  62790. factor1: startSizeGradient.factor1
  62791. };
  62792. if (startSizeGradient.factor2 !== undefined) {
  62793. serializedGradient.factor2 = startSizeGradient.factor2;
  62794. }
  62795. serializationObject.startSizeGradients.push(serializedGradient);
  62796. }
  62797. }
  62798. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62799. if (lifeTimeGradients) {
  62800. serializationObject.lifeTimeGradients = [];
  62801. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62802. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62803. var serializedGradient = {
  62804. gradient: lifeTimeGradient.gradient,
  62805. factor1: lifeTimeGradient.factor1
  62806. };
  62807. if (lifeTimeGradient.factor2 !== undefined) {
  62808. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62809. }
  62810. serializationObject.lifeTimeGradients.push(serializedGradient);
  62811. }
  62812. }
  62813. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62814. if (limitVelocityGradients) {
  62815. serializationObject.limitVelocityGradients = [];
  62816. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62817. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62818. var serializedGradient = {
  62819. gradient: limitVelocityGradient.gradient,
  62820. factor1: limitVelocityGradient.factor1
  62821. };
  62822. if (limitVelocityGradient.factor2 !== undefined) {
  62823. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62824. }
  62825. serializationObject.limitVelocityGradients.push(serializedGradient);
  62826. }
  62827. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62828. }
  62829. if (particleSystem.noiseTexture) {
  62830. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62831. }
  62832. };
  62833. /** @hidden */
  62834. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62835. // Texture
  62836. if (parsedParticleSystem.textureName) {
  62837. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62838. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62839. }
  62840. // Emitter
  62841. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62842. particleSystem.emitter = BABYLON.Vector3.Zero();
  62843. }
  62844. else if (parsedParticleSystem.emitterId) {
  62845. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62846. }
  62847. else {
  62848. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62849. }
  62850. // Misc.
  62851. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62852. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62853. }
  62854. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62855. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62856. }
  62857. if (parsedParticleSystem.billboardMode !== undefined) {
  62858. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62859. }
  62860. // Animations
  62861. if (parsedParticleSystem.animations) {
  62862. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62863. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62864. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62865. }
  62866. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62867. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62868. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62869. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62870. }
  62871. if (parsedParticleSystem.autoAnimate) {
  62872. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62873. }
  62874. // Particle system
  62875. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62876. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62877. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62878. particleSystem.minSize = parsedParticleSystem.minSize;
  62879. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62880. if (parsedParticleSystem.minScaleX) {
  62881. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62882. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62883. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62884. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62885. }
  62886. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62887. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62888. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62889. }
  62890. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62891. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62892. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62893. }
  62894. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62895. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62896. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62897. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62898. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62899. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62900. if (parsedParticleSystem.noiseStrength) {
  62901. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62902. }
  62903. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62904. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62905. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62906. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62907. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62908. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62909. if (parsedParticleSystem.colorGradients) {
  62910. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62911. var colorGradient = _a[_i];
  62912. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62913. }
  62914. }
  62915. if (parsedParticleSystem.rampGradients) {
  62916. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62917. var rampGradient = _c[_b];
  62918. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62919. }
  62920. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62921. }
  62922. if (parsedParticleSystem.colorRemapGradients) {
  62923. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62924. var colorRemapGradient = _e[_d];
  62925. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62926. }
  62927. }
  62928. if (parsedParticleSystem.alphaRemapGradients) {
  62929. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62930. var alphaRemapGradient = _g[_f];
  62931. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62932. }
  62933. }
  62934. if (parsedParticleSystem.sizeGradients) {
  62935. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62936. var sizeGradient = _j[_h];
  62937. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62938. }
  62939. }
  62940. if (parsedParticleSystem.sizeGradients) {
  62941. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62942. var sizeGradient = _l[_k];
  62943. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62944. }
  62945. }
  62946. if (parsedParticleSystem.angularSpeedGradients) {
  62947. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62948. var angularSpeedGradient = _o[_m];
  62949. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62950. }
  62951. }
  62952. if (parsedParticleSystem.velocityGradients) {
  62953. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62954. var velocityGradient = _q[_p];
  62955. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62956. }
  62957. }
  62958. if (parsedParticleSystem.dragGradients) {
  62959. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62960. var dragGradient = _s[_r];
  62961. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62962. }
  62963. }
  62964. if (parsedParticleSystem.emitRateGradients) {
  62965. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62966. var emitRateGradient = _u[_t];
  62967. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62968. }
  62969. }
  62970. if (parsedParticleSystem.startSizeGradients) {
  62971. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62972. var startSizeGradient = _w[_v];
  62973. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62974. }
  62975. }
  62976. if (parsedParticleSystem.lifeTimeGradients) {
  62977. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62978. var lifeTimeGradient = _y[_x];
  62979. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62980. }
  62981. }
  62982. if (parsedParticleSystem.limitVelocityGradients) {
  62983. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62984. var limitVelocityGradient = _0[_z];
  62985. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62986. }
  62987. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62988. }
  62989. if (parsedParticleSystem.noiseTexture) {
  62990. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62991. }
  62992. // Emitter
  62993. var emitterType;
  62994. if (parsedParticleSystem.particleEmitterType) {
  62995. switch (parsedParticleSystem.particleEmitterType.type) {
  62996. case "SphereParticleEmitter":
  62997. emitterType = new BABYLON.SphereParticleEmitter();
  62998. break;
  62999. case "SphereDirectedParticleEmitter":
  63000. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  63001. break;
  63002. case "ConeEmitter":
  63003. case "ConeParticleEmitter":
  63004. emitterType = new BABYLON.ConeParticleEmitter();
  63005. break;
  63006. case "CylinderParticleEmitter":
  63007. emitterType = new BABYLON.CylinderParticleEmitter();
  63008. break;
  63009. case "HemisphericParticleEmitter":
  63010. emitterType = new BABYLON.HemisphericParticleEmitter();
  63011. break;
  63012. case "BoxEmitter":
  63013. case "BoxParticleEmitter":
  63014. default:
  63015. emitterType = new BABYLON.BoxParticleEmitter();
  63016. break;
  63017. }
  63018. emitterType.parse(parsedParticleSystem.particleEmitterType);
  63019. }
  63020. else {
  63021. emitterType = new BABYLON.BoxParticleEmitter();
  63022. emitterType.parse(parsedParticleSystem);
  63023. }
  63024. particleSystem.particleEmitterType = emitterType;
  63025. // Animation sheet
  63026. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  63027. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  63028. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  63029. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  63030. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  63031. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  63032. };
  63033. /**
  63034. * Parses a JSON object to create a particle system.
  63035. * @param parsedParticleSystem The JSON object to parse
  63036. * @param scene The scene to create the particle system in
  63037. * @param rootUrl The root url to use to load external dependencies like texture
  63038. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  63039. * @returns the Parsed particle system
  63040. */
  63041. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  63042. if (doNotStart === void 0) { doNotStart = false; }
  63043. var name = parsedParticleSystem.name;
  63044. var custom = null;
  63045. var program = null;
  63046. if (parsedParticleSystem.customShader) {
  63047. program = parsedParticleSystem.customShader;
  63048. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  63049. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  63050. }
  63051. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  63052. particleSystem.customShader = program;
  63053. if (parsedParticleSystem.id) {
  63054. particleSystem.id = parsedParticleSystem.id;
  63055. }
  63056. // SubEmitters
  63057. if (parsedParticleSystem.subEmitters) {
  63058. particleSystem.subEmitters = [];
  63059. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  63060. var cell = _a[_i];
  63061. var cellArray = [];
  63062. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  63063. var sub = cell_1[_b];
  63064. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  63065. }
  63066. particleSystem.subEmitters.push(cellArray);
  63067. }
  63068. }
  63069. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  63070. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  63071. // Auto start
  63072. if (parsedParticleSystem.preventAutoStart) {
  63073. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  63074. }
  63075. if (!doNotStart && !particleSystem.preventAutoStart) {
  63076. particleSystem.start();
  63077. }
  63078. return particleSystem;
  63079. };
  63080. /**
  63081. * Billboard mode will only apply to Y axis
  63082. */
  63083. ParticleSystem.BILLBOARDMODE_Y = 2;
  63084. /**
  63085. * Billboard mode will apply to all axes
  63086. */
  63087. ParticleSystem.BILLBOARDMODE_ALL = 7;
  63088. /**
  63089. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  63090. */
  63091. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  63092. return ParticleSystem;
  63093. }(BABYLON.BaseParticleSystem));
  63094. BABYLON.ParticleSystem = ParticleSystem;
  63095. })(BABYLON || (BABYLON = {}));
  63096. //# sourceMappingURL=babylon.particleSystem.js.map
  63097. var BABYLON;
  63098. (function (BABYLON) {
  63099. /**
  63100. * Particle emitter emitting particles from the inside of a box.
  63101. * It emits the particles randomly between 2 given directions.
  63102. */
  63103. var BoxParticleEmitter = /** @class */ (function () {
  63104. /**
  63105. * Creates a new instance BoxParticleEmitter
  63106. */
  63107. function BoxParticleEmitter() {
  63108. /**
  63109. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63110. */
  63111. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63112. /**
  63113. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63114. */
  63115. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63116. /**
  63117. * 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.
  63118. */
  63119. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63120. /**
  63121. * 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.
  63122. */
  63123. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63124. }
  63125. /**
  63126. * Called by the particle System when the direction is computed for the created particle.
  63127. * @param worldMatrix is the world matrix of the particle system
  63128. * @param directionToUpdate is the direction vector to update with the result
  63129. * @param particle is the particle we are computed the direction for
  63130. */
  63131. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63132. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63133. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63134. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63135. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63136. };
  63137. /**
  63138. * Called by the particle System when the position is computed for the created particle.
  63139. * @param worldMatrix is the world matrix of the particle system
  63140. * @param positionToUpdate is the position vector to update with the result
  63141. * @param particle is the particle we are computed the position for
  63142. */
  63143. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63144. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63145. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63146. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63147. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63148. };
  63149. /**
  63150. * Clones the current emitter and returns a copy of it
  63151. * @returns the new emitter
  63152. */
  63153. BoxParticleEmitter.prototype.clone = function () {
  63154. var newOne = new BoxParticleEmitter();
  63155. BABYLON.Tools.DeepCopy(this, newOne);
  63156. return newOne;
  63157. };
  63158. /**
  63159. * Called by the GPUParticleSystem to setup the update shader
  63160. * @param effect defines the update shader
  63161. */
  63162. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63163. effect.setVector3("direction1", this.direction1);
  63164. effect.setVector3("direction2", this.direction2);
  63165. effect.setVector3("minEmitBox", this.minEmitBox);
  63166. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63167. };
  63168. /**
  63169. * Returns a string to use to update the GPU particles update shader
  63170. * @returns a string containng the defines string
  63171. */
  63172. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63173. return "#define BOXEMITTER";
  63174. };
  63175. /**
  63176. * Returns the string "BoxParticleEmitter"
  63177. * @returns a string containing the class name
  63178. */
  63179. BoxParticleEmitter.prototype.getClassName = function () {
  63180. return "BoxParticleEmitter";
  63181. };
  63182. /**
  63183. * Serializes the particle system to a JSON object.
  63184. * @returns the JSON object
  63185. */
  63186. BoxParticleEmitter.prototype.serialize = function () {
  63187. var serializationObject = {};
  63188. serializationObject.type = this.getClassName();
  63189. serializationObject.direction1 = this.direction1.asArray();
  63190. serializationObject.direction2 = this.direction2.asArray();
  63191. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63192. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63193. return serializationObject;
  63194. };
  63195. /**
  63196. * Parse properties from a JSON object
  63197. * @param serializationObject defines the JSON object
  63198. */
  63199. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63200. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63201. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63202. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63203. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63204. };
  63205. return BoxParticleEmitter;
  63206. }());
  63207. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63208. })(BABYLON || (BABYLON = {}));
  63209. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63210. var BABYLON;
  63211. (function (BABYLON) {
  63212. /**
  63213. * Particle emitter emitting particles from the inside of a cylinder.
  63214. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63215. */
  63216. var CylinderParticleEmitter = /** @class */ (function () {
  63217. /**
  63218. * Creates a new instance CylinderParticleEmitter
  63219. * @param radius the radius of the emission cylinder (1 by default)
  63220. * @param height the height of the emission cylinder (1 by default)
  63221. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63222. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63223. */
  63224. function CylinderParticleEmitter(
  63225. /**
  63226. * The radius of the emission cylinder.
  63227. */
  63228. radius,
  63229. /**
  63230. * The height of the emission cylinder.
  63231. */
  63232. height,
  63233. /**
  63234. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63235. */
  63236. radiusRange,
  63237. /**
  63238. * How much to randomize the particle direction [0-1].
  63239. */
  63240. directionRandomizer) {
  63241. if (radius === void 0) { radius = 1; }
  63242. if (height === void 0) { height = 1; }
  63243. if (radiusRange === void 0) { radiusRange = 1; }
  63244. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63245. this.radius = radius;
  63246. this.height = height;
  63247. this.radiusRange = radiusRange;
  63248. this.directionRandomizer = directionRandomizer;
  63249. }
  63250. /**
  63251. * Called by the particle System when the direction is computed for the created particle.
  63252. * @param worldMatrix is the world matrix of the particle system
  63253. * @param directionToUpdate is the direction vector to update with the result
  63254. * @param particle is the particle we are computed the direction for
  63255. */
  63256. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63257. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63258. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63259. var angle = Math.atan2(direction.x, direction.z);
  63260. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63261. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63262. direction.x = Math.sin(angle);
  63263. direction.z = Math.cos(angle);
  63264. direction.normalize();
  63265. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63266. };
  63267. /**
  63268. * Called by the particle System when the position is computed for the created particle.
  63269. * @param worldMatrix is the world matrix of the particle system
  63270. * @param positionToUpdate is the position vector to update with the result
  63271. * @param particle is the particle we are computed the position for
  63272. */
  63273. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63274. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63275. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63276. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63277. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63278. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63279. var xPos = positionRadius * Math.cos(angle);
  63280. var zPos = positionRadius * Math.sin(angle);
  63281. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63282. };
  63283. /**
  63284. * Clones the current emitter and returns a copy of it
  63285. * @returns the new emitter
  63286. */
  63287. CylinderParticleEmitter.prototype.clone = function () {
  63288. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63289. BABYLON.Tools.DeepCopy(this, newOne);
  63290. return newOne;
  63291. };
  63292. /**
  63293. * Called by the GPUParticleSystem to setup the update shader
  63294. * @param effect defines the update shader
  63295. */
  63296. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63297. effect.setFloat("radius", this.radius);
  63298. effect.setFloat("height", this.height);
  63299. effect.setFloat("radiusRange", this.radiusRange);
  63300. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63301. };
  63302. /**
  63303. * Returns a string to use to update the GPU particles update shader
  63304. * @returns a string containng the defines string
  63305. */
  63306. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63307. return "#define CYLINDEREMITTER";
  63308. };
  63309. /**
  63310. * Returns the string "CylinderParticleEmitter"
  63311. * @returns a string containing the class name
  63312. */
  63313. CylinderParticleEmitter.prototype.getClassName = function () {
  63314. return "CylinderParticleEmitter";
  63315. };
  63316. /**
  63317. * Serializes the particle system to a JSON object.
  63318. * @returns the JSON object
  63319. */
  63320. CylinderParticleEmitter.prototype.serialize = function () {
  63321. var serializationObject = {};
  63322. serializationObject.type = this.getClassName();
  63323. serializationObject.radius = this.radius;
  63324. serializationObject.height = this.height;
  63325. serializationObject.radiusRange = this.radiusRange;
  63326. serializationObject.directionRandomizer = this.directionRandomizer;
  63327. return serializationObject;
  63328. };
  63329. /**
  63330. * Parse properties from a JSON object
  63331. * @param serializationObject defines the JSON object
  63332. */
  63333. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63334. this.radius = serializationObject.radius;
  63335. this.height = serializationObject.height;
  63336. this.radiusRange = serializationObject.radiusRange;
  63337. this.directionRandomizer = serializationObject.directionRandomizer;
  63338. };
  63339. return CylinderParticleEmitter;
  63340. }());
  63341. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63342. /**
  63343. * Particle emitter emitting particles from the inside of a cylinder.
  63344. * It emits the particles randomly between two vectors.
  63345. */
  63346. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63347. __extends(CylinderDirectedParticleEmitter, _super);
  63348. /**
  63349. * Creates a new instance CylinderDirectedParticleEmitter
  63350. * @param radius the radius of the emission cylinder (1 by default)
  63351. * @param height the height of the emission cylinder (1 by default)
  63352. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63353. * @param direction1 the min limit of the emission direction (up vector by default)
  63354. * @param direction2 the max limit of the emission direction (up vector by default)
  63355. */
  63356. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63357. /**
  63358. * The min limit of the emission direction.
  63359. */
  63360. direction1,
  63361. /**
  63362. * The max limit of the emission direction.
  63363. */
  63364. direction2) {
  63365. if (radius === void 0) { radius = 1; }
  63366. if (height === void 0) { height = 1; }
  63367. if (radiusRange === void 0) { radiusRange = 1; }
  63368. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63369. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63370. var _this = _super.call(this, radius, height, radiusRange) || this;
  63371. _this.direction1 = direction1;
  63372. _this.direction2 = direction2;
  63373. return _this;
  63374. }
  63375. /**
  63376. * Called by the particle System when the direction is computed for the created particle.
  63377. * @param worldMatrix is the world matrix of the particle system
  63378. * @param directionToUpdate is the direction vector to update with the result
  63379. * @param particle is the particle we are computed the direction for
  63380. */
  63381. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63382. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63383. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63384. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63385. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63386. };
  63387. /**
  63388. * Clones the current emitter and returns a copy of it
  63389. * @returns the new emitter
  63390. */
  63391. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63392. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63393. BABYLON.Tools.DeepCopy(this, newOne);
  63394. return newOne;
  63395. };
  63396. /**
  63397. * Called by the GPUParticleSystem to setup the update shader
  63398. * @param effect defines the update shader
  63399. */
  63400. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63401. effect.setFloat("radius", this.radius);
  63402. effect.setFloat("height", this.height);
  63403. effect.setFloat("radiusRange", this.radiusRange);
  63404. effect.setVector3("direction1", this.direction1);
  63405. effect.setVector3("direction2", this.direction2);
  63406. };
  63407. /**
  63408. * Returns a string to use to update the GPU particles update shader
  63409. * @returns a string containng the defines string
  63410. */
  63411. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63412. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63413. };
  63414. /**
  63415. * Returns the string "CylinderDirectedParticleEmitter"
  63416. * @returns a string containing the class name
  63417. */
  63418. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63419. return "CylinderDirectedParticleEmitter";
  63420. };
  63421. /**
  63422. * Serializes the particle system to a JSON object.
  63423. * @returns the JSON object
  63424. */
  63425. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63426. var serializationObject = _super.prototype.serialize.call(this);
  63427. serializationObject.direction1 = this.direction1.asArray();
  63428. serializationObject.direction2 = this.direction2.asArray();
  63429. return serializationObject;
  63430. };
  63431. /**
  63432. * Parse properties from a JSON object
  63433. * @param serializationObject defines the JSON object
  63434. */
  63435. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63436. _super.prototype.parse.call(this, serializationObject);
  63437. this.direction1.copyFrom(serializationObject.direction1);
  63438. this.direction2.copyFrom(serializationObject.direction2);
  63439. };
  63440. return CylinderDirectedParticleEmitter;
  63441. }(CylinderParticleEmitter));
  63442. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63443. })(BABYLON || (BABYLON = {}));
  63444. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63445. var BABYLON;
  63446. (function (BABYLON) {
  63447. /**
  63448. * Particle emitter emitting particles from the inside of a cone.
  63449. * It emits the particles alongside the cone volume from the base to the particle.
  63450. * The emission direction might be randomized.
  63451. */
  63452. var ConeParticleEmitter = /** @class */ (function () {
  63453. /**
  63454. * Creates a new instance ConeParticleEmitter
  63455. * @param radius the radius of the emission cone (1 by default)
  63456. * @param angles the cone base angle (PI by default)
  63457. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63458. */
  63459. function ConeParticleEmitter(radius, angle,
  63460. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63461. directionRandomizer) {
  63462. if (radius === void 0) { radius = 1; }
  63463. if (angle === void 0) { angle = Math.PI; }
  63464. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63465. this.directionRandomizer = directionRandomizer;
  63466. /**
  63467. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63468. */
  63469. this.radiusRange = 1;
  63470. /**
  63471. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63472. */
  63473. this.heightRange = 1;
  63474. /**
  63475. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63476. */
  63477. this.emitFromSpawnPointOnly = false;
  63478. this.angle = angle;
  63479. this.radius = radius;
  63480. }
  63481. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63482. /**
  63483. * Gets or sets the radius of the emission cone
  63484. */
  63485. get: function () {
  63486. return this._radius;
  63487. },
  63488. set: function (value) {
  63489. this._radius = value;
  63490. this._buildHeight();
  63491. },
  63492. enumerable: true,
  63493. configurable: true
  63494. });
  63495. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63496. /**
  63497. * Gets or sets the angle of the emission cone
  63498. */
  63499. get: function () {
  63500. return this._angle;
  63501. },
  63502. set: function (value) {
  63503. this._angle = value;
  63504. this._buildHeight();
  63505. },
  63506. enumerable: true,
  63507. configurable: true
  63508. });
  63509. ConeParticleEmitter.prototype._buildHeight = function () {
  63510. if (this._angle !== 0) {
  63511. this._height = this._radius / Math.tan(this._angle / 2);
  63512. }
  63513. else {
  63514. this._height = 1;
  63515. }
  63516. };
  63517. /**
  63518. * Called by the particle System when the direction is computed for the created particle.
  63519. * @param worldMatrix is the world matrix of the particle system
  63520. * @param directionToUpdate is the direction vector to update with the result
  63521. * @param particle is the particle we are computed the direction for
  63522. */
  63523. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63524. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63525. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63526. }
  63527. else {
  63528. // measure the direction Vector from the emitter to the particle.
  63529. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63530. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63531. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63532. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63533. direction.x += randX;
  63534. direction.y += randY;
  63535. direction.z += randZ;
  63536. direction.normalize();
  63537. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63538. }
  63539. };
  63540. /**
  63541. * Called by the particle System when the position is computed for the created particle.
  63542. * @param worldMatrix is the world matrix of the particle system
  63543. * @param positionToUpdate is the position vector to update with the result
  63544. * @param particle is the particle we are computed the position for
  63545. */
  63546. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63547. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63548. var h;
  63549. if (!this.emitFromSpawnPointOnly) {
  63550. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63551. // Better distribution in a cone at normal angles.
  63552. h = 1 - h * h;
  63553. }
  63554. else {
  63555. h = 0.0001;
  63556. }
  63557. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63558. radius = radius * h;
  63559. var randX = radius * Math.sin(s);
  63560. var randZ = radius * Math.cos(s);
  63561. var randY = h * this._height;
  63562. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63563. };
  63564. /**
  63565. * Clones the current emitter and returns a copy of it
  63566. * @returns the new emitter
  63567. */
  63568. ConeParticleEmitter.prototype.clone = function () {
  63569. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63570. BABYLON.Tools.DeepCopy(this, newOne);
  63571. return newOne;
  63572. };
  63573. /**
  63574. * Called by the GPUParticleSystem to setup the update shader
  63575. * @param effect defines the update shader
  63576. */
  63577. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63578. effect.setFloat2("radius", this._radius, this.radiusRange);
  63579. effect.setFloat("coneAngle", this._angle);
  63580. effect.setFloat2("height", this._height, this.heightRange);
  63581. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63582. };
  63583. /**
  63584. * Returns a string to use to update the GPU particles update shader
  63585. * @returns a string containng the defines string
  63586. */
  63587. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63588. var defines = "#define CONEEMITTER";
  63589. if (this.emitFromSpawnPointOnly) {
  63590. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63591. }
  63592. return defines;
  63593. };
  63594. /**
  63595. * Returns the string "ConeParticleEmitter"
  63596. * @returns a string containing the class name
  63597. */
  63598. ConeParticleEmitter.prototype.getClassName = function () {
  63599. return "ConeParticleEmitter";
  63600. };
  63601. /**
  63602. * Serializes the particle system to a JSON object.
  63603. * @returns the JSON object
  63604. */
  63605. ConeParticleEmitter.prototype.serialize = function () {
  63606. var serializationObject = {};
  63607. serializationObject.type = this.getClassName();
  63608. serializationObject.radius = this._radius;
  63609. serializationObject.angle = this._angle;
  63610. serializationObject.directionRandomizer = this.directionRandomizer;
  63611. return serializationObject;
  63612. };
  63613. /**
  63614. * Parse properties from a JSON object
  63615. * @param serializationObject defines the JSON object
  63616. */
  63617. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63618. this.radius = serializationObject.radius;
  63619. this.angle = serializationObject.angle;
  63620. this.directionRandomizer = serializationObject.directionRandomizer;
  63621. };
  63622. return ConeParticleEmitter;
  63623. }());
  63624. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63625. })(BABYLON || (BABYLON = {}));
  63626. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63627. var BABYLON;
  63628. (function (BABYLON) {
  63629. /**
  63630. * Particle emitter emitting particles from the inside of a sphere.
  63631. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63632. */
  63633. var SphereParticleEmitter = /** @class */ (function () {
  63634. /**
  63635. * Creates a new instance SphereParticleEmitter
  63636. * @param radius the radius of the emission sphere (1 by default)
  63637. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63638. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63639. */
  63640. function SphereParticleEmitter(
  63641. /**
  63642. * The radius of the emission sphere.
  63643. */
  63644. radius,
  63645. /**
  63646. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63647. */
  63648. radiusRange,
  63649. /**
  63650. * How much to randomize the particle direction [0-1].
  63651. */
  63652. directionRandomizer) {
  63653. if (radius === void 0) { radius = 1; }
  63654. if (radiusRange === void 0) { radiusRange = 1; }
  63655. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63656. this.radius = radius;
  63657. this.radiusRange = radiusRange;
  63658. this.directionRandomizer = directionRandomizer;
  63659. }
  63660. /**
  63661. * Called by the particle System when the direction is computed for the created particle.
  63662. * @param worldMatrix is the world matrix of the particle system
  63663. * @param directionToUpdate is the direction vector to update with the result
  63664. * @param particle is the particle we are computed the direction for
  63665. */
  63666. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63667. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63668. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63669. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63670. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63671. direction.x += randX;
  63672. direction.y += randY;
  63673. direction.z += randZ;
  63674. direction.normalize();
  63675. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63676. };
  63677. /**
  63678. * Called by the particle System when the position is computed for the created particle.
  63679. * @param worldMatrix is the world matrix of the particle system
  63680. * @param positionToUpdate is the position vector to update with the result
  63681. * @param particle is the particle we are computed the position for
  63682. */
  63683. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63684. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63685. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63686. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63687. var theta = Math.acos(2 * v - 1);
  63688. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63689. var randY = randRadius * Math.cos(theta);
  63690. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63691. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63692. };
  63693. /**
  63694. * Clones the current emitter and returns a copy of it
  63695. * @returns the new emitter
  63696. */
  63697. SphereParticleEmitter.prototype.clone = function () {
  63698. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63699. BABYLON.Tools.DeepCopy(this, newOne);
  63700. return newOne;
  63701. };
  63702. /**
  63703. * Called by the GPUParticleSystem to setup the update shader
  63704. * @param effect defines the update shader
  63705. */
  63706. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63707. effect.setFloat("radius", this.radius);
  63708. effect.setFloat("radiusRange", this.radiusRange);
  63709. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63710. };
  63711. /**
  63712. * Returns a string to use to update the GPU particles update shader
  63713. * @returns a string containng the defines string
  63714. */
  63715. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63716. return "#define SPHEREEMITTER";
  63717. };
  63718. /**
  63719. * Returns the string "SphereParticleEmitter"
  63720. * @returns a string containing the class name
  63721. */
  63722. SphereParticleEmitter.prototype.getClassName = function () {
  63723. return "SphereParticleEmitter";
  63724. };
  63725. /**
  63726. * Serializes the particle system to a JSON object.
  63727. * @returns the JSON object
  63728. */
  63729. SphereParticleEmitter.prototype.serialize = function () {
  63730. var serializationObject = {};
  63731. serializationObject.type = this.getClassName();
  63732. serializationObject.radius = this.radius;
  63733. serializationObject.radiusRange = this.radiusRange;
  63734. serializationObject.directionRandomizer = this.directionRandomizer;
  63735. return serializationObject;
  63736. };
  63737. /**
  63738. * Parse properties from a JSON object
  63739. * @param serializationObject defines the JSON object
  63740. */
  63741. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63742. this.radius = serializationObject.radius;
  63743. this.radiusRange = serializationObject.radiusRange;
  63744. this.directionRandomizer = serializationObject.directionRandomizer;
  63745. };
  63746. return SphereParticleEmitter;
  63747. }());
  63748. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63749. /**
  63750. * Particle emitter emitting particles from the inside of a sphere.
  63751. * It emits the particles randomly between two vectors.
  63752. */
  63753. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63754. __extends(SphereDirectedParticleEmitter, _super);
  63755. /**
  63756. * Creates a new instance SphereDirectedParticleEmitter
  63757. * @param radius the radius of the emission sphere (1 by default)
  63758. * @param direction1 the min limit of the emission direction (up vector by default)
  63759. * @param direction2 the max limit of the emission direction (up vector by default)
  63760. */
  63761. function SphereDirectedParticleEmitter(radius,
  63762. /**
  63763. * The min limit of the emission direction.
  63764. */
  63765. direction1,
  63766. /**
  63767. * The max limit of the emission direction.
  63768. */
  63769. direction2) {
  63770. if (radius === void 0) { radius = 1; }
  63771. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63772. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63773. var _this = _super.call(this, radius) || this;
  63774. _this.direction1 = direction1;
  63775. _this.direction2 = direction2;
  63776. return _this;
  63777. }
  63778. /**
  63779. * Called by the particle System when the direction is computed for the created particle.
  63780. * @param worldMatrix is the world matrix of the particle system
  63781. * @param directionToUpdate is the direction vector to update with the result
  63782. * @param particle is the particle we are computed the direction for
  63783. */
  63784. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63785. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63786. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63787. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63788. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63789. };
  63790. /**
  63791. * Clones the current emitter and returns a copy of it
  63792. * @returns the new emitter
  63793. */
  63794. SphereDirectedParticleEmitter.prototype.clone = function () {
  63795. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63796. BABYLON.Tools.DeepCopy(this, newOne);
  63797. return newOne;
  63798. };
  63799. /**
  63800. * Called by the GPUParticleSystem to setup the update shader
  63801. * @param effect defines the update shader
  63802. */
  63803. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63804. effect.setFloat("radius", this.radius);
  63805. effect.setFloat("radiusRange", this.radiusRange);
  63806. effect.setVector3("direction1", this.direction1);
  63807. effect.setVector3("direction2", this.direction2);
  63808. };
  63809. /**
  63810. * Returns a string to use to update the GPU particles update shader
  63811. * @returns a string containng the defines string
  63812. */
  63813. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63814. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63815. };
  63816. /**
  63817. * Returns the string "SphereDirectedParticleEmitter"
  63818. * @returns a string containing the class name
  63819. */
  63820. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63821. return "SphereDirectedParticleEmitter";
  63822. };
  63823. /**
  63824. * Serializes the particle system to a JSON object.
  63825. * @returns the JSON object
  63826. */
  63827. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63828. var serializationObject = _super.prototype.serialize.call(this);
  63829. serializationObject.direction1 = this.direction1.asArray();
  63830. serializationObject.direction2 = this.direction2.asArray();
  63831. return serializationObject;
  63832. };
  63833. /**
  63834. * Parse properties from a JSON object
  63835. * @param serializationObject defines the JSON object
  63836. */
  63837. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63838. _super.prototype.parse.call(this, serializationObject);
  63839. this.direction1.copyFrom(serializationObject.direction1);
  63840. this.direction2.copyFrom(serializationObject.direction2);
  63841. };
  63842. return SphereDirectedParticleEmitter;
  63843. }(SphereParticleEmitter));
  63844. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63845. })(BABYLON || (BABYLON = {}));
  63846. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63847. var BABYLON;
  63848. (function (BABYLON) {
  63849. /**
  63850. * Particle emitter emitting particles from the inside of a hemisphere.
  63851. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63852. */
  63853. var HemisphericParticleEmitter = /** @class */ (function () {
  63854. /**
  63855. * Creates a new instance HemisphericParticleEmitter
  63856. * @param radius the radius of the emission hemisphere (1 by default)
  63857. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63858. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63859. */
  63860. function HemisphericParticleEmitter(
  63861. /**
  63862. * The radius of the emission hemisphere.
  63863. */
  63864. radius,
  63865. /**
  63866. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63867. */
  63868. radiusRange,
  63869. /**
  63870. * How much to randomize the particle direction [0-1].
  63871. */
  63872. directionRandomizer) {
  63873. if (radius === void 0) { radius = 1; }
  63874. if (radiusRange === void 0) { radiusRange = 1; }
  63875. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63876. this.radius = radius;
  63877. this.radiusRange = radiusRange;
  63878. this.directionRandomizer = directionRandomizer;
  63879. }
  63880. /**
  63881. * Called by the particle System when the direction is computed for the created particle.
  63882. * @param worldMatrix is the world matrix of the particle system
  63883. * @param directionToUpdate is the direction vector to update with the result
  63884. * @param particle is the particle we are computed the direction for
  63885. */
  63886. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63887. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63888. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63889. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63890. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63891. direction.x += randX;
  63892. direction.y += randY;
  63893. direction.z += randZ;
  63894. direction.normalize();
  63895. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63896. };
  63897. /**
  63898. * Called by the particle System when the position is computed for the created particle.
  63899. * @param worldMatrix is the world matrix of the particle system
  63900. * @param positionToUpdate is the position vector to update with the result
  63901. * @param particle is the particle we are computed the position for
  63902. */
  63903. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63904. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63905. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63906. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63907. var theta = Math.acos(2 * v - 1);
  63908. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63909. var randY = randRadius * Math.cos(theta);
  63910. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63911. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63912. };
  63913. /**
  63914. * Clones the current emitter and returns a copy of it
  63915. * @returns the new emitter
  63916. */
  63917. HemisphericParticleEmitter.prototype.clone = function () {
  63918. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  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. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63927. effect.setFloat("radius", this.radius);
  63928. effect.setFloat("radiusRange", this.radiusRange);
  63929. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63930. };
  63931. /**
  63932. * Returns a string to use to update the GPU particles update shader
  63933. * @returns a string containng the defines string
  63934. */
  63935. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63936. return "#define HEMISPHERICEMITTER";
  63937. };
  63938. /**
  63939. * Returns the string "HemisphericParticleEmitter"
  63940. * @returns a string containing the class name
  63941. */
  63942. HemisphericParticleEmitter.prototype.getClassName = function () {
  63943. return "HemisphericParticleEmitter";
  63944. };
  63945. /**
  63946. * Serializes the particle system to a JSON object.
  63947. * @returns the JSON object
  63948. */
  63949. HemisphericParticleEmitter.prototype.serialize = function () {
  63950. var serializationObject = {};
  63951. serializationObject.type = this.getClassName();
  63952. serializationObject.radius = this.radius;
  63953. serializationObject.radiusRange = this.radiusRange;
  63954. serializationObject.directionRandomizer = this.directionRandomizer;
  63955. return serializationObject;
  63956. };
  63957. /**
  63958. * Parse properties from a JSON object
  63959. * @param serializationObject defines the JSON object
  63960. */
  63961. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63962. this.radius = serializationObject.radius;
  63963. this.radiusRange = serializationObject.radiusRange;
  63964. this.directionRandomizer = serializationObject.directionRandomizer;
  63965. };
  63966. return HemisphericParticleEmitter;
  63967. }());
  63968. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63969. })(BABYLON || (BABYLON = {}));
  63970. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63971. var BABYLON;
  63972. (function (BABYLON) {
  63973. /**
  63974. * Particle emitter emitting particles from a point.
  63975. * It emits the particles randomly between 2 given directions.
  63976. */
  63977. var PointParticleEmitter = /** @class */ (function () {
  63978. /**
  63979. * Creates a new instance PointParticleEmitter
  63980. */
  63981. function PointParticleEmitter() {
  63982. /**
  63983. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63984. */
  63985. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63986. /**
  63987. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63988. */
  63989. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63990. }
  63991. /**
  63992. * Called by the particle System when the direction is computed for the created particle.
  63993. * @param worldMatrix is the world matrix of the particle system
  63994. * @param directionToUpdate is the direction vector to update with the result
  63995. * @param particle is the particle we are computed the direction for
  63996. */
  63997. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63998. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63999. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  64000. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  64001. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  64002. };
  64003. /**
  64004. * Called by the particle System when the position is computed for the created particle.
  64005. * @param worldMatrix is the world matrix of the particle system
  64006. * @param positionToUpdate is the position vector to update with the result
  64007. * @param particle is the particle we are computed the position for
  64008. */
  64009. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64010. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  64011. };
  64012. /**
  64013. * Clones the current emitter and returns a copy of it
  64014. * @returns the new emitter
  64015. */
  64016. PointParticleEmitter.prototype.clone = function () {
  64017. var newOne = new PointParticleEmitter();
  64018. BABYLON.Tools.DeepCopy(this, newOne);
  64019. return newOne;
  64020. };
  64021. /**
  64022. * Called by the GPUParticleSystem to setup the update shader
  64023. * @param effect defines the update shader
  64024. */
  64025. PointParticleEmitter.prototype.applyToShader = function (effect) {
  64026. effect.setVector3("direction1", this.direction1);
  64027. effect.setVector3("direction2", this.direction2);
  64028. };
  64029. /**
  64030. * Returns a string to use to update the GPU particles update shader
  64031. * @returns a string containng the defines string
  64032. */
  64033. PointParticleEmitter.prototype.getEffectDefines = function () {
  64034. return "#define POINTEMITTER";
  64035. };
  64036. /**
  64037. * Returns the string "PointParticleEmitter"
  64038. * @returns a string containing the class name
  64039. */
  64040. PointParticleEmitter.prototype.getClassName = function () {
  64041. return "PointParticleEmitter";
  64042. };
  64043. /**
  64044. * Serializes the particle system to a JSON object.
  64045. * @returns the JSON object
  64046. */
  64047. PointParticleEmitter.prototype.serialize = function () {
  64048. var serializationObject = {};
  64049. serializationObject.type = this.getClassName();
  64050. serializationObject.direction1 = this.direction1.asArray();
  64051. serializationObject.direction2 = this.direction2.asArray();
  64052. return serializationObject;
  64053. };
  64054. /**
  64055. * Parse properties from a JSON object
  64056. * @param serializationObject defines the JSON object
  64057. */
  64058. PointParticleEmitter.prototype.parse = function (serializationObject) {
  64059. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  64060. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  64061. };
  64062. return PointParticleEmitter;
  64063. }());
  64064. BABYLON.PointParticleEmitter = PointParticleEmitter;
  64065. })(BABYLON || (BABYLON = {}));
  64066. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  64067. var BABYLON;
  64068. (function (BABYLON) {
  64069. // Adds the parsers to the scene parsers.
  64070. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  64071. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  64072. if (!individualParser) {
  64073. return;
  64074. }
  64075. // Particles Systems
  64076. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  64077. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  64078. var parsedParticleSystem = parsedData.particleSystems[index];
  64079. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  64080. }
  64081. }
  64082. });
  64083. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  64084. if (parsedParticleSystem.activeParticleCount) {
  64085. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64086. return ps;
  64087. }
  64088. else {
  64089. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64090. return ps;
  64091. }
  64092. });
  64093. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  64094. if (uniformsNames === void 0) { uniformsNames = []; }
  64095. if (samplers === void 0) { samplers = []; }
  64096. if (defines === void 0) { defines = ""; }
  64097. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  64098. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64099. if (defines.indexOf(" BILLBOARD") === -1) {
  64100. defines += "\n#define BILLBOARD\n";
  64101. }
  64102. if (samplers.indexOf("diffuseSampler") === -1) {
  64103. samplers.push("diffuseSampler");
  64104. }
  64105. return this.createEffect({
  64106. vertex: "particles",
  64107. fragmentElement: fragmentName
  64108. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64109. };
  64110. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64111. var results = new Array();
  64112. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64113. var particleSystem = this.getScene().particleSystems[index];
  64114. if (particleSystem.emitter === this) {
  64115. results.push(particleSystem);
  64116. }
  64117. }
  64118. return results;
  64119. };
  64120. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64121. var results = new Array();
  64122. var descendants = this.getDescendants();
  64123. descendants.push(this);
  64124. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64125. var particleSystem = this.getScene().particleSystems[index];
  64126. var emitter = particleSystem.emitter;
  64127. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64128. results.push(particleSystem);
  64129. }
  64130. }
  64131. return results;
  64132. };
  64133. })(BABYLON || (BABYLON = {}));
  64134. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64135. var BABYLON;
  64136. (function (BABYLON) {
  64137. /**
  64138. * Type of sub emitter
  64139. */
  64140. var SubEmitterType;
  64141. (function (SubEmitterType) {
  64142. /**
  64143. * Attached to the particle over it's lifetime
  64144. */
  64145. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64146. /**
  64147. * Created when the particle dies
  64148. */
  64149. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64150. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64151. /**
  64152. * Sub emitter class used to emit particles from an existing particle
  64153. */
  64154. var SubEmitter = /** @class */ (function () {
  64155. /**
  64156. * Creates a sub emitter
  64157. * @param particleSystem the particle system to be used by the sub emitter
  64158. */
  64159. function SubEmitter(
  64160. /**
  64161. * the particle system to be used by the sub emitter
  64162. */
  64163. particleSystem) {
  64164. this.particleSystem = particleSystem;
  64165. /**
  64166. * Type of the submitter (Default: END)
  64167. */
  64168. this.type = SubEmitterType.END;
  64169. /**
  64170. * 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)
  64171. * Note: This only is supported when using an emitter of type Mesh
  64172. */
  64173. this.inheritDirection = false;
  64174. /**
  64175. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64176. */
  64177. this.inheritedVelocityAmount = 0;
  64178. // Create mesh as emitter to support rotation
  64179. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64180. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64181. }
  64182. // Automatically dispose of subemitter when system is disposed
  64183. particleSystem.onDisposeObservable.add(function () {
  64184. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64185. particleSystem.emitter.dispose();
  64186. }
  64187. });
  64188. }
  64189. /**
  64190. * Clones the sub emitter
  64191. * @returns the cloned sub emitter
  64192. */
  64193. SubEmitter.prototype.clone = function () {
  64194. // Clone particle system
  64195. var emitter = this.particleSystem.emitter;
  64196. if (!emitter) {
  64197. emitter = new BABYLON.Vector3();
  64198. }
  64199. else if (emitter instanceof BABYLON.Vector3) {
  64200. emitter = emitter.clone();
  64201. }
  64202. else if (emitter instanceof BABYLON.AbstractMesh) {
  64203. emitter = new BABYLON.Mesh("", emitter.getScene());
  64204. emitter.isVisible = false;
  64205. }
  64206. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64207. // Clone properties
  64208. clone.type = this.type;
  64209. clone.inheritDirection = this.inheritDirection;
  64210. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64211. clone.particleSystem._disposeEmitterOnDispose = true;
  64212. clone.particleSystem.disposeOnStop = true;
  64213. return clone;
  64214. };
  64215. /**
  64216. * Serialize current object to a JSON object
  64217. * @returns the serialized object
  64218. */
  64219. SubEmitter.prototype.serialize = function () {
  64220. var serializationObject = {};
  64221. serializationObject.type = this.type;
  64222. serializationObject.inheritDirection = this.inheritDirection;
  64223. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64224. serializationObject.particleSystem = this.particleSystem.serialize();
  64225. return serializationObject;
  64226. };
  64227. /**
  64228. * Creates a new SubEmitter from a serialized JSON version
  64229. * @param serializationObject defines the JSON object to read from
  64230. * @param scene defines the hosting scene
  64231. * @param rootUrl defines the rootUrl for data loading
  64232. * @returns a new SubEmitter
  64233. */
  64234. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64235. var system = serializationObject.particleSystem;
  64236. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64237. subEmitter.type = serializationObject.type;
  64238. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64239. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64240. subEmitter.particleSystem._isSubEmitter = true;
  64241. return subEmitter;
  64242. };
  64243. /** Release associated resources */
  64244. SubEmitter.prototype.dispose = function () {
  64245. this.particleSystem.dispose();
  64246. };
  64247. return SubEmitter;
  64248. }());
  64249. BABYLON.SubEmitter = SubEmitter;
  64250. })(BABYLON || (BABYLON = {}));
  64251. //# sourceMappingURL=babylon.subEmitter.js.map
  64252. var BABYLON;
  64253. (function (BABYLON) {
  64254. /**
  64255. * 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.
  64256. *
  64257. * This returned material effects how the mesh will look based on the code in the shaders.
  64258. *
  64259. * @see http://doc.babylonjs.com/how_to/shader_material
  64260. */
  64261. var ShaderMaterial = /** @class */ (function (_super) {
  64262. __extends(ShaderMaterial, _super);
  64263. /**
  64264. * Instantiate a new shader material.
  64265. * 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.
  64266. * This returned material effects how the mesh will look based on the code in the shaders.
  64267. * @see http://doc.babylonjs.com/how_to/shader_material
  64268. * @param name Define the name of the material in the scene
  64269. * @param scene Define the scene the material belongs to
  64270. * @param shaderPath Defines the route to the shader code in one of three ways:
  64271. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64272. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64273. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64274. * @param options Define the options used to create the shader
  64275. */
  64276. function ShaderMaterial(name, scene, shaderPath, options) {
  64277. if (options === void 0) { options = {}; }
  64278. var _this = _super.call(this, name, scene) || this;
  64279. _this._textures = {};
  64280. _this._textureArrays = {};
  64281. _this._floats = {};
  64282. _this._ints = {};
  64283. _this._floatsArrays = {};
  64284. _this._colors3 = {};
  64285. _this._colors3Arrays = {};
  64286. _this._colors4 = {};
  64287. _this._vectors2 = {};
  64288. _this._vectors3 = {};
  64289. _this._vectors4 = {};
  64290. _this._matrices = {};
  64291. _this._matrices3x3 = {};
  64292. _this._matrices2x2 = {};
  64293. _this._vectors2Arrays = {};
  64294. _this._vectors3Arrays = {};
  64295. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64296. _this._shaderPath = shaderPath;
  64297. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64298. return _this;
  64299. }
  64300. /**
  64301. * Gets the current class name of the material e.g. "ShaderMaterial"
  64302. * Mainly use in serialization.
  64303. * @returns the class name
  64304. */
  64305. ShaderMaterial.prototype.getClassName = function () {
  64306. return "ShaderMaterial";
  64307. };
  64308. /**
  64309. * Specifies if the material will require alpha blending
  64310. * @returns a boolean specifying if alpha blending is needed
  64311. */
  64312. ShaderMaterial.prototype.needAlphaBlending = function () {
  64313. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64314. };
  64315. /**
  64316. * Specifies if this material should be rendered in alpha test mode
  64317. * @returns a boolean specifying if an alpha test is needed.
  64318. */
  64319. ShaderMaterial.prototype.needAlphaTesting = function () {
  64320. return this._options.needAlphaTesting;
  64321. };
  64322. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64323. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64324. this._options.uniforms.push(uniformName);
  64325. }
  64326. };
  64327. /**
  64328. * Set a texture in the shader.
  64329. * @param name Define the name of the uniform samplers as defined in the shader
  64330. * @param texture Define the texture to bind to this sampler
  64331. * @return the material itself allowing "fluent" like uniform updates
  64332. */
  64333. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64334. if (this._options.samplers.indexOf(name) === -1) {
  64335. this._options.samplers.push(name);
  64336. }
  64337. this._textures[name] = texture;
  64338. return this;
  64339. };
  64340. /**
  64341. * Set a texture array in the shader.
  64342. * @param name Define the name of the uniform sampler array as defined in the shader
  64343. * @param textures Define the list of textures to bind to this sampler
  64344. * @return the material itself allowing "fluent" like uniform updates
  64345. */
  64346. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64347. if (this._options.samplers.indexOf(name) === -1) {
  64348. this._options.samplers.push(name);
  64349. }
  64350. this._checkUniform(name);
  64351. this._textureArrays[name] = textures;
  64352. return this;
  64353. };
  64354. /**
  64355. * Set a float in the shader.
  64356. * @param name Define the name of the uniform as defined in the shader
  64357. * @param value Define the value to give to the uniform
  64358. * @return the material itself allowing "fluent" like uniform updates
  64359. */
  64360. ShaderMaterial.prototype.setFloat = function (name, value) {
  64361. this._checkUniform(name);
  64362. this._floats[name] = value;
  64363. return this;
  64364. };
  64365. /**
  64366. * Set a int in the shader.
  64367. * @param name Define the name of the uniform as defined in the shader
  64368. * @param value Define the value to give to the uniform
  64369. * @return the material itself allowing "fluent" like uniform updates
  64370. */
  64371. ShaderMaterial.prototype.setInt = function (name, value) {
  64372. this._checkUniform(name);
  64373. this._ints[name] = value;
  64374. return this;
  64375. };
  64376. /**
  64377. * Set an array of floats in the shader.
  64378. * @param name Define the name of the uniform as defined in the shader
  64379. * @param value Define the value to give to the uniform
  64380. * @return the material itself allowing "fluent" like uniform updates
  64381. */
  64382. ShaderMaterial.prototype.setFloats = function (name, value) {
  64383. this._checkUniform(name);
  64384. this._floatsArrays[name] = value;
  64385. return this;
  64386. };
  64387. /**
  64388. * Set a vec3 in the shader from a Color3.
  64389. * @param name Define the name of the uniform as defined in the shader
  64390. * @param value Define the value to give to the uniform
  64391. * @return the material itself allowing "fluent" like uniform updates
  64392. */
  64393. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64394. this._checkUniform(name);
  64395. this._colors3[name] = value;
  64396. return this;
  64397. };
  64398. /**
  64399. * Set a vec3 array in the shader from a Color3 array.
  64400. * @param name Define the name of the uniform as defined in the shader
  64401. * @param value Define the value to give to the uniform
  64402. * @return the material itself allowing "fluent" like uniform updates
  64403. */
  64404. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64405. this._checkUniform(name);
  64406. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64407. color.toArray(arr, arr.length);
  64408. return arr;
  64409. }, []);
  64410. return this;
  64411. };
  64412. /**
  64413. * Set a vec4 in the shader from a Color4.
  64414. * @param name Define the name of the uniform as defined in the shader
  64415. * @param value Define the value to give to the uniform
  64416. * @return the material itself allowing "fluent" like uniform updates
  64417. */
  64418. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64419. this._checkUniform(name);
  64420. this._colors4[name] = value;
  64421. return this;
  64422. };
  64423. /**
  64424. * Set a vec2 in the shader from a Vector2.
  64425. * @param name Define the name of the uniform as defined in the shader
  64426. * @param value Define the value to give to the uniform
  64427. * @return the material itself allowing "fluent" like uniform updates
  64428. */
  64429. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64430. this._checkUniform(name);
  64431. this._vectors2[name] = value;
  64432. return this;
  64433. };
  64434. /**
  64435. * Set a vec3 in the shader from a Vector3.
  64436. * @param name Define the name of the uniform as defined in the shader
  64437. * @param value Define the value to give to the uniform
  64438. * @return the material itself allowing "fluent" like uniform updates
  64439. */
  64440. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64441. this._checkUniform(name);
  64442. this._vectors3[name] = value;
  64443. return this;
  64444. };
  64445. /**
  64446. * Set a vec4 in the shader from a Vector4.
  64447. * @param name Define the name of the uniform as defined in the shader
  64448. * @param value Define the value to give to the uniform
  64449. * @return the material itself allowing "fluent" like uniform updates
  64450. */
  64451. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64452. this._checkUniform(name);
  64453. this._vectors4[name] = value;
  64454. return this;
  64455. };
  64456. /**
  64457. * Set a mat4 in the shader from a Matrix.
  64458. * @param name Define the name of the uniform as defined in the shader
  64459. * @param value Define the value to give to the uniform
  64460. * @return the material itself allowing "fluent" like uniform updates
  64461. */
  64462. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64463. this._checkUniform(name);
  64464. this._matrices[name] = value;
  64465. return this;
  64466. };
  64467. /**
  64468. * Set a mat3 in the shader from a Float32Array.
  64469. * @param name Define the name of the uniform as defined in the shader
  64470. * @param value Define the value to give to the uniform
  64471. * @return the material itself allowing "fluent" like uniform updates
  64472. */
  64473. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64474. this._checkUniform(name);
  64475. this._matrices3x3[name] = value;
  64476. return this;
  64477. };
  64478. /**
  64479. * Set a mat2 in the shader from a Float32Array.
  64480. * @param name Define the name of the uniform as defined in the shader
  64481. * @param value Define the value to give to the uniform
  64482. * @return the material itself allowing "fluent" like uniform updates
  64483. */
  64484. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64485. this._checkUniform(name);
  64486. this._matrices2x2[name] = value;
  64487. return this;
  64488. };
  64489. /**
  64490. * Set a vec2 array in the shader from a number array.
  64491. * @param name Define the name of the uniform as defined in the shader
  64492. * @param value Define the value to give to the uniform
  64493. * @return the material itself allowing "fluent" like uniform updates
  64494. */
  64495. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64496. this._checkUniform(name);
  64497. this._vectors2Arrays[name] = value;
  64498. return this;
  64499. };
  64500. /**
  64501. * Set a vec3 array in the shader from a number array.
  64502. * @param name Define the name of the uniform as defined in the shader
  64503. * @param value Define the value to give to the uniform
  64504. * @return the material itself allowing "fluent" like uniform updates
  64505. */
  64506. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64507. this._checkUniform(name);
  64508. this._vectors3Arrays[name] = value;
  64509. return this;
  64510. };
  64511. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64512. if (!mesh) {
  64513. return true;
  64514. }
  64515. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64516. return false;
  64517. }
  64518. return false;
  64519. };
  64520. /**
  64521. * Checks if the material is ready to render the requested mesh
  64522. * @param mesh Define the mesh to render
  64523. * @param useInstances Define whether or not the material is used with instances
  64524. * @returns true if ready, otherwise false
  64525. */
  64526. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64527. var scene = this.getScene();
  64528. var engine = scene.getEngine();
  64529. if (!this.checkReadyOnEveryCall) {
  64530. if (this._renderId === scene.getRenderId()) {
  64531. if (this._checkCache(scene, mesh, useInstances)) {
  64532. return true;
  64533. }
  64534. }
  64535. }
  64536. // Instances
  64537. var defines = [];
  64538. var attribs = [];
  64539. var fallbacks = new BABYLON.EffectFallbacks();
  64540. for (var index = 0; index < this._options.defines.length; index++) {
  64541. defines.push(this._options.defines[index]);
  64542. }
  64543. for (var index = 0; index < this._options.attributes.length; index++) {
  64544. attribs.push(this._options.attributes[index]);
  64545. }
  64546. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64547. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64548. defines.push("#define VERTEXCOLOR");
  64549. }
  64550. if (useInstances) {
  64551. defines.push("#define INSTANCES");
  64552. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64553. }
  64554. // Bones
  64555. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64556. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64557. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64558. if (mesh.numBoneInfluencers > 4) {
  64559. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64560. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64561. }
  64562. var skeleton = mesh.skeleton;
  64563. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64564. fallbacks.addCPUSkinningFallback(0, mesh);
  64565. if (skeleton.isUsingTextureForMatrices) {
  64566. defines.push("#define BONETEXTURE");
  64567. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64568. this._options.uniforms.push("boneTextureWidth");
  64569. }
  64570. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64571. this._options.samplers.push("boneSampler");
  64572. }
  64573. }
  64574. else {
  64575. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64576. if (this._options.uniforms.indexOf("mBones") === -1) {
  64577. this._options.uniforms.push("mBones");
  64578. }
  64579. }
  64580. }
  64581. else {
  64582. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64583. }
  64584. // Textures
  64585. for (var name in this._textures) {
  64586. if (!this._textures[name].isReady()) {
  64587. return false;
  64588. }
  64589. }
  64590. // Alpha test
  64591. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64592. defines.push("#define ALPHATEST");
  64593. }
  64594. var previousEffect = this._effect;
  64595. var join = defines.join("\n");
  64596. this._effect = engine.createEffect(this._shaderPath, {
  64597. attributes: attribs,
  64598. uniformsNames: this._options.uniforms,
  64599. uniformBuffersNames: this._options.uniformBuffers,
  64600. samplers: this._options.samplers,
  64601. defines: join,
  64602. fallbacks: fallbacks,
  64603. onCompiled: this.onCompiled,
  64604. onError: this.onError
  64605. }, engine);
  64606. if (!this._effect.isReady()) {
  64607. return false;
  64608. }
  64609. if (previousEffect !== this._effect) {
  64610. scene.resetCachedMaterial();
  64611. }
  64612. this._renderId = scene.getRenderId();
  64613. return true;
  64614. };
  64615. /**
  64616. * Binds the world matrix to the material
  64617. * @param world defines the world transformation matrix
  64618. */
  64619. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64620. var scene = this.getScene();
  64621. if (!this._effect) {
  64622. return;
  64623. }
  64624. if (this._options.uniforms.indexOf("world") !== -1) {
  64625. this._effect.setMatrix("world", world);
  64626. }
  64627. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64628. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64629. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64630. }
  64631. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64632. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64633. }
  64634. };
  64635. /**
  64636. * Binds the material to the mesh
  64637. * @param world defines the world transformation matrix
  64638. * @param mesh defines the mesh to bind the material to
  64639. */
  64640. ShaderMaterial.prototype.bind = function (world, mesh) {
  64641. // Std values
  64642. this.bindOnlyWorldMatrix(world);
  64643. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64644. if (this._options.uniforms.indexOf("view") !== -1) {
  64645. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64646. }
  64647. if (this._options.uniforms.indexOf("projection") !== -1) {
  64648. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64649. }
  64650. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64651. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64652. }
  64653. // Bones
  64654. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64655. var name;
  64656. // Texture
  64657. for (name in this._textures) {
  64658. this._effect.setTexture(name, this._textures[name]);
  64659. }
  64660. // Texture arrays
  64661. for (name in this._textureArrays) {
  64662. this._effect.setTextureArray(name, this._textureArrays[name]);
  64663. }
  64664. // Int
  64665. for (name in this._ints) {
  64666. this._effect.setInt(name, this._ints[name]);
  64667. }
  64668. // Float
  64669. for (name in this._floats) {
  64670. this._effect.setFloat(name, this._floats[name]);
  64671. }
  64672. // Floats
  64673. for (name in this._floatsArrays) {
  64674. this._effect.setArray(name, this._floatsArrays[name]);
  64675. }
  64676. // Color3
  64677. for (name in this._colors3) {
  64678. this._effect.setColor3(name, this._colors3[name]);
  64679. }
  64680. for (name in this._colors3Arrays) {
  64681. this._effect.setArray3(name, this._colors3Arrays[name]);
  64682. }
  64683. // Color4
  64684. for (name in this._colors4) {
  64685. var color = this._colors4[name];
  64686. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64687. }
  64688. // Vector2
  64689. for (name in this._vectors2) {
  64690. this._effect.setVector2(name, this._vectors2[name]);
  64691. }
  64692. // Vector3
  64693. for (name in this._vectors3) {
  64694. this._effect.setVector3(name, this._vectors3[name]);
  64695. }
  64696. // Vector4
  64697. for (name in this._vectors4) {
  64698. this._effect.setVector4(name, this._vectors4[name]);
  64699. }
  64700. // Matrix
  64701. for (name in this._matrices) {
  64702. this._effect.setMatrix(name, this._matrices[name]);
  64703. }
  64704. // Matrix 3x3
  64705. for (name in this._matrices3x3) {
  64706. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64707. }
  64708. // Matrix 2x2
  64709. for (name in this._matrices2x2) {
  64710. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64711. }
  64712. // Vector2Array
  64713. for (name in this._vectors2Arrays) {
  64714. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64715. }
  64716. // Vector3Array
  64717. for (name in this._vectors3Arrays) {
  64718. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64719. }
  64720. }
  64721. this._afterBind(mesh);
  64722. };
  64723. /**
  64724. * Gets the active textures from the material
  64725. * @returns an array of textures
  64726. */
  64727. ShaderMaterial.prototype.getActiveTextures = function () {
  64728. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64729. for (var name in this._textures) {
  64730. activeTextures.push(this._textures[name]);
  64731. }
  64732. for (var name in this._textureArrays) {
  64733. var array = this._textureArrays[name];
  64734. for (var index = 0; index < array.length; index++) {
  64735. activeTextures.push(array[index]);
  64736. }
  64737. }
  64738. return activeTextures;
  64739. };
  64740. /**
  64741. * Specifies if the material uses a texture
  64742. * @param texture defines the texture to check against the material
  64743. * @returns a boolean specifying if the material uses the texture
  64744. */
  64745. ShaderMaterial.prototype.hasTexture = function (texture) {
  64746. if (_super.prototype.hasTexture.call(this, texture)) {
  64747. return true;
  64748. }
  64749. for (var name in this._textures) {
  64750. if (this._textures[name] === texture) {
  64751. return true;
  64752. }
  64753. }
  64754. for (var name in this._textureArrays) {
  64755. var array = this._textureArrays[name];
  64756. for (var index = 0; index < array.length; index++) {
  64757. if (array[index] === texture) {
  64758. return true;
  64759. }
  64760. }
  64761. }
  64762. return false;
  64763. };
  64764. /**
  64765. * Makes a duplicate of the material, and gives it a new name
  64766. * @param name defines the new name for the duplicated material
  64767. * @returns the cloned material
  64768. */
  64769. ShaderMaterial.prototype.clone = function (name) {
  64770. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64771. return newShaderMaterial;
  64772. };
  64773. /**
  64774. * Disposes the material
  64775. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64776. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64777. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64778. */
  64779. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64780. if (forceDisposeTextures) {
  64781. var name;
  64782. for (name in this._textures) {
  64783. this._textures[name].dispose();
  64784. }
  64785. for (name in this._textureArrays) {
  64786. var array = this._textureArrays[name];
  64787. for (var index = 0; index < array.length; index++) {
  64788. array[index].dispose();
  64789. }
  64790. }
  64791. }
  64792. this._textures = {};
  64793. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64794. };
  64795. /**
  64796. * Serializes this material in a JSON representation
  64797. * @returns the serialized material object
  64798. */
  64799. ShaderMaterial.prototype.serialize = function () {
  64800. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64801. serializationObject.customType = "BABYLON.ShaderMaterial";
  64802. serializationObject.options = this._options;
  64803. serializationObject.shaderPath = this._shaderPath;
  64804. var name;
  64805. // Texture
  64806. serializationObject.textures = {};
  64807. for (name in this._textures) {
  64808. serializationObject.textures[name] = this._textures[name].serialize();
  64809. }
  64810. // Texture arrays
  64811. serializationObject.textureArrays = {};
  64812. for (name in this._textureArrays) {
  64813. serializationObject.textureArrays[name] = [];
  64814. var array = this._textureArrays[name];
  64815. for (var index = 0; index < array.length; index++) {
  64816. serializationObject.textureArrays[name].push(array[index].serialize());
  64817. }
  64818. }
  64819. // Float
  64820. serializationObject.floats = {};
  64821. for (name in this._floats) {
  64822. serializationObject.floats[name] = this._floats[name];
  64823. }
  64824. // Float s
  64825. serializationObject.FloatArrays = {};
  64826. for (name in this._floatsArrays) {
  64827. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64828. }
  64829. // Color3
  64830. serializationObject.colors3 = {};
  64831. for (name in this._colors3) {
  64832. serializationObject.colors3[name] = this._colors3[name].asArray();
  64833. }
  64834. // Color3 array
  64835. serializationObject.colors3Arrays = {};
  64836. for (name in this._colors3Arrays) {
  64837. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64838. }
  64839. // Color4
  64840. serializationObject.colors4 = {};
  64841. for (name in this._colors4) {
  64842. serializationObject.colors4[name] = this._colors4[name].asArray();
  64843. }
  64844. // Vector2
  64845. serializationObject.vectors2 = {};
  64846. for (name in this._vectors2) {
  64847. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64848. }
  64849. // Vector3
  64850. serializationObject.vectors3 = {};
  64851. for (name in this._vectors3) {
  64852. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64853. }
  64854. // Vector4
  64855. serializationObject.vectors4 = {};
  64856. for (name in this._vectors4) {
  64857. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64858. }
  64859. // Matrix
  64860. serializationObject.matrices = {};
  64861. for (name in this._matrices) {
  64862. serializationObject.matrices[name] = this._matrices[name].asArray();
  64863. }
  64864. // Matrix 3x3
  64865. serializationObject.matrices3x3 = {};
  64866. for (name in this._matrices3x3) {
  64867. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64868. }
  64869. // Matrix 2x2
  64870. serializationObject.matrices2x2 = {};
  64871. for (name in this._matrices2x2) {
  64872. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64873. }
  64874. // Vector2Array
  64875. serializationObject.vectors2Arrays = {};
  64876. for (name in this._vectors2Arrays) {
  64877. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64878. }
  64879. // Vector3Array
  64880. serializationObject.vectors3Arrays = {};
  64881. for (name in this._vectors3Arrays) {
  64882. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64883. }
  64884. return serializationObject;
  64885. };
  64886. /**
  64887. * Creates a shader material from parsed shader material data
  64888. * @param source defines the JSON represnetation of the material
  64889. * @param scene defines the hosting scene
  64890. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64891. * @returns a new material
  64892. */
  64893. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64894. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64895. var name;
  64896. // Texture
  64897. for (name in source.textures) {
  64898. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64899. }
  64900. // Texture arrays
  64901. for (name in source.textureArrays) {
  64902. var array = source.textureArrays[name];
  64903. var textureArray = new Array();
  64904. for (var index = 0; index < array.length; index++) {
  64905. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64906. }
  64907. material.setTextureArray(name, textureArray);
  64908. }
  64909. // Float
  64910. for (name in source.floats) {
  64911. material.setFloat(name, source.floats[name]);
  64912. }
  64913. // Float s
  64914. for (name in source.floatsArrays) {
  64915. material.setFloats(name, source.floatsArrays[name]);
  64916. }
  64917. // Color3
  64918. for (name in source.colors3) {
  64919. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64920. }
  64921. // Color3 arrays
  64922. for (name in source.colors3Arrays) {
  64923. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64924. if (i % 3 === 0) {
  64925. arr.push([num]);
  64926. }
  64927. else {
  64928. arr[arr.length - 1].push(num);
  64929. }
  64930. return arr;
  64931. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64932. material.setColor3Array(name, colors);
  64933. }
  64934. // Color4
  64935. for (name in source.colors4) {
  64936. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64937. }
  64938. // Vector2
  64939. for (name in source.vectors2) {
  64940. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64941. }
  64942. // Vector3
  64943. for (name in source.vectors3) {
  64944. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64945. }
  64946. // Vector4
  64947. for (name in source.vectors4) {
  64948. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64949. }
  64950. // Matrix
  64951. for (name in source.matrices) {
  64952. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64953. }
  64954. // Matrix 3x3
  64955. for (name in source.matrices3x3) {
  64956. material.setMatrix3x3(name, source.matrices3x3[name]);
  64957. }
  64958. // Matrix 2x2
  64959. for (name in source.matrices2x2) {
  64960. material.setMatrix2x2(name, source.matrices2x2[name]);
  64961. }
  64962. // Vector2Array
  64963. for (name in source.vectors2Arrays) {
  64964. material.setArray2(name, source.vectors2Arrays[name]);
  64965. }
  64966. // Vector3Array
  64967. for (name in source.vectors3Arrays) {
  64968. material.setArray3(name, source.vectors3Arrays[name]);
  64969. }
  64970. return material;
  64971. };
  64972. return ShaderMaterial;
  64973. }(BABYLON.Material));
  64974. BABYLON.ShaderMaterial = ShaderMaterial;
  64975. })(BABYLON || (BABYLON = {}));
  64976. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64977. var BABYLON;
  64978. (function (BABYLON) {
  64979. /**
  64980. * Mesh representing the gorund
  64981. */
  64982. var GroundMesh = /** @class */ (function (_super) {
  64983. __extends(GroundMesh, _super);
  64984. function GroundMesh(name, scene) {
  64985. var _this = _super.call(this, name, scene) || this;
  64986. /** If octree should be generated */
  64987. _this.generateOctree = false;
  64988. return _this;
  64989. }
  64990. /**
  64991. * "GroundMesh"
  64992. * @returns "GroundMesh"
  64993. */
  64994. GroundMesh.prototype.getClassName = function () {
  64995. return "GroundMesh";
  64996. };
  64997. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64998. /**
  64999. * The minimum of x and y subdivisions
  65000. */
  65001. get: function () {
  65002. return Math.min(this._subdivisionsX, this._subdivisionsY);
  65003. },
  65004. enumerable: true,
  65005. configurable: true
  65006. });
  65007. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  65008. /**
  65009. * X subdivisions
  65010. */
  65011. get: function () {
  65012. return this._subdivisionsX;
  65013. },
  65014. enumerable: true,
  65015. configurable: true
  65016. });
  65017. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  65018. /**
  65019. * Y subdivisions
  65020. */
  65021. get: function () {
  65022. return this._subdivisionsY;
  65023. },
  65024. enumerable: true,
  65025. configurable: true
  65026. });
  65027. /**
  65028. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  65029. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  65030. * @param chunksCount the number of subdivisions for x and y
  65031. * @param octreeBlocksSize (Default: 32)
  65032. */
  65033. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  65034. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  65035. this._subdivisionsX = chunksCount;
  65036. this._subdivisionsY = chunksCount;
  65037. this.subdivide(chunksCount);
  65038. // Call the octree system optimization if it is defined.
  65039. var thisAsAny = this;
  65040. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  65041. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  65042. }
  65043. };
  65044. /**
  65045. * Returns a height (y) value in the Worl system :
  65046. * the ground altitude at the coordinates (x, z) expressed in the World system.
  65047. * @param x x coordinate
  65048. * @param z z coordinate
  65049. * @returns the ground y position if (x, z) are outside the ground surface.
  65050. */
  65051. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  65052. var world = this.getWorldMatrix();
  65053. var invMat = BABYLON.Tmp.Matrix[5];
  65054. world.invertToRef(invMat);
  65055. var tmpVect = BABYLON.Tmp.Vector3[8];
  65056. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  65057. x = tmpVect.x;
  65058. z = tmpVect.z;
  65059. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65060. return this.position.y;
  65061. }
  65062. if (!this._heightQuads || this._heightQuads.length == 0) {
  65063. this._initHeightQuads();
  65064. this._computeHeightQuads();
  65065. }
  65066. var facet = this._getFacetAt(x, z);
  65067. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  65068. // return y in the World system
  65069. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  65070. return tmpVect.y;
  65071. };
  65072. /**
  65073. * Returns a normalized vector (Vector3) orthogonal to the ground
  65074. * at the ground coordinates (x, z) expressed in the World system.
  65075. * @param x x coordinate
  65076. * @param z z coordinate
  65077. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  65078. */
  65079. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  65080. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  65081. this.getNormalAtCoordinatesToRef(x, z, normal);
  65082. return normal;
  65083. };
  65084. /**
  65085. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  65086. * at the ground coordinates (x, z) expressed in the World system.
  65087. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  65088. * @param x x coordinate
  65089. * @param z z coordinate
  65090. * @param ref vector to store the result
  65091. * @returns the GroundMesh.
  65092. */
  65093. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  65094. var world = this.getWorldMatrix();
  65095. var tmpMat = BABYLON.Tmp.Matrix[5];
  65096. world.invertToRef(tmpMat);
  65097. var tmpVect = BABYLON.Tmp.Vector3[8];
  65098. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65099. x = tmpVect.x;
  65100. z = tmpVect.z;
  65101. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65102. return this;
  65103. }
  65104. if (!this._heightQuads || this._heightQuads.length == 0) {
  65105. this._initHeightQuads();
  65106. this._computeHeightQuads();
  65107. }
  65108. var facet = this._getFacetAt(x, z);
  65109. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65110. return this;
  65111. };
  65112. /**
  65113. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65114. * if the ground has been updated.
  65115. * This can be used in the render loop.
  65116. * @returns the GroundMesh.
  65117. */
  65118. GroundMesh.prototype.updateCoordinateHeights = function () {
  65119. if (!this._heightQuads || this._heightQuads.length == 0) {
  65120. this._initHeightQuads();
  65121. }
  65122. this._computeHeightQuads();
  65123. return this;
  65124. };
  65125. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65126. GroundMesh.prototype._getFacetAt = function (x, z) {
  65127. // retrieve col and row from x, z coordinates in the ground local system
  65128. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65129. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65130. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65131. var facet;
  65132. if (z < quad.slope.x * x + quad.slope.y) {
  65133. facet = quad.facet1;
  65134. }
  65135. else {
  65136. facet = quad.facet2;
  65137. }
  65138. return facet;
  65139. };
  65140. // Creates and populates the heightMap array with "facet" elements :
  65141. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65142. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65143. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65144. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65145. // Returns the GroundMesh.
  65146. GroundMesh.prototype._initHeightQuads = function () {
  65147. var subdivisionsX = this._subdivisionsX;
  65148. var subdivisionsY = this._subdivisionsY;
  65149. this._heightQuads = new Array();
  65150. for (var row = 0; row < subdivisionsY; row++) {
  65151. for (var col = 0; col < subdivisionsX; col++) {
  65152. 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) };
  65153. this._heightQuads[row * subdivisionsX + col] = quad;
  65154. }
  65155. }
  65156. return this;
  65157. };
  65158. // Compute each quad element values and update the the heightMap array :
  65159. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65160. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65161. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65162. // Returns the GroundMesh.
  65163. GroundMesh.prototype._computeHeightQuads = function () {
  65164. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65165. if (!positions) {
  65166. return this;
  65167. }
  65168. var v1 = BABYLON.Tmp.Vector3[3];
  65169. var v2 = BABYLON.Tmp.Vector3[2];
  65170. var v3 = BABYLON.Tmp.Vector3[1];
  65171. var v4 = BABYLON.Tmp.Vector3[0];
  65172. var v1v2 = BABYLON.Tmp.Vector3[4];
  65173. var v1v3 = BABYLON.Tmp.Vector3[5];
  65174. var v1v4 = BABYLON.Tmp.Vector3[6];
  65175. var norm1 = BABYLON.Tmp.Vector3[7];
  65176. var norm2 = BABYLON.Tmp.Vector3[8];
  65177. var i = 0;
  65178. var j = 0;
  65179. var k = 0;
  65180. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65181. var h = 0;
  65182. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65183. var d2 = 0;
  65184. var subdivisionsX = this._subdivisionsX;
  65185. var subdivisionsY = this._subdivisionsY;
  65186. for (var row = 0; row < subdivisionsY; row++) {
  65187. for (var col = 0; col < subdivisionsX; col++) {
  65188. i = col * 3;
  65189. j = row * (subdivisionsX + 1) * 3;
  65190. k = (row + 1) * (subdivisionsX + 1) * 3;
  65191. v1.x = positions[j + i];
  65192. v1.y = positions[j + i + 1];
  65193. v1.z = positions[j + i + 2];
  65194. v2.x = positions[j + i + 3];
  65195. v2.y = positions[j + i + 4];
  65196. v2.z = positions[j + i + 5];
  65197. v3.x = positions[k + i];
  65198. v3.y = positions[k + i + 1];
  65199. v3.z = positions[k + i + 2];
  65200. v4.x = positions[k + i + 3];
  65201. v4.y = positions[k + i + 4];
  65202. v4.z = positions[k + i + 5];
  65203. // 2D slope V1V4
  65204. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65205. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65206. // facet equations :
  65207. // we compute each facet normal vector
  65208. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65209. // we compute the value d by applying the equation to v1 which belongs to the plane
  65210. // then we store the facet equation in a Vector4
  65211. v2.subtractToRef(v1, v1v2);
  65212. v3.subtractToRef(v1, v1v3);
  65213. v4.subtractToRef(v1, v1v4);
  65214. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65215. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65216. norm1.normalize();
  65217. norm2.normalize();
  65218. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65219. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65220. var quad = this._heightQuads[row * subdivisionsX + col];
  65221. quad.slope.copyFromFloats(cd, h);
  65222. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65223. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65224. }
  65225. }
  65226. return this;
  65227. };
  65228. /**
  65229. * Serializes this ground mesh
  65230. * @param serializationObject object to write serialization to
  65231. */
  65232. GroundMesh.prototype.serialize = function (serializationObject) {
  65233. _super.prototype.serialize.call(this, serializationObject);
  65234. serializationObject.subdivisionsX = this._subdivisionsX;
  65235. serializationObject.subdivisionsY = this._subdivisionsY;
  65236. serializationObject.minX = this._minX;
  65237. serializationObject.maxX = this._maxX;
  65238. serializationObject.minZ = this._minZ;
  65239. serializationObject.maxZ = this._maxZ;
  65240. serializationObject.width = this._width;
  65241. serializationObject.height = this._height;
  65242. };
  65243. /**
  65244. * Parses a serialized ground mesh
  65245. * @param parsedMesh the serialized mesh
  65246. * @param scene the scene to create the ground mesh in
  65247. * @returns the created ground mesh
  65248. */
  65249. GroundMesh.Parse = function (parsedMesh, scene) {
  65250. var result = new GroundMesh(parsedMesh.name, scene);
  65251. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65252. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65253. result._minX = parsedMesh.minX;
  65254. result._maxX = parsedMesh.maxX;
  65255. result._minZ = parsedMesh.minZ;
  65256. result._maxZ = parsedMesh.maxZ;
  65257. result._width = parsedMesh.width;
  65258. result._height = parsedMesh.height;
  65259. return result;
  65260. };
  65261. return GroundMesh;
  65262. }(BABYLON.Mesh));
  65263. BABYLON.GroundMesh = GroundMesh;
  65264. })(BABYLON || (BABYLON = {}));
  65265. //# sourceMappingURL=babylon.groundMesh.js.map
  65266. var BABYLON;
  65267. (function (BABYLON) {
  65268. /**
  65269. * Creates an instance based on a source mesh.
  65270. */
  65271. var InstancedMesh = /** @class */ (function (_super) {
  65272. __extends(InstancedMesh, _super);
  65273. function InstancedMesh(name, source) {
  65274. var _this = _super.call(this, name, source.getScene()) || this;
  65275. /** @hidden */
  65276. _this._indexInSourceMeshInstanceArray = -1;
  65277. source.addInstance(_this);
  65278. _this._sourceMesh = source;
  65279. _this.position.copyFrom(source.position);
  65280. _this.rotation.copyFrom(source.rotation);
  65281. _this.scaling.copyFrom(source.scaling);
  65282. if (source.rotationQuaternion) {
  65283. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65284. }
  65285. _this.infiniteDistance = source.infiniteDistance;
  65286. _this.setPivotMatrix(source.getPivotMatrix());
  65287. _this.refreshBoundingInfo();
  65288. _this._syncSubMeshes();
  65289. return _this;
  65290. }
  65291. /**
  65292. * Returns the string "InstancedMesh".
  65293. */
  65294. InstancedMesh.prototype.getClassName = function () {
  65295. return "InstancedMesh";
  65296. };
  65297. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65298. // Methods
  65299. /**
  65300. * If the source mesh receives shadows
  65301. */
  65302. get: function () {
  65303. return this._sourceMesh.receiveShadows;
  65304. },
  65305. enumerable: true,
  65306. configurable: true
  65307. });
  65308. Object.defineProperty(InstancedMesh.prototype, "material", {
  65309. /**
  65310. * The material of the source mesh
  65311. */
  65312. get: function () {
  65313. return this._sourceMesh.material;
  65314. },
  65315. enumerable: true,
  65316. configurable: true
  65317. });
  65318. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65319. /**
  65320. * Visibility of the source mesh
  65321. */
  65322. get: function () {
  65323. return this._sourceMesh.visibility;
  65324. },
  65325. enumerable: true,
  65326. configurable: true
  65327. });
  65328. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65329. /**
  65330. * Skeleton of the source mesh
  65331. */
  65332. get: function () {
  65333. return this._sourceMesh.skeleton;
  65334. },
  65335. enumerable: true,
  65336. configurable: true
  65337. });
  65338. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65339. /**
  65340. * Rendering ground id of the source mesh
  65341. */
  65342. get: function () {
  65343. return this._sourceMesh.renderingGroupId;
  65344. },
  65345. set: function (value) {
  65346. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65347. return;
  65348. }
  65349. //no-op with warning
  65350. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65351. },
  65352. enumerable: true,
  65353. configurable: true
  65354. });
  65355. /**
  65356. * Returns the total number of vertices (integer).
  65357. */
  65358. InstancedMesh.prototype.getTotalVertices = function () {
  65359. return this._sourceMesh.getTotalVertices();
  65360. };
  65361. /**
  65362. * Returns a positive integer : the total number of indices in this mesh geometry.
  65363. * @returns the numner of indices or zero if the mesh has no geometry.
  65364. */
  65365. InstancedMesh.prototype.getTotalIndices = function () {
  65366. return this._sourceMesh.getTotalIndices();
  65367. };
  65368. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65369. /**
  65370. * The source mesh of the instance
  65371. */
  65372. get: function () {
  65373. return this._sourceMesh;
  65374. },
  65375. enumerable: true,
  65376. configurable: true
  65377. });
  65378. /**
  65379. * Is this node ready to be used/rendered
  65380. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65381. * @return {boolean} is it ready
  65382. */
  65383. InstancedMesh.prototype.isReady = function (completeCheck) {
  65384. if (completeCheck === void 0) { completeCheck = false; }
  65385. return this._sourceMesh.isReady(completeCheck, true);
  65386. };
  65387. /**
  65388. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65389. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65390. * @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.
  65391. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65392. */
  65393. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65394. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65395. };
  65396. /**
  65397. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65398. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65399. * The `data` are either a numeric array either a Float32Array.
  65400. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65401. * 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).
  65402. * Note that a new underlying VertexBuffer object is created each call.
  65403. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65404. *
  65405. * Possible `kind` values :
  65406. * - BABYLON.VertexBuffer.PositionKind
  65407. * - BABYLON.VertexBuffer.UVKind
  65408. * - BABYLON.VertexBuffer.UV2Kind
  65409. * - BABYLON.VertexBuffer.UV3Kind
  65410. * - BABYLON.VertexBuffer.UV4Kind
  65411. * - BABYLON.VertexBuffer.UV5Kind
  65412. * - BABYLON.VertexBuffer.UV6Kind
  65413. * - BABYLON.VertexBuffer.ColorKind
  65414. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65415. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65416. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65417. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65418. *
  65419. * Returns the Mesh.
  65420. */
  65421. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65422. if (this.sourceMesh) {
  65423. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65424. }
  65425. return this.sourceMesh;
  65426. };
  65427. /**
  65428. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65429. * If the mesh has no geometry, it is simply returned as it is.
  65430. * The `data` are either a numeric array either a Float32Array.
  65431. * No new underlying VertexBuffer object is created.
  65432. * 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.
  65433. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65434. *
  65435. * Possible `kind` values :
  65436. * - BABYLON.VertexBuffer.PositionKind
  65437. * - BABYLON.VertexBuffer.UVKind
  65438. * - BABYLON.VertexBuffer.UV2Kind
  65439. * - BABYLON.VertexBuffer.UV3Kind
  65440. * - BABYLON.VertexBuffer.UV4Kind
  65441. * - BABYLON.VertexBuffer.UV5Kind
  65442. * - BABYLON.VertexBuffer.UV6Kind
  65443. * - BABYLON.VertexBuffer.ColorKind
  65444. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65445. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65446. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65447. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65448. *
  65449. * Returns the Mesh.
  65450. */
  65451. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65452. if (this.sourceMesh) {
  65453. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65454. }
  65455. return this.sourceMesh;
  65456. };
  65457. /**
  65458. * Sets the mesh indices.
  65459. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65460. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65461. * This method creates a new index buffer each call.
  65462. * Returns the Mesh.
  65463. */
  65464. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65465. if (totalVertices === void 0) { totalVertices = null; }
  65466. if (this.sourceMesh) {
  65467. this.sourceMesh.setIndices(indices, totalVertices);
  65468. }
  65469. return this.sourceMesh;
  65470. };
  65471. /**
  65472. * Boolean : True if the mesh owns the requested kind of data.
  65473. */
  65474. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65475. return this._sourceMesh.isVerticesDataPresent(kind);
  65476. };
  65477. /**
  65478. * Returns an array of indices (IndicesArray).
  65479. */
  65480. InstancedMesh.prototype.getIndices = function () {
  65481. return this._sourceMesh.getIndices();
  65482. };
  65483. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65484. get: function () {
  65485. return this._sourceMesh._positions;
  65486. },
  65487. enumerable: true,
  65488. configurable: true
  65489. });
  65490. /**
  65491. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65492. * This means the mesh underlying bounding box and sphere are recomputed.
  65493. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65494. * @returns the current mesh
  65495. */
  65496. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65497. if (applySkeleton === void 0) { applySkeleton = false; }
  65498. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65499. return this;
  65500. }
  65501. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65502. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65503. return this;
  65504. };
  65505. /** @hidden */
  65506. InstancedMesh.prototype._preActivate = function () {
  65507. if (this._currentLOD) {
  65508. this._currentLOD._preActivate();
  65509. }
  65510. return this;
  65511. };
  65512. /** @hidden */
  65513. InstancedMesh.prototype._activate = function (renderId) {
  65514. if (this._currentLOD) {
  65515. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65516. }
  65517. return this;
  65518. };
  65519. /**
  65520. * Returns the current associated LOD AbstractMesh.
  65521. */
  65522. InstancedMesh.prototype.getLOD = function (camera) {
  65523. if (!camera) {
  65524. return this;
  65525. }
  65526. var boundingInfo = this.getBoundingInfo();
  65527. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65528. if (this._currentLOD === this.sourceMesh) {
  65529. return this;
  65530. }
  65531. return this._currentLOD;
  65532. };
  65533. /** @hidden */
  65534. InstancedMesh.prototype._syncSubMeshes = function () {
  65535. this.releaseSubMeshes();
  65536. if (this._sourceMesh.subMeshes) {
  65537. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65538. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65539. }
  65540. }
  65541. return this;
  65542. };
  65543. /** @hidden */
  65544. InstancedMesh.prototype._generatePointsArray = function () {
  65545. return this._sourceMesh._generatePointsArray();
  65546. };
  65547. /**
  65548. * Creates a new InstancedMesh from the current mesh.
  65549. * - name (string) : the cloned mesh name
  65550. * - newParent (optional Node) : the optional Node to parent the clone to.
  65551. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65552. *
  65553. * Returns the clone.
  65554. */
  65555. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65556. var result = this._sourceMesh.createInstance(name);
  65557. // Deep copy
  65558. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65559. // Bounding info
  65560. this.refreshBoundingInfo();
  65561. // Parent
  65562. if (newParent) {
  65563. result.parent = newParent;
  65564. }
  65565. if (!doNotCloneChildren) {
  65566. // Children
  65567. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65568. var mesh = this.getScene().meshes[index];
  65569. if (mesh.parent === this) {
  65570. mesh.clone(mesh.name, result);
  65571. }
  65572. }
  65573. }
  65574. result.computeWorldMatrix(true);
  65575. return result;
  65576. };
  65577. /**
  65578. * Disposes the InstancedMesh.
  65579. * Returns nothing.
  65580. */
  65581. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65582. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65583. // Remove from mesh
  65584. this._sourceMesh.removeInstance(this);
  65585. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65586. };
  65587. return InstancedMesh;
  65588. }(BABYLON.AbstractMesh));
  65589. BABYLON.InstancedMesh = InstancedMesh;
  65590. })(BABYLON || (BABYLON = {}));
  65591. //# sourceMappingURL=babylon.instancedMesh.js.map
  65592. var BABYLON;
  65593. (function (BABYLON) {
  65594. /**
  65595. * Line mesh
  65596. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65597. */
  65598. var LinesMesh = /** @class */ (function (_super) {
  65599. __extends(LinesMesh, _super);
  65600. /**
  65601. * Creates a new LinesMesh
  65602. * @param name defines the name
  65603. * @param scene defines the hosting scene
  65604. * @param parent defines the parent mesh if any
  65605. * @param source defines the optional source LinesMesh used to clone data from
  65606. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65607. * When false, achieved by calling a clone(), also passing False.
  65608. * This will make creation of children, recursive.
  65609. * @param useVertexColor defines if this LinesMesh supports vertex color
  65610. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65611. */
  65612. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65613. /**
  65614. * If vertex color should be applied to the mesh
  65615. */
  65616. useVertexColor,
  65617. /**
  65618. * If vertex alpha should be applied to the mesh
  65619. */
  65620. useVertexAlpha) {
  65621. if (scene === void 0) { scene = null; }
  65622. if (parent === void 0) { parent = null; }
  65623. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65624. _this.useVertexColor = useVertexColor;
  65625. _this.useVertexAlpha = useVertexAlpha;
  65626. /**
  65627. * Color of the line (Default: White)
  65628. */
  65629. _this.color = new BABYLON.Color3(1, 1, 1);
  65630. /**
  65631. * Alpha of the line (Default: 1)
  65632. */
  65633. _this.alpha = 1;
  65634. if (source) {
  65635. _this.color = source.color.clone();
  65636. _this.alpha = source.alpha;
  65637. _this.useVertexColor = source.useVertexColor;
  65638. _this.useVertexAlpha = source.useVertexAlpha;
  65639. }
  65640. _this.intersectionThreshold = 0.1;
  65641. var defines = [];
  65642. var options = {
  65643. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65644. uniforms: ["world", "viewProjection"],
  65645. needAlphaBlending: true,
  65646. defines: defines
  65647. };
  65648. if (useVertexAlpha === false) {
  65649. options.needAlphaBlending = false;
  65650. }
  65651. if (!useVertexColor) {
  65652. options.uniforms.push("color");
  65653. }
  65654. else {
  65655. options.defines.push("#define VERTEXCOLOR");
  65656. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65657. }
  65658. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65659. return _this;
  65660. }
  65661. /**
  65662. * Returns the string "LineMesh"
  65663. */
  65664. LinesMesh.prototype.getClassName = function () {
  65665. return "LinesMesh";
  65666. };
  65667. Object.defineProperty(LinesMesh.prototype, "material", {
  65668. /**
  65669. * @hidden
  65670. */
  65671. get: function () {
  65672. return this._colorShader;
  65673. },
  65674. /**
  65675. * @hidden
  65676. */
  65677. set: function (value) {
  65678. // Do nothing
  65679. },
  65680. enumerable: true,
  65681. configurable: true
  65682. });
  65683. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65684. /**
  65685. * @hidden
  65686. */
  65687. get: function () {
  65688. return false;
  65689. },
  65690. enumerable: true,
  65691. configurable: true
  65692. });
  65693. /** @hidden */
  65694. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65695. if (!this._geometry) {
  65696. return this;
  65697. }
  65698. // VBOs
  65699. this._geometry._bind(this._colorShader.getEffect());
  65700. // Color
  65701. if (!this.useVertexColor) {
  65702. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65703. }
  65704. return this;
  65705. };
  65706. /** @hidden */
  65707. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65708. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65709. return this;
  65710. }
  65711. var engine = this.getScene().getEngine();
  65712. // Draw order
  65713. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65714. return this;
  65715. };
  65716. /**
  65717. * Disposes of the line mesh
  65718. * @param doNotRecurse If children should be disposed
  65719. */
  65720. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65721. this._colorShader.dispose(false, false, true);
  65722. _super.prototype.dispose.call(this, doNotRecurse);
  65723. };
  65724. /**
  65725. * Returns a new LineMesh object cloned from the current one.
  65726. */
  65727. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65728. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65729. };
  65730. /**
  65731. * Creates a new InstancedLinesMesh object from the mesh model.
  65732. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65733. * @param name defines the name of the new instance
  65734. * @returns a new InstancedLinesMesh
  65735. */
  65736. LinesMesh.prototype.createInstance = function (name) {
  65737. return new InstancedLinesMesh(name, this);
  65738. };
  65739. return LinesMesh;
  65740. }(BABYLON.Mesh));
  65741. BABYLON.LinesMesh = LinesMesh;
  65742. /**
  65743. * Creates an instance based on a source LinesMesh
  65744. */
  65745. var InstancedLinesMesh = /** @class */ (function (_super) {
  65746. __extends(InstancedLinesMesh, _super);
  65747. function InstancedLinesMesh(name, source) {
  65748. var _this = _super.call(this, name, source) || this;
  65749. _this.intersectionThreshold = source.intersectionThreshold;
  65750. return _this;
  65751. }
  65752. /**
  65753. * Returns the string "InstancedLinesMesh".
  65754. */
  65755. InstancedLinesMesh.prototype.getClassName = function () {
  65756. return "InstancedLinesMesh";
  65757. };
  65758. return InstancedLinesMesh;
  65759. }(BABYLON.InstancedMesh));
  65760. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65761. })(BABYLON || (BABYLON = {}));
  65762. //# sourceMappingURL=babylon.linesMesh.js.map
  65763. var BABYLON;
  65764. (function (BABYLON) {
  65765. /**
  65766. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65767. * The underlying implementation relies on an associative array to ensure the best performances.
  65768. * The value can be anything including 'null' but except 'undefined'
  65769. */
  65770. var StringDictionary = /** @class */ (function () {
  65771. function StringDictionary() {
  65772. this._count = 0;
  65773. this._data = {};
  65774. }
  65775. /**
  65776. * This will clear this dictionary and copy the content from the 'source' one.
  65777. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65778. * @param source the dictionary to take the content from and copy to this dictionary
  65779. */
  65780. StringDictionary.prototype.copyFrom = function (source) {
  65781. var _this = this;
  65782. this.clear();
  65783. source.forEach(function (t, v) { return _this.add(t, v); });
  65784. };
  65785. /**
  65786. * Get a value based from its key
  65787. * @param key the given key to get the matching value from
  65788. * @return the value if found, otherwise undefined is returned
  65789. */
  65790. StringDictionary.prototype.get = function (key) {
  65791. var val = this._data[key];
  65792. if (val !== undefined) {
  65793. return val;
  65794. }
  65795. return undefined;
  65796. };
  65797. /**
  65798. * Get a value from its key or add it if it doesn't exist.
  65799. * This method will ensure you that a given key/data will be present in the dictionary.
  65800. * @param key the given key to get the matching value from
  65801. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65802. * The factory will only be invoked if there's no data for the given key.
  65803. * @return the value corresponding to the key.
  65804. */
  65805. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65806. var val = this.get(key);
  65807. if (val !== undefined) {
  65808. return val;
  65809. }
  65810. val = factory(key);
  65811. if (val) {
  65812. this.add(key, val);
  65813. }
  65814. return val;
  65815. };
  65816. /**
  65817. * Get a value from its key if present in the dictionary otherwise add it
  65818. * @param key the key to get the value from
  65819. * @param val if there's no such key/value pair in the dictionary add it with this value
  65820. * @return the value corresponding to the key
  65821. */
  65822. StringDictionary.prototype.getOrAdd = function (key, val) {
  65823. var curVal = this.get(key);
  65824. if (curVal !== undefined) {
  65825. return curVal;
  65826. }
  65827. this.add(key, val);
  65828. return val;
  65829. };
  65830. /**
  65831. * Check if there's a given key in the dictionary
  65832. * @param key the key to check for
  65833. * @return true if the key is present, false otherwise
  65834. */
  65835. StringDictionary.prototype.contains = function (key) {
  65836. return this._data[key] !== undefined;
  65837. };
  65838. /**
  65839. * Add a new key and its corresponding value
  65840. * @param key the key to add
  65841. * @param value the value corresponding to the key
  65842. * @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
  65843. */
  65844. StringDictionary.prototype.add = function (key, value) {
  65845. if (this._data[key] !== undefined) {
  65846. return false;
  65847. }
  65848. this._data[key] = value;
  65849. ++this._count;
  65850. return true;
  65851. };
  65852. /**
  65853. * Update a specific value associated to a key
  65854. * @param key defines the key to use
  65855. * @param value defines the value to store
  65856. * @returns true if the value was updated (or false if the key was not found)
  65857. */
  65858. StringDictionary.prototype.set = function (key, value) {
  65859. if (this._data[key] === undefined) {
  65860. return false;
  65861. }
  65862. this._data[key] = value;
  65863. return true;
  65864. };
  65865. /**
  65866. * Get the element of the given key and remove it from the dictionary
  65867. * @param key defines the key to search
  65868. * @returns the value associated with the key or null if not found
  65869. */
  65870. StringDictionary.prototype.getAndRemove = function (key) {
  65871. var val = this.get(key);
  65872. if (val !== undefined) {
  65873. delete this._data[key];
  65874. --this._count;
  65875. return val;
  65876. }
  65877. return null;
  65878. };
  65879. /**
  65880. * Remove a key/value from the dictionary.
  65881. * @param key the key to remove
  65882. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65883. */
  65884. StringDictionary.prototype.remove = function (key) {
  65885. if (this.contains(key)) {
  65886. delete this._data[key];
  65887. --this._count;
  65888. return true;
  65889. }
  65890. return false;
  65891. };
  65892. /**
  65893. * Clear the whole content of the dictionary
  65894. */
  65895. StringDictionary.prototype.clear = function () {
  65896. this._data = {};
  65897. this._count = 0;
  65898. };
  65899. Object.defineProperty(StringDictionary.prototype, "count", {
  65900. /**
  65901. * Gets the current count
  65902. */
  65903. get: function () {
  65904. return this._count;
  65905. },
  65906. enumerable: true,
  65907. configurable: true
  65908. });
  65909. /**
  65910. * Execute a callback on each key/val of the dictionary.
  65911. * Note that you can remove any element in this dictionary in the callback implementation
  65912. * @param callback the callback to execute on a given key/value pair
  65913. */
  65914. StringDictionary.prototype.forEach = function (callback) {
  65915. for (var cur in this._data) {
  65916. var val = this._data[cur];
  65917. callback(cur, val);
  65918. }
  65919. };
  65920. /**
  65921. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65922. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65923. * Note that you can remove any element in this dictionary in the callback implementation
  65924. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65925. * @returns the first item
  65926. */
  65927. StringDictionary.prototype.first = function (callback) {
  65928. for (var cur in this._data) {
  65929. var val = this._data[cur];
  65930. var res = callback(cur, val);
  65931. if (res) {
  65932. return res;
  65933. }
  65934. }
  65935. return null;
  65936. };
  65937. return StringDictionary;
  65938. }());
  65939. BABYLON.StringDictionary = StringDictionary;
  65940. })(BABYLON || (BABYLON = {}));
  65941. //# sourceMappingURL=babylon.stringDictionary.js.map
  65942. var BABYLON;
  65943. (function (BABYLON) {
  65944. var Debug;
  65945. (function (Debug) {
  65946. /**
  65947. * Class used to render a debug view of a given skeleton
  65948. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65949. */
  65950. var SkeletonViewer = /** @class */ (function () {
  65951. /**
  65952. * Creates a new SkeletonViewer
  65953. * @param skeleton defines the skeleton to render
  65954. * @param mesh defines the mesh attached to the skeleton
  65955. * @param scene defines the hosting scene
  65956. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65957. * @param renderingGroupId defines the rendering group id to use with the viewer
  65958. * @param utilityLayerRenderer defines an optional utility layer to render the helper on
  65959. */
  65960. function SkeletonViewer(
  65961. /** defines the skeleton to render */
  65962. skeleton,
  65963. /** defines the mesh attached to the skeleton */
  65964. mesh, scene,
  65965. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65966. autoUpdateBonesMatrices,
  65967. /** defines the rendering group id to use with the viewer */
  65968. renderingGroupId,
  65969. /** defines an optional utility layer to render the helper on */
  65970. utilityLayerRenderer) {
  65971. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65972. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65973. this.skeleton = skeleton;
  65974. this.mesh = mesh;
  65975. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65976. this.renderingGroupId = renderingGroupId;
  65977. this.utilityLayerRenderer = utilityLayerRenderer;
  65978. /** Gets or sets the color used to render the skeleton */
  65979. this.color = BABYLON.Color3.White();
  65980. this._debugLines = new Array();
  65981. this._isEnabled = false;
  65982. this._scene = scene;
  65983. this.update();
  65984. this._renderFunction = this.update.bind(this);
  65985. }
  65986. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  65987. /**
  65988. * Returns the mesh used to render the bones
  65989. */
  65990. get: function () {
  65991. return this._debugMesh;
  65992. },
  65993. enumerable: true,
  65994. configurable: true
  65995. });
  65996. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65997. get: function () {
  65998. return this._isEnabled;
  65999. },
  66000. /** Gets or sets a boolean indicating if the viewer is enabled */
  66001. set: function (value) {
  66002. if (this._isEnabled === value) {
  66003. return;
  66004. }
  66005. this._isEnabled = value;
  66006. if (value) {
  66007. this._scene.registerBeforeRender(this._renderFunction);
  66008. }
  66009. else {
  66010. this._scene.unregisterBeforeRender(this._renderFunction);
  66011. }
  66012. },
  66013. enumerable: true,
  66014. configurable: true
  66015. });
  66016. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  66017. if (x === void 0) { x = 0; }
  66018. if (y === void 0) { y = 0; }
  66019. if (z === void 0) { z = 0; }
  66020. var tmat = BABYLON.Tmp.Matrix[0];
  66021. var parentBone = bone.getParent();
  66022. tmat.copyFrom(bone.getLocalMatrix());
  66023. if (x !== 0 || y !== 0 || z !== 0) {
  66024. var tmat2 = BABYLON.Tmp.Matrix[1];
  66025. BABYLON.Matrix.IdentityToRef(tmat2);
  66026. tmat2.setTranslationFromFloats(x, y, z);
  66027. tmat2.multiplyToRef(tmat, tmat);
  66028. }
  66029. if (parentBone) {
  66030. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  66031. }
  66032. tmat.multiplyToRef(meshMat, tmat);
  66033. position.x = tmat.m[12];
  66034. position.y = tmat.m[13];
  66035. position.z = tmat.m[14];
  66036. };
  66037. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  66038. var len = bones.length;
  66039. var meshPos = this.mesh.position;
  66040. for (var i = 0; i < len; i++) {
  66041. var bone = bones[i];
  66042. var points = this._debugLines[i];
  66043. if (!points) {
  66044. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66045. this._debugLines[i] = points;
  66046. }
  66047. this._getBonePosition(points[0], bone, meshMat);
  66048. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  66049. points[0].subtractInPlace(meshPos);
  66050. points[1].subtractInPlace(meshPos);
  66051. }
  66052. };
  66053. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  66054. var len = bones.length;
  66055. var boneNum = 0;
  66056. var meshPos = this.mesh.position;
  66057. for (var i = len - 1; i >= 0; i--) {
  66058. var childBone = bones[i];
  66059. var parentBone = childBone.getParent();
  66060. if (!parentBone) {
  66061. continue;
  66062. }
  66063. var points = this._debugLines[boneNum];
  66064. if (!points) {
  66065. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66066. this._debugLines[boneNum] = points;
  66067. }
  66068. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  66069. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  66070. points[0].subtractInPlace(meshPos);
  66071. points[1].subtractInPlace(meshPos);
  66072. boneNum++;
  66073. }
  66074. };
  66075. /** Update the viewer to sync with current skeleton state */
  66076. SkeletonViewer.prototype.update = function () {
  66077. if (this.autoUpdateBonesMatrices) {
  66078. this.skeleton.computeAbsoluteTransforms();
  66079. }
  66080. if (this.skeleton.bones[0].length === undefined) {
  66081. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66082. }
  66083. else {
  66084. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66085. }
  66086. var targetScene = this.utilityLayerRenderer ? this.utilityLayerRenderer.utilityLayerScene : this._scene;
  66087. if (!this._debugMesh) {
  66088. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  66089. this._debugMesh.renderingGroupId = this.renderingGroupId;
  66090. }
  66091. else {
  66092. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  66093. }
  66094. this._debugMesh.position.copyFrom(this.mesh.position);
  66095. this._debugMesh.color = this.color;
  66096. };
  66097. /** Release associated resources */
  66098. SkeletonViewer.prototype.dispose = function () {
  66099. if (this._debugMesh) {
  66100. this.isEnabled = false;
  66101. this._debugMesh.dispose();
  66102. this._debugMesh = null;
  66103. }
  66104. };
  66105. return SkeletonViewer;
  66106. }());
  66107. Debug.SkeletonViewer = SkeletonViewer;
  66108. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66109. })(BABYLON || (BABYLON = {}));
  66110. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66111. /**
  66112. * Module Debug contains the (visual) components to debug a scene correctly
  66113. */
  66114. var BABYLON;
  66115. (function (BABYLON) {
  66116. var Debug;
  66117. (function (Debug) {
  66118. /**
  66119. * The Axes viewer will show 3 axes in a specific point in space
  66120. */
  66121. var AxesViewer = /** @class */ (function () {
  66122. /**
  66123. * Creates a new AxesViewer
  66124. * @param scene defines the hosting scene
  66125. * @param scaleLines defines a number used to scale line length (1 by default)
  66126. */
  66127. function AxesViewer(scene, scaleLines) {
  66128. if (scaleLines === void 0) { scaleLines = 1; }
  66129. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66130. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66131. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66132. /**
  66133. * Gets or sets a number used to scale line length
  66134. */
  66135. this.scaleLines = 1;
  66136. this.scaleLines = scaleLines;
  66137. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  66138. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  66139. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  66140. this._xmesh.renderingGroupId = 2;
  66141. this._ymesh.renderingGroupId = 2;
  66142. this._zmesh.renderingGroupId = 2;
  66143. this._xmesh.material.checkReadyOnlyOnce = true;
  66144. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  66145. this._ymesh.material.checkReadyOnlyOnce = true;
  66146. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  66147. this._zmesh.material.checkReadyOnlyOnce = true;
  66148. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  66149. this.scene = scene;
  66150. }
  66151. Object.defineProperty(AxesViewer.prototype, "xAxisMesh", {
  66152. /** Gets the mesh used to render x-axis */
  66153. get: function () {
  66154. return this._xmesh;
  66155. },
  66156. enumerable: true,
  66157. configurable: true
  66158. });
  66159. Object.defineProperty(AxesViewer.prototype, "yAxisMesh", {
  66160. /** Gets the mesh used to render x-axis */
  66161. get: function () {
  66162. return this._ymesh;
  66163. },
  66164. enumerable: true,
  66165. configurable: true
  66166. });
  66167. Object.defineProperty(AxesViewer.prototype, "zAxisMesh", {
  66168. /** Gets the mesh used to render x-axis */
  66169. get: function () {
  66170. return this._zmesh;
  66171. },
  66172. enumerable: true,
  66173. configurable: true
  66174. });
  66175. /**
  66176. * Force the viewer to update
  66177. * @param position defines the position of the viewer
  66178. * @param xaxis defines the x axis of the viewer
  66179. * @param yaxis defines the y axis of the viewer
  66180. * @param zaxis defines the z axis of the viewer
  66181. */
  66182. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66183. var scaleLines = this.scaleLines;
  66184. if (this._xmesh) {
  66185. this._xmesh.position.copyFrom(position);
  66186. }
  66187. if (this._ymesh) {
  66188. this._ymesh.position.copyFrom(position);
  66189. }
  66190. if (this._zmesh) {
  66191. this._zmesh.position.copyFrom(position);
  66192. }
  66193. var point2 = this._xline[1];
  66194. point2.x = xaxis.x * scaleLines;
  66195. point2.y = xaxis.y * scaleLines;
  66196. point2.z = xaxis.z * scaleLines;
  66197. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  66198. point2 = this._yline[1];
  66199. point2.x = yaxis.x * scaleLines;
  66200. point2.y = yaxis.y * scaleLines;
  66201. point2.z = yaxis.z * scaleLines;
  66202. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  66203. point2 = this._zline[1];
  66204. point2.x = zaxis.x * scaleLines;
  66205. point2.y = zaxis.y * scaleLines;
  66206. point2.z = zaxis.z * scaleLines;
  66207. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  66208. };
  66209. /** Releases resources */
  66210. AxesViewer.prototype.dispose = function () {
  66211. if (this._xmesh) {
  66212. this._xmesh.dispose();
  66213. }
  66214. if (this._ymesh) {
  66215. this._ymesh.dispose();
  66216. }
  66217. if (this._zmesh) {
  66218. this._zmesh.dispose();
  66219. }
  66220. this._xmesh = null;
  66221. this._ymesh = null;
  66222. this._zmesh = null;
  66223. this.scene = null;
  66224. };
  66225. return AxesViewer;
  66226. }());
  66227. Debug.AxesViewer = AxesViewer;
  66228. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66229. })(BABYLON || (BABYLON = {}));
  66230. //# sourceMappingURL=babylon.axesViewer.js.map
  66231. var BABYLON;
  66232. (function (BABYLON) {
  66233. var Debug;
  66234. (function (Debug) {
  66235. /**
  66236. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66237. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66238. */
  66239. var BoneAxesViewer = /** @class */ (function (_super) {
  66240. __extends(BoneAxesViewer, _super);
  66241. /**
  66242. * Creates a new BoneAxesViewer
  66243. * @param scene defines the hosting scene
  66244. * @param bone defines the target bone
  66245. * @param mesh defines the target mesh
  66246. * @param scaleLines defines a scaling factor for line length (1 by default)
  66247. */
  66248. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66249. if (scaleLines === void 0) { scaleLines = 1; }
  66250. var _this = _super.call(this, scene, scaleLines) || this;
  66251. /** Gets current position */
  66252. _this.pos = BABYLON.Vector3.Zero();
  66253. /** Gets direction of X axis */
  66254. _this.xaxis = BABYLON.Vector3.Zero();
  66255. /** Gets direction of Y axis */
  66256. _this.yaxis = BABYLON.Vector3.Zero();
  66257. /** Gets direction of Z axis */
  66258. _this.zaxis = BABYLON.Vector3.Zero();
  66259. _this.mesh = mesh;
  66260. _this.bone = bone;
  66261. return _this;
  66262. }
  66263. /**
  66264. * Force the viewer to update
  66265. */
  66266. BoneAxesViewer.prototype.update = function () {
  66267. if (!this.mesh || !this.bone) {
  66268. return;
  66269. }
  66270. var bone = this.bone;
  66271. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66272. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66273. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66274. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66275. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66276. };
  66277. /** Releases resources */
  66278. BoneAxesViewer.prototype.dispose = function () {
  66279. if (this.mesh) {
  66280. this.mesh = null;
  66281. this.bone = null;
  66282. _super.prototype.dispose.call(this);
  66283. }
  66284. };
  66285. return BoneAxesViewer;
  66286. }(Debug.AxesViewer));
  66287. Debug.BoneAxesViewer = BoneAxesViewer;
  66288. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66289. })(BABYLON || (BABYLON = {}));
  66290. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66291. var BABYLON;
  66292. (function (BABYLON) {
  66293. /**
  66294. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66295. * in order to better appreciate the issue one might have.
  66296. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66297. */
  66298. var RayHelper = /** @class */ (function () {
  66299. /**
  66300. * Instantiate a new ray helper.
  66301. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66302. * in order to better appreciate the issue one might have.
  66303. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66304. * @param ray Defines the ray we are currently tryin to visualize
  66305. */
  66306. function RayHelper(ray) {
  66307. this.ray = ray;
  66308. }
  66309. /**
  66310. * Helper function to create a colored helper in a scene in one line.
  66311. * @param ray Defines the ray we are currently tryin to visualize
  66312. * @param scene Defines the scene the ray is used in
  66313. * @param color Defines the color we want to see the ray in
  66314. * @returns The newly created ray helper.
  66315. */
  66316. RayHelper.CreateAndShow = function (ray, scene, color) {
  66317. var helper = new RayHelper(ray);
  66318. helper.show(scene, color);
  66319. return helper;
  66320. };
  66321. /**
  66322. * Shows the ray we are willing to debug.
  66323. * @param scene Defines the scene the ray needs to be rendered in
  66324. * @param color Defines the color the ray needs to be rendered in
  66325. */
  66326. RayHelper.prototype.show = function (scene, color) {
  66327. if (!this._renderFunction && this.ray) {
  66328. var ray = this.ray;
  66329. this._renderFunction = this._render.bind(this);
  66330. this._scene = scene;
  66331. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66332. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66333. if (this._renderFunction) {
  66334. this._scene.registerBeforeRender(this._renderFunction);
  66335. }
  66336. }
  66337. if (color && this._renderLine) {
  66338. this._renderLine.color.copyFrom(color);
  66339. }
  66340. };
  66341. /**
  66342. * Hides the ray we are debugging.
  66343. */
  66344. RayHelper.prototype.hide = function () {
  66345. if (this._renderFunction && this._scene) {
  66346. this._scene.unregisterBeforeRender(this._renderFunction);
  66347. this._scene = null;
  66348. this._renderFunction = null;
  66349. if (this._renderLine) {
  66350. this._renderLine.dispose();
  66351. this._renderLine = null;
  66352. }
  66353. this._renderPoints = [];
  66354. }
  66355. };
  66356. RayHelper.prototype._render = function () {
  66357. var ray = this.ray;
  66358. if (!ray) {
  66359. return;
  66360. }
  66361. var point = this._renderPoints[1];
  66362. var len = Math.min(ray.length, 1000000);
  66363. point.copyFrom(ray.direction);
  66364. point.scaleInPlace(len);
  66365. point.addInPlace(ray.origin);
  66366. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66367. };
  66368. /**
  66369. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66370. * @param mesh Defines the mesh we want the helper attached to
  66371. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66372. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66373. * @param length Defines the length of the ray
  66374. */
  66375. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66376. this._attachedToMesh = mesh;
  66377. var ray = this.ray;
  66378. if (!ray) {
  66379. return;
  66380. }
  66381. if (!ray.direction) {
  66382. ray.direction = BABYLON.Vector3.Zero();
  66383. }
  66384. if (!ray.origin) {
  66385. ray.origin = BABYLON.Vector3.Zero();
  66386. }
  66387. if (length) {
  66388. ray.length = length;
  66389. }
  66390. if (!meshSpaceOrigin) {
  66391. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66392. }
  66393. if (!meshSpaceDirection) {
  66394. // -1 so that this will work with Mesh.lookAt
  66395. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66396. }
  66397. if (!this._meshSpaceDirection) {
  66398. this._meshSpaceDirection = meshSpaceDirection.clone();
  66399. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66400. }
  66401. else {
  66402. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66403. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66404. }
  66405. if (!this._updateToMeshFunction) {
  66406. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66407. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66408. }
  66409. this._updateToMesh();
  66410. };
  66411. /**
  66412. * Detach the ray helper from the mesh it has previously been attached to.
  66413. */
  66414. RayHelper.prototype.detachFromMesh = function () {
  66415. if (this._attachedToMesh) {
  66416. if (this._updateToMeshFunction) {
  66417. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66418. }
  66419. this._attachedToMesh = null;
  66420. this._updateToMeshFunction = null;
  66421. }
  66422. };
  66423. RayHelper.prototype._updateToMesh = function () {
  66424. var ray = this.ray;
  66425. if (!this._attachedToMesh || !ray) {
  66426. return;
  66427. }
  66428. if (this._attachedToMesh._isDisposed) {
  66429. this.detachFromMesh();
  66430. return;
  66431. }
  66432. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66433. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66434. };
  66435. /**
  66436. * Dispose the helper and release its associated resources.
  66437. */
  66438. RayHelper.prototype.dispose = function () {
  66439. this.hide();
  66440. this.detachFromMesh();
  66441. this.ray = null;
  66442. };
  66443. return RayHelper;
  66444. }());
  66445. BABYLON.RayHelper = RayHelper;
  66446. })(BABYLON || (BABYLON = {}));
  66447. //# sourceMappingURL=babylon.rayHelper.js.map
  66448. var __assign = (this && this.__assign) || function () {
  66449. __assign = Object.assign || function(t) {
  66450. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66451. s = arguments[i];
  66452. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66453. t[p] = s[p];
  66454. }
  66455. return t;
  66456. };
  66457. return __assign.apply(this, arguments);
  66458. };
  66459. var BABYLON;
  66460. (function (BABYLON) {
  66461. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66462. get: function () {
  66463. if (!this._debugLayer) {
  66464. this._debugLayer = new DebugLayer(this);
  66465. }
  66466. return this._debugLayer;
  66467. },
  66468. enumerable: true,
  66469. configurable: true
  66470. });
  66471. /**
  66472. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66473. * what is happening in your scene
  66474. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66475. */
  66476. var DebugLayer = /** @class */ (function () {
  66477. /**
  66478. * Instantiates a new debug layer.
  66479. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66480. * what is happening in your scene
  66481. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66482. * @param scene Defines the scene to inspect
  66483. */
  66484. function DebugLayer(scene) {
  66485. var _this = this;
  66486. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66487. /**
  66488. * Observable triggered when a property is changed through the inspector.
  66489. */
  66490. this.onPropertyChangedObservable = new BABYLON.Observable();
  66491. this._scene = scene;
  66492. this._scene.onDisposeObservable.add(function () {
  66493. // Debug layer
  66494. if (_this._scene._debugLayer) {
  66495. _this._scene._debugLayer.hide();
  66496. }
  66497. });
  66498. }
  66499. /** Creates the inspector window. */
  66500. DebugLayer.prototype._createInspector = function (config) {
  66501. if (this.isVisible()) {
  66502. return;
  66503. }
  66504. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66505. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66506. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66507. };
  66508. /**
  66509. * Get if the inspector is visible or not.
  66510. * @returns true if visible otherwise, false
  66511. */
  66512. DebugLayer.prototype.isVisible = function () {
  66513. return this.BJSINSPECTOR.Inspector.IsVisible;
  66514. };
  66515. /**
  66516. * Hide the inspector and close its window.
  66517. */
  66518. DebugLayer.prototype.hide = function () {
  66519. this.BJSINSPECTOR.Inspector.Hide();
  66520. };
  66521. /**
  66522. * Launch the debugLayer.
  66523. * @param config Define the configuration of the inspector
  66524. */
  66525. DebugLayer.prototype.show = function (config) {
  66526. if (typeof this.BJSINSPECTOR == 'undefined') {
  66527. // Load inspector and add it to the DOM
  66528. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66529. }
  66530. else {
  66531. // Otherwise creates the inspector
  66532. this._createInspector(config);
  66533. }
  66534. };
  66535. /**
  66536. * Define the url to get the inspector script from.
  66537. * By default it uses the babylonjs CDN.
  66538. * @ignoreNaming
  66539. */
  66540. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66541. return DebugLayer;
  66542. }());
  66543. BABYLON.DebugLayer = DebugLayer;
  66544. })(BABYLON || (BABYLON = {}));
  66545. //# sourceMappingURL=babylon.debugLayer.js.map
  66546. var BABYLON;
  66547. (function (BABYLON) {
  66548. var Debug;
  66549. (function (Debug) {
  66550. /**
  66551. * Used to show the physics impostor around the specific mesh
  66552. */
  66553. var PhysicsViewer = /** @class */ (function () {
  66554. /**
  66555. * Creates a new PhysicsViewer
  66556. * @param scene defines the hosting scene
  66557. */
  66558. function PhysicsViewer(scene) {
  66559. /** @hidden */
  66560. this._impostors = [];
  66561. /** @hidden */
  66562. this._meshes = [];
  66563. /** @hidden */
  66564. this._numMeshes = 0;
  66565. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66566. var physicEngine = this._scene.getPhysicsEngine();
  66567. if (physicEngine) {
  66568. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66569. }
  66570. }
  66571. /** @hidden */
  66572. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66573. var plugin = this._physicsEnginePlugin;
  66574. for (var i = 0; i < this._numMeshes; i++) {
  66575. var impostor = this._impostors[i];
  66576. if (!impostor) {
  66577. continue;
  66578. }
  66579. if (impostor.isDisposed) {
  66580. this.hideImpostor(this._impostors[i--]);
  66581. }
  66582. else {
  66583. var mesh = this._meshes[i];
  66584. if (mesh && plugin) {
  66585. plugin.syncMeshWithImpostor(mesh, impostor);
  66586. }
  66587. }
  66588. }
  66589. };
  66590. /**
  66591. * Renders a specified physic impostor
  66592. * @param impostor defines the impostor to render
  66593. */
  66594. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66595. if (!this._scene) {
  66596. return;
  66597. }
  66598. for (var i = 0; i < this._numMeshes; i++) {
  66599. if (this._impostors[i] == impostor) {
  66600. return;
  66601. }
  66602. }
  66603. var debugMesh = this._getDebugMesh(impostor, this._scene);
  66604. if (debugMesh) {
  66605. this._impostors[this._numMeshes] = impostor;
  66606. this._meshes[this._numMeshes] = debugMesh;
  66607. if (this._numMeshes === 0) {
  66608. this._renderFunction = this._updateDebugMeshes.bind(this);
  66609. this._scene.registerBeforeRender(this._renderFunction);
  66610. }
  66611. this._numMeshes++;
  66612. }
  66613. };
  66614. /**
  66615. * Hides a specified physic impostor
  66616. * @param impostor defines the impostor to hide
  66617. */
  66618. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66619. if (!impostor || !this._scene) {
  66620. return;
  66621. }
  66622. var removed = false;
  66623. for (var i = 0; i < this._numMeshes; i++) {
  66624. if (this._impostors[i] == impostor) {
  66625. var mesh = this._meshes[i];
  66626. if (!mesh) {
  66627. continue;
  66628. }
  66629. this._scene.removeMesh(mesh);
  66630. mesh.dispose();
  66631. this._numMeshes--;
  66632. if (this._numMeshes > 0) {
  66633. this._meshes[i] = this._meshes[this._numMeshes];
  66634. this._impostors[i] = this._impostors[this._numMeshes];
  66635. this._meshes[this._numMeshes] = null;
  66636. this._impostors[this._numMeshes] = null;
  66637. }
  66638. else {
  66639. this._meshes[0] = null;
  66640. this._impostors[0] = null;
  66641. }
  66642. removed = true;
  66643. break;
  66644. }
  66645. }
  66646. if (removed && this._numMeshes === 0) {
  66647. this._scene.unregisterBeforeRender(this._renderFunction);
  66648. }
  66649. };
  66650. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66651. if (!this._debugMaterial) {
  66652. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66653. this._debugMaterial.wireframe = true;
  66654. }
  66655. return this._debugMaterial;
  66656. };
  66657. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66658. if (!this._debugBoxMesh) {
  66659. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66660. this._debugBoxMesh.renderingGroupId = 1;
  66661. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66662. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66663. scene.removeMesh(this._debugBoxMesh);
  66664. }
  66665. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66666. };
  66667. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66668. if (!this._debugSphereMesh) {
  66669. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66670. this._debugSphereMesh.renderingGroupId = 1;
  66671. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66672. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66673. scene.removeMesh(this._debugSphereMesh);
  66674. }
  66675. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66676. };
  66677. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  66678. var mesh = null;
  66679. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66680. mesh = this._getDebugBoxMesh(scene);
  66681. impostor.getBoxSizeToRef(mesh.scaling);
  66682. }
  66683. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66684. mesh = this._getDebugSphereMesh(scene);
  66685. var radius = impostor.getRadius();
  66686. mesh.scaling.x = radius * 2;
  66687. mesh.scaling.y = radius * 2;
  66688. mesh.scaling.z = radius * 2;
  66689. }
  66690. return mesh;
  66691. };
  66692. /** Releases all resources */
  66693. PhysicsViewer.prototype.dispose = function () {
  66694. for (var i = 0; i < this._numMeshes; i++) {
  66695. this.hideImpostor(this._impostors[i]);
  66696. }
  66697. if (this._debugBoxMesh) {
  66698. this._debugBoxMesh.dispose();
  66699. }
  66700. if (this._debugSphereMesh) {
  66701. this._debugSphereMesh.dispose();
  66702. }
  66703. if (this._debugMaterial) {
  66704. this._debugMaterial.dispose();
  66705. }
  66706. this._impostors.length = 0;
  66707. this._scene = null;
  66708. this._physicsEnginePlugin = null;
  66709. };
  66710. return PhysicsViewer;
  66711. }());
  66712. Debug.PhysicsViewer = PhysicsViewer;
  66713. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66714. })(BABYLON || (BABYLON = {}));
  66715. //# sourceMappingURL=babylon.physicsViewer.js.map
  66716. var BABYLON;
  66717. (function (BABYLON) {
  66718. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66719. get: function () {
  66720. return this._forceShowBoundingBoxes || false;
  66721. },
  66722. set: function (value) {
  66723. this._forceShowBoundingBoxes = value;
  66724. // Lazyly creates a BB renderer if needed.
  66725. if (value) {
  66726. this.getBoundingBoxRenderer();
  66727. }
  66728. },
  66729. enumerable: true,
  66730. configurable: true
  66731. });
  66732. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66733. if (!this._boundingBoxRenderer) {
  66734. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66735. }
  66736. return this._boundingBoxRenderer;
  66737. };
  66738. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66739. get: function () {
  66740. return this._showBoundingBox || false;
  66741. },
  66742. set: function (value) {
  66743. this._showBoundingBox = value;
  66744. // Lazyly creates a BB renderer if needed.
  66745. if (value) {
  66746. this.getScene().getBoundingBoxRenderer();
  66747. }
  66748. },
  66749. enumerable: true,
  66750. configurable: true
  66751. });
  66752. /**
  66753. * Component responsible of rendering the bounding box of the meshes in a scene.
  66754. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66755. */
  66756. var BoundingBoxRenderer = /** @class */ (function () {
  66757. /**
  66758. * Instantiates a new bounding box renderer in a scene.
  66759. * @param scene the scene the renderer renders in
  66760. */
  66761. function BoundingBoxRenderer(scene) {
  66762. /**
  66763. * The component name helpfull to identify the component in the list of scene components.
  66764. */
  66765. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66766. /**
  66767. * Color of the bounding box lines placed in front of an object
  66768. */
  66769. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66770. /**
  66771. * Color of the bounding box lines placed behind an object
  66772. */
  66773. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66774. /**
  66775. * Defines if the renderer should show the back lines or not
  66776. */
  66777. this.showBackLines = true;
  66778. /**
  66779. * @hidden
  66780. */
  66781. this.renderList = new BABYLON.SmartArray(32);
  66782. this._vertexBuffers = {};
  66783. this.scene = scene;
  66784. scene._addComponent(this);
  66785. }
  66786. /**
  66787. * Registers the component in a given scene
  66788. */
  66789. BoundingBoxRenderer.prototype.register = function () {
  66790. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66791. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66792. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66793. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66794. };
  66795. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66796. if (mesh.showSubMeshesBoundingBox) {
  66797. var boundingInfo = subMesh.getBoundingInfo();
  66798. if (boundingInfo !== null && boundingInfo !== undefined) {
  66799. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66800. this.renderList.push(boundingInfo.boundingBox);
  66801. }
  66802. }
  66803. };
  66804. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66805. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66806. var boundingInfo = sourceMesh.getBoundingInfo();
  66807. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66808. this.renderList.push(boundingInfo.boundingBox);
  66809. }
  66810. };
  66811. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66812. if (this._colorShader) {
  66813. return;
  66814. }
  66815. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66816. attributes: [BABYLON.VertexBuffer.PositionKind],
  66817. uniforms: ["world", "viewProjection", "color"]
  66818. });
  66819. var engine = this.scene.getEngine();
  66820. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66821. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66822. this._createIndexBuffer();
  66823. };
  66824. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66825. var engine = this.scene.getEngine();
  66826. 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]);
  66827. };
  66828. /**
  66829. * Rebuilds the elements related to this component in case of
  66830. * context lost for instance.
  66831. */
  66832. BoundingBoxRenderer.prototype.rebuild = function () {
  66833. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66834. if (vb) {
  66835. vb._rebuild();
  66836. }
  66837. this._createIndexBuffer();
  66838. };
  66839. /**
  66840. * @hidden
  66841. */
  66842. BoundingBoxRenderer.prototype.reset = function () {
  66843. this.renderList.reset();
  66844. };
  66845. /**
  66846. * Render the bounding boxes of a specific rendering group
  66847. * @param renderingGroupId defines the rendering group to render
  66848. */
  66849. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66850. if (this.renderList.length === 0) {
  66851. return;
  66852. }
  66853. this._prepareRessources();
  66854. if (!this._colorShader.isReady()) {
  66855. return;
  66856. }
  66857. var engine = this.scene.getEngine();
  66858. engine.setDepthWrite(false);
  66859. this._colorShader._preBind();
  66860. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66861. var boundingBox = this.renderList.data[boundingBoxIndex];
  66862. if (boundingBox._tag !== renderingGroupId) {
  66863. continue;
  66864. }
  66865. var min = boundingBox.minimum;
  66866. var max = boundingBox.maximum;
  66867. var diff = max.subtract(min);
  66868. var median = min.add(diff.scale(0.5));
  66869. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66870. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66871. .multiply(boundingBox.getWorldMatrix());
  66872. // VBOs
  66873. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66874. if (this.showBackLines) {
  66875. // Back
  66876. engine.setDepthFunctionToGreaterOrEqual();
  66877. this.scene.resetCachedMaterial();
  66878. this._colorShader.setColor4("color", this.backColor.toColor4());
  66879. this._colorShader.bind(worldMatrix);
  66880. // Draw order
  66881. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66882. }
  66883. // Front
  66884. engine.setDepthFunctionToLess();
  66885. this.scene.resetCachedMaterial();
  66886. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66887. this._colorShader.bind(worldMatrix);
  66888. // Draw order
  66889. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66890. }
  66891. this._colorShader.unbind();
  66892. engine.setDepthFunctionToLessOrEqual();
  66893. engine.setDepthWrite(true);
  66894. };
  66895. /**
  66896. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66897. * @param mesh Define the mesh to render the occlusion bounding box for
  66898. */
  66899. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66900. this._prepareRessources();
  66901. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66902. return;
  66903. }
  66904. var engine = this.scene.getEngine();
  66905. engine.setDepthWrite(false);
  66906. engine.setColorWrite(false);
  66907. this._colorShader._preBind();
  66908. var boundingBox = mesh._boundingInfo.boundingBox;
  66909. var min = boundingBox.minimum;
  66910. var max = boundingBox.maximum;
  66911. var diff = max.subtract(min);
  66912. var median = min.add(diff.scale(0.5));
  66913. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66914. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66915. .multiply(boundingBox.getWorldMatrix());
  66916. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66917. engine.setDepthFunctionToLess();
  66918. this.scene.resetCachedMaterial();
  66919. this._colorShader.bind(worldMatrix);
  66920. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66921. this._colorShader.unbind();
  66922. engine.setDepthFunctionToLessOrEqual();
  66923. engine.setDepthWrite(true);
  66924. engine.setColorWrite(true);
  66925. };
  66926. /**
  66927. * Dispose and release the resources attached to this renderer.
  66928. */
  66929. BoundingBoxRenderer.prototype.dispose = function () {
  66930. if (!this._colorShader) {
  66931. return;
  66932. }
  66933. this.renderList.dispose();
  66934. this._colorShader.dispose();
  66935. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66936. if (buffer) {
  66937. buffer.dispose();
  66938. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66939. }
  66940. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66941. };
  66942. return BoundingBoxRenderer;
  66943. }());
  66944. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66945. })(BABYLON || (BABYLON = {}));
  66946. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66947. var BABYLON;
  66948. (function (BABYLON) {
  66949. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66950. return this._gl.createTransformFeedback();
  66951. };
  66952. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66953. this._gl.deleteTransformFeedback(value);
  66954. };
  66955. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66956. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66957. };
  66958. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66959. if (usePoints === void 0) { usePoints = true; }
  66960. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66961. };
  66962. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66963. this._gl.endTransformFeedback();
  66964. };
  66965. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66966. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66967. };
  66968. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66969. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66970. };
  66971. })(BABYLON || (BABYLON = {}));
  66972. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66973. var BABYLON;
  66974. (function (BABYLON) {
  66975. /**
  66976. * This represents a GPU particle system in Babylon
  66977. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66978. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66979. */
  66980. var GPUParticleSystem = /** @class */ (function (_super) {
  66981. __extends(GPUParticleSystem, _super);
  66982. /**
  66983. * Instantiates a GPU particle system.
  66984. * 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.
  66985. * @param name The name of the particle system
  66986. * @param options The options used to create the system
  66987. * @param scene The scene the particle system belongs to
  66988. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66989. */
  66990. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66991. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66992. var _this = _super.call(this, name) || this;
  66993. /**
  66994. * The layer mask we are rendering the particles through.
  66995. */
  66996. _this.layerMask = 0x0FFFFFFF;
  66997. _this._accumulatedCount = 0;
  66998. _this._targetIndex = 0;
  66999. _this._currentRenderId = -1;
  67000. _this._started = false;
  67001. _this._stopped = false;
  67002. _this._timeDelta = 0;
  67003. _this._actualFrame = 0;
  67004. _this._rawTextureWidth = 256;
  67005. /**
  67006. * An event triggered when the system is disposed.
  67007. */
  67008. _this.onDisposeObservable = new BABYLON.Observable();
  67009. /**
  67010. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  67011. * to override the particles.
  67012. */
  67013. _this.forceDepthWrite = false;
  67014. _this._preWarmDone = false;
  67015. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67016. // Setup the default processing configuration to the scene.
  67017. _this._attachImageProcessingConfiguration(null);
  67018. _this._engine = _this._scene.getEngine();
  67019. if (!options.randomTextureSize) {
  67020. delete options.randomTextureSize;
  67021. }
  67022. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  67023. var optionsAsNumber = options;
  67024. if (isFinite(optionsAsNumber)) {
  67025. fullOptions.capacity = optionsAsNumber;
  67026. }
  67027. _this._capacity = fullOptions.capacity;
  67028. _this._activeCount = fullOptions.capacity;
  67029. _this._currentActiveCount = 0;
  67030. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  67031. _this._scene.particleSystems.push(_this);
  67032. _this._updateEffectOptions = {
  67033. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  67034. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  67035. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  67036. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  67037. uniformBuffersNames: [],
  67038. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  67039. defines: "",
  67040. fallbacks: null,
  67041. onCompiled: null,
  67042. onError: null,
  67043. indexParameters: null,
  67044. maxSimultaneousLights: 0,
  67045. transformFeedbackVaryings: []
  67046. };
  67047. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  67048. // Random data
  67049. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  67050. var d = [];
  67051. for (var i = 0; i < maxTextureSize; ++i) {
  67052. d.push(Math.random());
  67053. d.push(Math.random());
  67054. d.push(Math.random());
  67055. d.push(Math.random());
  67056. }
  67057. _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);
  67058. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67059. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67060. d = [];
  67061. for (var i = 0; i < maxTextureSize; ++i) {
  67062. d.push(Math.random());
  67063. d.push(Math.random());
  67064. d.push(Math.random());
  67065. d.push(Math.random());
  67066. }
  67067. _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);
  67068. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67069. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67070. _this._randomTextureSize = maxTextureSize;
  67071. return _this;
  67072. }
  67073. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  67074. /**
  67075. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  67076. */
  67077. get: function () {
  67078. if (!BABYLON.Engine.LastCreatedEngine) {
  67079. return false;
  67080. }
  67081. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  67082. },
  67083. enumerable: true,
  67084. configurable: true
  67085. });
  67086. /**
  67087. * Gets the maximum number of particles active at the same time.
  67088. * @returns The max number of active particles.
  67089. */
  67090. GPUParticleSystem.prototype.getCapacity = function () {
  67091. return this._capacity;
  67092. };
  67093. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  67094. /**
  67095. * Gets or set the number of active particles
  67096. */
  67097. get: function () {
  67098. return this._activeCount;
  67099. },
  67100. set: function (value) {
  67101. this._activeCount = Math.min(value, this._capacity);
  67102. },
  67103. enumerable: true,
  67104. configurable: true
  67105. });
  67106. /**
  67107. * Is this system ready to be used/rendered
  67108. * @return true if the system is ready
  67109. */
  67110. GPUParticleSystem.prototype.isReady = function () {
  67111. if (!this._updateEffect) {
  67112. this._recreateUpdateEffect();
  67113. this._recreateRenderEffect();
  67114. return false;
  67115. }
  67116. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  67117. return false;
  67118. }
  67119. return true;
  67120. };
  67121. /**
  67122. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67123. * @returns True if it has been started, otherwise false.
  67124. */
  67125. GPUParticleSystem.prototype.isStarted = function () {
  67126. return this._started;
  67127. };
  67128. /**
  67129. * Starts the particle system and begins to emit
  67130. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67131. */
  67132. GPUParticleSystem.prototype.start = function (delay) {
  67133. var _this = this;
  67134. if (delay === void 0) { delay = this.startDelay; }
  67135. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67136. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67137. }
  67138. if (delay) {
  67139. setTimeout(function () {
  67140. _this.start(0);
  67141. }, delay);
  67142. return;
  67143. }
  67144. this._started = true;
  67145. this._stopped = false;
  67146. this._preWarmDone = false;
  67147. // Animations
  67148. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67149. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67150. }
  67151. };
  67152. /**
  67153. * Stops the particle system.
  67154. */
  67155. GPUParticleSystem.prototype.stop = function () {
  67156. this._stopped = true;
  67157. };
  67158. /**
  67159. * Remove all active particles
  67160. */
  67161. GPUParticleSystem.prototype.reset = function () {
  67162. this._releaseBuffers();
  67163. this._releaseVAOs();
  67164. this._currentActiveCount = 0;
  67165. this._targetIndex = 0;
  67166. };
  67167. /**
  67168. * Returns the string "GPUParticleSystem"
  67169. * @returns a string containing the class name
  67170. */
  67171. GPUParticleSystem.prototype.getClassName = function () {
  67172. return "GPUParticleSystem";
  67173. };
  67174. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67175. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67176. this._releaseBuffers();
  67177. return this;
  67178. };
  67179. /**
  67180. * Adds a new color gradient
  67181. * @param gradient defines the gradient to use (between 0 and 1)
  67182. * @param color1 defines the color to affect to the specified gradient
  67183. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67184. * @returns the current particle system
  67185. */
  67186. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67187. if (!this._colorGradients) {
  67188. this._colorGradients = [];
  67189. }
  67190. var colorGradient = new BABYLON.ColorGradient();
  67191. colorGradient.gradient = gradient;
  67192. colorGradient.color1 = color1;
  67193. this._colorGradients.push(colorGradient);
  67194. this._colorGradients.sort(function (a, b) {
  67195. if (a.gradient < b.gradient) {
  67196. return -1;
  67197. }
  67198. else if (a.gradient > b.gradient) {
  67199. return 1;
  67200. }
  67201. return 0;
  67202. });
  67203. if (this._colorGradientsTexture) {
  67204. this._colorGradientsTexture.dispose();
  67205. this._colorGradientsTexture = null;
  67206. }
  67207. this._releaseBuffers();
  67208. return this;
  67209. };
  67210. /**
  67211. * Remove a specific color gradient
  67212. * @param gradient defines the gradient to remove
  67213. * @returns the current particle system
  67214. */
  67215. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67216. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67217. this._colorGradientsTexture = null;
  67218. return this;
  67219. };
  67220. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67221. var valueGradient = new BABYLON.FactorGradient();
  67222. valueGradient.gradient = gradient;
  67223. valueGradient.factor1 = factor;
  67224. factorGradients.push(valueGradient);
  67225. factorGradients.sort(function (a, b) {
  67226. if (a.gradient < b.gradient) {
  67227. return -1;
  67228. }
  67229. else if (a.gradient > b.gradient) {
  67230. return 1;
  67231. }
  67232. return 0;
  67233. });
  67234. this._releaseBuffers();
  67235. };
  67236. /**
  67237. * Adds a new size gradient
  67238. * @param gradient defines the gradient to use (between 0 and 1)
  67239. * @param factor defines the size factor to affect to the specified gradient
  67240. * @returns the current particle system
  67241. */
  67242. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67243. if (!this._sizeGradients) {
  67244. this._sizeGradients = [];
  67245. }
  67246. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67247. if (this._sizeGradientsTexture) {
  67248. this._sizeGradientsTexture.dispose();
  67249. this._sizeGradientsTexture = null;
  67250. }
  67251. this._releaseBuffers();
  67252. return this;
  67253. };
  67254. /**
  67255. * Remove a specific size gradient
  67256. * @param gradient defines the gradient to remove
  67257. * @returns the current particle system
  67258. */
  67259. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67260. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67261. this._sizeGradientsTexture = null;
  67262. return this;
  67263. };
  67264. /**
  67265. * Adds a new angular speed gradient
  67266. * @param gradient defines the gradient to use (between 0 and 1)
  67267. * @param factor defines the angular speed to affect to the specified gradient
  67268. * @returns the current particle system
  67269. */
  67270. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67271. if (!this._angularSpeedGradients) {
  67272. this._angularSpeedGradients = [];
  67273. }
  67274. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67275. if (this._angularSpeedGradientsTexture) {
  67276. this._angularSpeedGradientsTexture.dispose();
  67277. this._angularSpeedGradientsTexture = null;
  67278. }
  67279. this._releaseBuffers();
  67280. return this;
  67281. };
  67282. /**
  67283. * Remove a specific angular speed gradient
  67284. * @param gradient defines the gradient to remove
  67285. * @returns the current particle system
  67286. */
  67287. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67288. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67289. this._angularSpeedGradientsTexture = null;
  67290. return this;
  67291. };
  67292. /**
  67293. * Adds a new velocity gradient
  67294. * @param gradient defines the gradient to use (between 0 and 1)
  67295. * @param factor defines the velocity to affect to the specified gradient
  67296. * @returns the current particle system
  67297. */
  67298. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67299. if (!this._velocityGradients) {
  67300. this._velocityGradients = [];
  67301. }
  67302. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67303. if (this._velocityGradientsTexture) {
  67304. this._velocityGradientsTexture.dispose();
  67305. this._velocityGradientsTexture = null;
  67306. }
  67307. this._releaseBuffers();
  67308. return this;
  67309. };
  67310. /**
  67311. * Remove a specific velocity gradient
  67312. * @param gradient defines the gradient to remove
  67313. * @returns the current particle system
  67314. */
  67315. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67316. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67317. this._velocityGradientsTexture = null;
  67318. return this;
  67319. };
  67320. /**
  67321. * Adds a new limit velocity gradient
  67322. * @param gradient defines the gradient to use (between 0 and 1)
  67323. * @param factor defines the limit velocity value to affect to the specified gradient
  67324. * @returns the current particle system
  67325. */
  67326. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67327. if (!this._limitVelocityGradients) {
  67328. this._limitVelocityGradients = [];
  67329. }
  67330. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67331. if (this._limitVelocityGradientsTexture) {
  67332. this._limitVelocityGradientsTexture.dispose();
  67333. this._limitVelocityGradientsTexture = null;
  67334. }
  67335. this._releaseBuffers();
  67336. return this;
  67337. };
  67338. /**
  67339. * Remove a specific limit velocity gradient
  67340. * @param gradient defines the gradient to remove
  67341. * @returns the current particle system
  67342. */
  67343. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67344. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67345. this._limitVelocityGradientsTexture = null;
  67346. return this;
  67347. };
  67348. /**
  67349. * Adds a new drag gradient
  67350. * @param gradient defines the gradient to use (between 0 and 1)
  67351. * @param factor defines the drag value to affect to the specified gradient
  67352. * @returns the current particle system
  67353. */
  67354. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67355. if (!this._dragGradients) {
  67356. this._dragGradients = [];
  67357. }
  67358. this._addFactorGradient(this._dragGradients, gradient, factor);
  67359. if (this._dragGradientsTexture) {
  67360. this._dragGradientsTexture.dispose();
  67361. this._dragGradientsTexture = null;
  67362. }
  67363. this._releaseBuffers();
  67364. return this;
  67365. };
  67366. /**
  67367. * Remove a specific drag gradient
  67368. * @param gradient defines the gradient to remove
  67369. * @returns the current particle system
  67370. */
  67371. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67372. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67373. this._dragGradientsTexture = null;
  67374. return this;
  67375. };
  67376. /**
  67377. * Not supported by GPUParticleSystem
  67378. * @param gradient defines the gradient to use (between 0 and 1)
  67379. * @param factor defines the emit rate value to affect to the specified gradient
  67380. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67381. * @returns the current particle system
  67382. */
  67383. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67384. // Do nothing as emit rate is not supported by GPUParticleSystem
  67385. return this;
  67386. };
  67387. /**
  67388. * Not supported by GPUParticleSystem
  67389. * @param gradient defines the gradient to remove
  67390. * @returns the current particle system
  67391. */
  67392. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67393. // Do nothing as emit rate is not supported by GPUParticleSystem
  67394. return this;
  67395. };
  67396. /**
  67397. * Not supported by GPUParticleSystem
  67398. * @param gradient defines the gradient to use (between 0 and 1)
  67399. * @param factor defines the start size value to affect to the specified gradient
  67400. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67401. * @returns the current particle system
  67402. */
  67403. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67404. // Do nothing as start size is not supported by GPUParticleSystem
  67405. return this;
  67406. };
  67407. /**
  67408. * Not supported by GPUParticleSystem
  67409. * @param gradient defines the gradient to remove
  67410. * @returns the current particle system
  67411. */
  67412. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67413. // Do nothing as start size is not supported by GPUParticleSystem
  67414. return this;
  67415. };
  67416. /**
  67417. * Not supported by GPUParticleSystem
  67418. * @param gradient defines the gradient to use (between 0 and 1)
  67419. * @param min defines the color remap minimal range
  67420. * @param max defines the color remap maximal range
  67421. * @returns the current particle system
  67422. */
  67423. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67424. // Do nothing as start size is not supported by GPUParticleSystem
  67425. return this;
  67426. };
  67427. /**
  67428. * Not supported by GPUParticleSystem
  67429. * @param gradient defines the gradient to remove
  67430. * @returns the current particle system
  67431. */
  67432. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67433. // Do nothing as start size is not supported by GPUParticleSystem
  67434. return this;
  67435. };
  67436. /**
  67437. * Not supported by GPUParticleSystem
  67438. * @param gradient defines the gradient to use (between 0 and 1)
  67439. * @param min defines the alpha remap minimal range
  67440. * @param max defines the alpha remap maximal range
  67441. * @returns the current particle system
  67442. */
  67443. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67444. // Do nothing as start size is not supported by GPUParticleSystem
  67445. return this;
  67446. };
  67447. /**
  67448. * Not supported by GPUParticleSystem
  67449. * @param gradient defines the gradient to remove
  67450. * @returns the current particle system
  67451. */
  67452. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67453. // Do nothing as start size is not supported by GPUParticleSystem
  67454. return this;
  67455. };
  67456. /**
  67457. * Not supported by GPUParticleSystem
  67458. * @param gradient defines the gradient to use (between 0 and 1)
  67459. * @param color defines the color to affect to the specified gradient
  67460. * @returns the current particle system
  67461. */
  67462. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67463. //Not supported by GPUParticleSystem
  67464. return this;
  67465. };
  67466. /**
  67467. * Not supported by GPUParticleSystem
  67468. * @param gradient defines the gradient to remove
  67469. * @returns the current particle system
  67470. */
  67471. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67472. //Not supported by GPUParticleSystem
  67473. return this;
  67474. };
  67475. /**
  67476. * Not supported by GPUParticleSystem
  67477. * @returns the list of ramp gradients
  67478. */
  67479. GPUParticleSystem.prototype.getRampGradients = function () {
  67480. return null;
  67481. };
  67482. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67483. /**
  67484. * Not supported by GPUParticleSystem
  67485. * Gets or sets a boolean indicating that ramp gradients must be used
  67486. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67487. */
  67488. get: function () {
  67489. //Not supported by GPUParticleSystem
  67490. return false;
  67491. },
  67492. set: function (value) {
  67493. //Not supported by GPUParticleSystem
  67494. },
  67495. enumerable: true,
  67496. configurable: true
  67497. });
  67498. /**
  67499. * Not supported by GPUParticleSystem
  67500. * @param gradient defines the gradient to use (between 0 and 1)
  67501. * @param factor defines the life time factor to affect to the specified gradient
  67502. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67503. * @returns the current particle system
  67504. */
  67505. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67506. //Not supported by GPUParticleSystem
  67507. return this;
  67508. };
  67509. /**
  67510. * Not supported by GPUParticleSystem
  67511. * @param gradient defines the gradient to remove
  67512. * @returns the current particle system
  67513. */
  67514. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67515. //Not supported by GPUParticleSystem
  67516. return this;
  67517. };
  67518. GPUParticleSystem.prototype._reset = function () {
  67519. this._releaseBuffers();
  67520. };
  67521. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67522. var updateVertexBuffers = {};
  67523. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67524. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67525. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67526. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67527. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67528. var offset = 12;
  67529. if (!this._colorGradientsTexture) {
  67530. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67531. offset += 4;
  67532. }
  67533. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67534. offset += 3;
  67535. if (!this._isBillboardBased) {
  67536. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67537. offset += 3;
  67538. }
  67539. if (this._angularSpeedGradientsTexture) {
  67540. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67541. offset += 1;
  67542. }
  67543. else {
  67544. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67545. offset += 2;
  67546. }
  67547. if (this._isAnimationSheetEnabled) {
  67548. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67549. offset += 1;
  67550. if (this.spriteRandomStartCell) {
  67551. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67552. offset += 1;
  67553. }
  67554. }
  67555. if (this.noiseTexture) {
  67556. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67557. offset += 3;
  67558. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67559. offset += 3;
  67560. }
  67561. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67562. this._engine.bindArrayBuffer(null);
  67563. return vao;
  67564. };
  67565. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67566. var renderVertexBuffers = {};
  67567. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67568. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67569. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67570. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67571. var offset = 12;
  67572. if (!this._colorGradientsTexture) {
  67573. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67574. offset += 4;
  67575. }
  67576. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67577. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67578. }
  67579. offset += 3; // Direction
  67580. if (!this._isBillboardBased) {
  67581. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67582. offset += 3;
  67583. }
  67584. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67585. if (this._angularSpeedGradientsTexture) {
  67586. offset++;
  67587. }
  67588. else {
  67589. offset += 2;
  67590. }
  67591. if (this._isAnimationSheetEnabled) {
  67592. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67593. offset += 1;
  67594. if (this.spriteRandomStartCell) {
  67595. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67596. offset += 1;
  67597. }
  67598. }
  67599. if (this.noiseTexture) {
  67600. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67601. offset += 3;
  67602. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67603. offset += 3;
  67604. }
  67605. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67606. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67607. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67608. this._engine.bindArrayBuffer(null);
  67609. return vao;
  67610. };
  67611. GPUParticleSystem.prototype._initialize = function (force) {
  67612. if (force === void 0) { force = false; }
  67613. if (this._buffer0 && !force) {
  67614. return;
  67615. }
  67616. var engine = this._scene.getEngine();
  67617. var data = new Array();
  67618. this._attributesStrideSize = 21;
  67619. this._targetIndex = 0;
  67620. if (!this.isBillboardBased) {
  67621. this._attributesStrideSize += 3;
  67622. }
  67623. if (this._colorGradientsTexture) {
  67624. this._attributesStrideSize -= 4;
  67625. }
  67626. if (this._angularSpeedGradientsTexture) {
  67627. this._attributesStrideSize -= 1;
  67628. }
  67629. if (this._isAnimationSheetEnabled) {
  67630. this._attributesStrideSize += 1;
  67631. if (this.spriteRandomStartCell) {
  67632. this._attributesStrideSize += 1;
  67633. }
  67634. }
  67635. if (this.noiseTexture) {
  67636. this._attributesStrideSize += 6;
  67637. }
  67638. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67639. // position
  67640. data.push(0.0);
  67641. data.push(0.0);
  67642. data.push(0.0);
  67643. // Age and life
  67644. data.push(0.0); // create the particle as a dead one to create a new one at start
  67645. data.push(0.0);
  67646. // Seed
  67647. data.push(Math.random());
  67648. data.push(Math.random());
  67649. data.push(Math.random());
  67650. data.push(Math.random());
  67651. // Size
  67652. data.push(0.0);
  67653. data.push(0.0);
  67654. data.push(0.0);
  67655. if (!this._colorGradientsTexture) {
  67656. // color
  67657. data.push(0.0);
  67658. data.push(0.0);
  67659. data.push(0.0);
  67660. data.push(0.0);
  67661. }
  67662. // direction
  67663. data.push(0.0);
  67664. data.push(0.0);
  67665. data.push(0.0);
  67666. if (!this.isBillboardBased) {
  67667. // initialDirection
  67668. data.push(0.0);
  67669. data.push(0.0);
  67670. data.push(0.0);
  67671. }
  67672. // angle
  67673. data.push(0.0);
  67674. if (!this._angularSpeedGradientsTexture) {
  67675. data.push(0.0);
  67676. }
  67677. if (this._isAnimationSheetEnabled) {
  67678. data.push(0.0);
  67679. if (this.spriteRandomStartCell) {
  67680. data.push(0.0);
  67681. }
  67682. }
  67683. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67684. data.push(Math.random());
  67685. data.push(Math.random());
  67686. data.push(Math.random());
  67687. data.push(Math.random());
  67688. data.push(Math.random());
  67689. data.push(Math.random());
  67690. }
  67691. }
  67692. // Sprite data
  67693. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67694. -0.5, 0.5, 0, 1,
  67695. -0.5, -0.5, 0, 0,
  67696. 0.5, -0.5, 1, 0]);
  67697. // Buffers
  67698. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67699. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67700. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67701. // Update VAO
  67702. this._updateVAO = [];
  67703. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67704. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67705. // Render VAO
  67706. this._renderVAO = [];
  67707. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67708. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67709. // Links
  67710. this._sourceBuffer = this._buffer0;
  67711. this._targetBuffer = this._buffer1;
  67712. };
  67713. /** @hidden */
  67714. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67715. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67716. if (this._isBillboardBased) {
  67717. defines += "\n#define BILLBOARD";
  67718. }
  67719. if (this._colorGradientsTexture) {
  67720. defines += "\n#define COLORGRADIENTS";
  67721. }
  67722. if (this._sizeGradientsTexture) {
  67723. defines += "\n#define SIZEGRADIENTS";
  67724. }
  67725. if (this._angularSpeedGradientsTexture) {
  67726. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67727. }
  67728. if (this._velocityGradientsTexture) {
  67729. defines += "\n#define VELOCITYGRADIENTS";
  67730. }
  67731. if (this._limitVelocityGradientsTexture) {
  67732. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67733. }
  67734. if (this._dragGradientsTexture) {
  67735. defines += "\n#define DRAGGRADIENTS";
  67736. }
  67737. if (this.isAnimationSheetEnabled) {
  67738. defines += "\n#define ANIMATESHEET";
  67739. if (this.spriteRandomStartCell) {
  67740. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67741. }
  67742. }
  67743. if (this.noiseTexture) {
  67744. defines += "\n#define NOISE";
  67745. }
  67746. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67747. return;
  67748. }
  67749. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67750. if (!this._colorGradientsTexture) {
  67751. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67752. }
  67753. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67754. if (!this._isBillboardBased) {
  67755. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67756. }
  67757. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67758. if (this.isAnimationSheetEnabled) {
  67759. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67760. if (this.spriteRandomStartCell) {
  67761. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67762. }
  67763. }
  67764. if (this.noiseTexture) {
  67765. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67766. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67767. }
  67768. this._updateEffectOptions.defines = defines;
  67769. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67770. };
  67771. /** @hidden */
  67772. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67773. var defines = "";
  67774. if (this._scene.clipPlane) {
  67775. defines = "\n#define CLIPPLANE";
  67776. }
  67777. if (this._scene.clipPlane2) {
  67778. defines = "\n#define CLIPPLANE2";
  67779. }
  67780. if (this._scene.clipPlane3) {
  67781. defines = "\n#define CLIPPLANE3";
  67782. }
  67783. if (this._scene.clipPlane4) {
  67784. defines = "\n#define CLIPPLANE4";
  67785. }
  67786. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67787. defines = "\n#define BLENDMULTIPLYMODE";
  67788. }
  67789. if (this._isBillboardBased) {
  67790. defines += "\n#define BILLBOARD";
  67791. switch (this.billboardMode) {
  67792. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67793. defines += "\n#define BILLBOARDY";
  67794. break;
  67795. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67796. defines += "\n#define BILLBOARDSTRETCHED";
  67797. break;
  67798. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67799. default:
  67800. break;
  67801. }
  67802. }
  67803. if (this._colorGradientsTexture) {
  67804. defines += "\n#define COLORGRADIENTS";
  67805. }
  67806. if (this.isAnimationSheetEnabled) {
  67807. defines += "\n#define ANIMATESHEET";
  67808. }
  67809. if (this._imageProcessingConfiguration) {
  67810. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67811. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67812. }
  67813. if (this._renderEffect && this._renderEffect.defines === defines) {
  67814. return;
  67815. }
  67816. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67817. var samplers = ["textureSampler", "colorGradientSampler"];
  67818. if (BABYLON.ImageProcessingConfiguration) {
  67819. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67820. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67821. }
  67822. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67823. };
  67824. /**
  67825. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67826. * @param preWarm defines if we are in the pre-warmimg phase
  67827. */
  67828. GPUParticleSystem.prototype.animate = function (preWarm) {
  67829. if (preWarm === void 0) { preWarm = false; }
  67830. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67831. this._actualFrame += this._timeDelta;
  67832. if (!this._stopped) {
  67833. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67834. this.stop();
  67835. }
  67836. }
  67837. };
  67838. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67839. var texture = this[textureName];
  67840. if (!factorGradients || !factorGradients.length || texture) {
  67841. return;
  67842. }
  67843. var data = new Float32Array(this._rawTextureWidth);
  67844. for (var x = 0; x < this._rawTextureWidth; x++) {
  67845. var ratio = x / this._rawTextureWidth;
  67846. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67847. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67848. });
  67849. }
  67850. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67851. };
  67852. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67853. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67854. };
  67855. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67856. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67857. };
  67858. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67859. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67860. };
  67861. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67862. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67863. };
  67864. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67865. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67866. };
  67867. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67868. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67869. return;
  67870. }
  67871. var data = new Uint8Array(this._rawTextureWidth * 4);
  67872. var tmpColor = BABYLON.Tmp.Color4[0];
  67873. for (var x = 0; x < this._rawTextureWidth; x++) {
  67874. var ratio = x / this._rawTextureWidth;
  67875. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67876. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67877. data[x * 4] = tmpColor.r * 255;
  67878. data[x * 4 + 1] = tmpColor.g * 255;
  67879. data[x * 4 + 2] = tmpColor.b * 255;
  67880. data[x * 4 + 3] = tmpColor.a * 255;
  67881. });
  67882. }
  67883. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67884. };
  67885. /**
  67886. * Renders the particle system in its current state
  67887. * @param preWarm defines if the system should only update the particles but not render them
  67888. * @returns the current number of particles
  67889. */
  67890. GPUParticleSystem.prototype.render = function (preWarm) {
  67891. if (preWarm === void 0) { preWarm = false; }
  67892. if (!this._started) {
  67893. return 0;
  67894. }
  67895. this._createColorGradientTexture();
  67896. this._createSizeGradientTexture();
  67897. this._createAngularSpeedGradientTexture();
  67898. this._createVelocityGradientTexture();
  67899. this._createLimitVelocityGradientTexture();
  67900. this._createDragGradientTexture();
  67901. this._recreateUpdateEffect();
  67902. this._recreateRenderEffect();
  67903. if (!this.isReady()) {
  67904. return 0;
  67905. }
  67906. if (!preWarm) {
  67907. if (!this._preWarmDone && this.preWarmCycles) {
  67908. for (var index = 0; index < this.preWarmCycles; index++) {
  67909. this.animate(true);
  67910. this.render(true);
  67911. }
  67912. this._preWarmDone = true;
  67913. }
  67914. if (this._currentRenderId === this._scene.getFrameId()) {
  67915. return 0;
  67916. }
  67917. this._currentRenderId = this._scene.getFrameId();
  67918. }
  67919. // Get everything ready to render
  67920. this._initialize();
  67921. this._accumulatedCount += this.emitRate * this._timeDelta;
  67922. if (this._accumulatedCount > 1) {
  67923. var intPart = this._accumulatedCount | 0;
  67924. this._accumulatedCount -= intPart;
  67925. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67926. }
  67927. if (!this._currentActiveCount) {
  67928. return 0;
  67929. }
  67930. // Enable update effect
  67931. this._engine.enableEffect(this._updateEffect);
  67932. this._engine.setState(false);
  67933. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67934. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67935. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67936. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67937. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67938. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67939. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67940. if (!this._colorGradientsTexture) {
  67941. this._updateEffect.setDirectColor4("color1", this.color1);
  67942. this._updateEffect.setDirectColor4("color2", this.color2);
  67943. }
  67944. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67945. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67946. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67947. this._updateEffect.setVector3("gravity", this.gravity);
  67948. if (this._sizeGradientsTexture) {
  67949. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67950. }
  67951. if (this._angularSpeedGradientsTexture) {
  67952. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67953. }
  67954. if (this._velocityGradientsTexture) {
  67955. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67956. }
  67957. if (this._limitVelocityGradientsTexture) {
  67958. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67959. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67960. }
  67961. if (this._dragGradientsTexture) {
  67962. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67963. }
  67964. if (this.particleEmitterType) {
  67965. this.particleEmitterType.applyToShader(this._updateEffect);
  67966. }
  67967. if (this._isAnimationSheetEnabled) {
  67968. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67969. }
  67970. if (this.noiseTexture) {
  67971. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67972. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67973. }
  67974. var emitterWM;
  67975. if (this.emitter.position) {
  67976. var emitterMesh = this.emitter;
  67977. emitterWM = emitterMesh.getWorldMatrix();
  67978. }
  67979. else {
  67980. var emitterPosition = this.emitter;
  67981. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67982. }
  67983. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67984. // Bind source VAO
  67985. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67986. // Update
  67987. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67988. this._engine.setRasterizerState(false);
  67989. this._engine.beginTransformFeedback(true);
  67990. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67991. this._engine.endTransformFeedback();
  67992. this._engine.setRasterizerState(true);
  67993. this._engine.bindTransformFeedbackBuffer(null);
  67994. if (!preWarm) {
  67995. // Enable render effect
  67996. this._engine.enableEffect(this._renderEffect);
  67997. var viewMatrix = this._scene.getViewMatrix();
  67998. this._renderEffect.setMatrix("view", viewMatrix);
  67999. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  68000. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  68001. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  68002. if (this._colorGradientsTexture) {
  68003. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  68004. }
  68005. else {
  68006. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  68007. }
  68008. if (this._isAnimationSheetEnabled && this.particleTexture) {
  68009. var baseSize = this.particleTexture.getBaseSize();
  68010. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  68011. }
  68012. if (this._isBillboardBased) {
  68013. var camera = this._scene.activeCamera;
  68014. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  68015. }
  68016. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  68017. var invView = viewMatrix.clone();
  68018. invView.invert();
  68019. this._renderEffect.setMatrix("invView", invView);
  68020. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  68021. }
  68022. // image processing
  68023. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  68024. this._imageProcessingConfiguration.bind(this._renderEffect);
  68025. }
  68026. // Draw order
  68027. switch (this.blendMode) {
  68028. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  68029. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  68030. break;
  68031. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  68032. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  68033. break;
  68034. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  68035. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  68036. break;
  68037. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  68038. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  68039. break;
  68040. }
  68041. if (this.forceDepthWrite) {
  68042. this._engine.setDepthWrite(true);
  68043. }
  68044. // Bind source VAO
  68045. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  68046. // Render
  68047. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  68048. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  68049. }
  68050. // Switch VAOs
  68051. this._targetIndex++;
  68052. if (this._targetIndex === 2) {
  68053. this._targetIndex = 0;
  68054. }
  68055. // Switch buffers
  68056. var tmpBuffer = this._sourceBuffer;
  68057. this._sourceBuffer = this._targetBuffer;
  68058. this._targetBuffer = tmpBuffer;
  68059. return this._currentActiveCount;
  68060. };
  68061. /**
  68062. * Rebuilds the particle system
  68063. */
  68064. GPUParticleSystem.prototype.rebuild = function () {
  68065. this._initialize(true);
  68066. };
  68067. GPUParticleSystem.prototype._releaseBuffers = function () {
  68068. if (this._buffer0) {
  68069. this._buffer0.dispose();
  68070. this._buffer0 = null;
  68071. }
  68072. if (this._buffer1) {
  68073. this._buffer1.dispose();
  68074. this._buffer1 = null;
  68075. }
  68076. if (this._spriteBuffer) {
  68077. this._spriteBuffer.dispose();
  68078. this._spriteBuffer = null;
  68079. }
  68080. };
  68081. GPUParticleSystem.prototype._releaseVAOs = function () {
  68082. if (!this._updateVAO) {
  68083. return;
  68084. }
  68085. for (var index = 0; index < this._updateVAO.length; index++) {
  68086. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  68087. }
  68088. this._updateVAO = [];
  68089. for (var index = 0; index < this._renderVAO.length; index++) {
  68090. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  68091. }
  68092. this._renderVAO = [];
  68093. };
  68094. /**
  68095. * Disposes the particle system and free the associated resources
  68096. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  68097. */
  68098. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  68099. if (disposeTexture === void 0) { disposeTexture = true; }
  68100. var index = this._scene.particleSystems.indexOf(this);
  68101. if (index > -1) {
  68102. this._scene.particleSystems.splice(index, 1);
  68103. }
  68104. this._releaseBuffers();
  68105. this._releaseVAOs();
  68106. if (this._colorGradientsTexture) {
  68107. this._colorGradientsTexture.dispose();
  68108. this._colorGradientsTexture = null;
  68109. }
  68110. if (this._sizeGradientsTexture) {
  68111. this._sizeGradientsTexture.dispose();
  68112. this._sizeGradientsTexture = null;
  68113. }
  68114. if (this._angularSpeedGradientsTexture) {
  68115. this._angularSpeedGradientsTexture.dispose();
  68116. this._angularSpeedGradientsTexture = null;
  68117. }
  68118. if (this._velocityGradientsTexture) {
  68119. this._velocityGradientsTexture.dispose();
  68120. this._velocityGradientsTexture = null;
  68121. }
  68122. if (this._limitVelocityGradientsTexture) {
  68123. this._limitVelocityGradientsTexture.dispose();
  68124. this._limitVelocityGradientsTexture = null;
  68125. }
  68126. if (this._dragGradientsTexture) {
  68127. this._dragGradientsTexture.dispose();
  68128. this._dragGradientsTexture = null;
  68129. }
  68130. if (this._randomTexture) {
  68131. this._randomTexture.dispose();
  68132. this._randomTexture = null;
  68133. }
  68134. if (this._randomTexture2) {
  68135. this._randomTexture2.dispose();
  68136. this._randomTexture2 = null;
  68137. }
  68138. if (disposeTexture && this.particleTexture) {
  68139. this.particleTexture.dispose();
  68140. this.particleTexture = null;
  68141. }
  68142. if (disposeTexture && this.noiseTexture) {
  68143. this.noiseTexture.dispose();
  68144. this.noiseTexture = null;
  68145. }
  68146. // Callback
  68147. this.onDisposeObservable.notifyObservers(this);
  68148. this.onDisposeObservable.clear();
  68149. };
  68150. /**
  68151. * Clones the particle system.
  68152. * @param name The name of the cloned object
  68153. * @param newEmitter The new emitter to use
  68154. * @returns the cloned particle system
  68155. */
  68156. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68157. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68158. BABYLON.Tools.DeepCopy(this, result);
  68159. if (newEmitter === undefined) {
  68160. newEmitter = this.emitter;
  68161. }
  68162. result.emitter = newEmitter;
  68163. if (this.particleTexture) {
  68164. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68165. }
  68166. return result;
  68167. };
  68168. /**
  68169. * Serializes the particle system to a JSON object.
  68170. * @returns the JSON object
  68171. */
  68172. GPUParticleSystem.prototype.serialize = function () {
  68173. var serializationObject = {};
  68174. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68175. serializationObject.activeParticleCount = this.activeParticleCount;
  68176. return serializationObject;
  68177. };
  68178. /**
  68179. * Parses a JSON object to create a GPU particle system.
  68180. * @param parsedParticleSystem The JSON object to parse
  68181. * @param scene The scene to create the particle system in
  68182. * @param rootUrl The root url to use to load external dependencies like texture
  68183. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68184. * @returns the parsed GPU particle system
  68185. */
  68186. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68187. if (doNotStart === void 0) { doNotStart = false; }
  68188. var name = parsedParticleSystem.name;
  68189. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68190. if (parsedParticleSystem.activeParticleCount) {
  68191. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68192. }
  68193. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68194. // Auto start
  68195. if (parsedParticleSystem.preventAutoStart) {
  68196. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68197. }
  68198. if (!doNotStart && !particleSystem.preventAutoStart) {
  68199. particleSystem.start();
  68200. }
  68201. return particleSystem;
  68202. };
  68203. return GPUParticleSystem;
  68204. }(BABYLON.BaseParticleSystem));
  68205. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68206. })(BABYLON || (BABYLON = {}));
  68207. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68208. var BABYLON;
  68209. (function (BABYLON) {
  68210. /**
  68211. * Represents one particle of a solid particle system.
  68212. */
  68213. var SolidParticle = /** @class */ (function () {
  68214. /**
  68215. * Creates a Solid Particle object.
  68216. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68217. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68218. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68219. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68220. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68221. * @param shapeId (integer) is the model shape identifier in the SPS.
  68222. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68223. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68224. */
  68225. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68226. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68227. /**
  68228. * particle global index
  68229. */
  68230. this.idx = 0;
  68231. /**
  68232. * The color of the particle
  68233. */
  68234. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68235. /**
  68236. * The world space position of the particle.
  68237. */
  68238. this.position = BABYLON.Vector3.Zero();
  68239. /**
  68240. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68241. */
  68242. this.rotation = BABYLON.Vector3.Zero();
  68243. /**
  68244. * The scaling of the particle.
  68245. */
  68246. this.scaling = BABYLON.Vector3.One();
  68247. /**
  68248. * The uvs of the particle.
  68249. */
  68250. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68251. /**
  68252. * The current speed of the particle.
  68253. */
  68254. this.velocity = BABYLON.Vector3.Zero();
  68255. /**
  68256. * The pivot point in the particle local space.
  68257. */
  68258. this.pivot = BABYLON.Vector3.Zero();
  68259. /**
  68260. * Must the particle be translated from its pivot point in its local space ?
  68261. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68262. * Default : false
  68263. */
  68264. this.translateFromPivot = false;
  68265. /**
  68266. * Is the particle active or not ?
  68267. */
  68268. this.alive = true;
  68269. /**
  68270. * Is the particle visible or not ?
  68271. */
  68272. this.isVisible = true;
  68273. /**
  68274. * Index of this particle in the global "positions" array (Internal use)
  68275. * @hidden
  68276. */
  68277. this._pos = 0;
  68278. /**
  68279. * @hidden Index of this particle in the global "indices" array (Internal use)
  68280. */
  68281. this._ind = 0;
  68282. /**
  68283. * ModelShape id of this particle
  68284. */
  68285. this.shapeId = 0;
  68286. /**
  68287. * Index of the particle in its shape id (Internal use)
  68288. */
  68289. this.idxInShape = 0;
  68290. /**
  68291. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68292. */
  68293. this._stillInvisible = false;
  68294. /**
  68295. * @hidden Last computed particle rotation matrix
  68296. */
  68297. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68298. /**
  68299. * Parent particle Id, if any.
  68300. * Default null.
  68301. */
  68302. this.parentId = null;
  68303. /**
  68304. * @hidden Internal global position in the SPS.
  68305. */
  68306. this._globalPosition = BABYLON.Vector3.Zero();
  68307. this.idx = particleIndex;
  68308. this._pos = positionIndex;
  68309. this._ind = indiceIndex;
  68310. this._model = model;
  68311. this.shapeId = shapeId;
  68312. this.idxInShape = idxInShape;
  68313. this._sps = sps;
  68314. if (modelBoundingInfo) {
  68315. this._modelBoundingInfo = modelBoundingInfo;
  68316. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68317. }
  68318. }
  68319. Object.defineProperty(SolidParticle.prototype, "scale", {
  68320. /**
  68321. * Legacy support, changed scale to scaling
  68322. */
  68323. get: function () {
  68324. return this.scaling;
  68325. },
  68326. /**
  68327. * Legacy support, changed scale to scaling
  68328. */
  68329. set: function (scale) {
  68330. this.scaling = scale;
  68331. },
  68332. enumerable: true,
  68333. configurable: true
  68334. });
  68335. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68336. /**
  68337. * Legacy support, changed quaternion to rotationQuaternion
  68338. */
  68339. get: function () {
  68340. return this.rotationQuaternion;
  68341. },
  68342. /**
  68343. * Legacy support, changed quaternion to rotationQuaternion
  68344. */
  68345. set: function (q) {
  68346. this.rotationQuaternion = q;
  68347. },
  68348. enumerable: true,
  68349. configurable: true
  68350. });
  68351. /**
  68352. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68353. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68354. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68355. * @returns true if it intersects
  68356. */
  68357. SolidParticle.prototype.intersectsMesh = function (target) {
  68358. if (!this._boundingInfo || !target._boundingInfo) {
  68359. return false;
  68360. }
  68361. if (this._sps._bSphereOnly) {
  68362. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68363. }
  68364. return this._boundingInfo.intersects(target._boundingInfo, false);
  68365. };
  68366. /**
  68367. * get the rotation matrix of the particle
  68368. * @hidden
  68369. */
  68370. SolidParticle.prototype.getRotationMatrix = function (m) {
  68371. var quaternion;
  68372. if (this.rotationQuaternion) {
  68373. quaternion = this.rotationQuaternion;
  68374. }
  68375. else {
  68376. quaternion = BABYLON.Tmp.Quaternion[0];
  68377. var rotation = this.rotation;
  68378. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68379. }
  68380. quaternion.toRotationMatrix(m);
  68381. };
  68382. return SolidParticle;
  68383. }());
  68384. BABYLON.SolidParticle = SolidParticle;
  68385. /**
  68386. * Represents the shape of the model used by one particle of a solid particle system.
  68387. * SPS internal tool, don't use it manually.
  68388. */
  68389. var ModelShape = /** @class */ (function () {
  68390. /**
  68391. * 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.
  68392. * SPS internal tool, don't use it manually.
  68393. * @hidden
  68394. */
  68395. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68396. /**
  68397. * length of the shape in the model indices array (internal use)
  68398. * @hidden
  68399. */
  68400. this._indicesLength = 0;
  68401. this.shapeID = id;
  68402. this._shape = shape;
  68403. this._indicesLength = indicesLength;
  68404. this._shapeUV = shapeUV;
  68405. this._positionFunction = posFunction;
  68406. this._vertexFunction = vtxFunction;
  68407. }
  68408. return ModelShape;
  68409. }());
  68410. BABYLON.ModelShape = ModelShape;
  68411. /**
  68412. * Represents a Depth Sorted Particle in the solid particle system.
  68413. */
  68414. var DepthSortedParticle = /** @class */ (function () {
  68415. function DepthSortedParticle() {
  68416. /**
  68417. * Index of the particle in the "indices" array
  68418. */
  68419. this.ind = 0;
  68420. /**
  68421. * Length of the particle shape in the "indices" array
  68422. */
  68423. this.indicesLength = 0;
  68424. /**
  68425. * Squared distance from the particle to the camera
  68426. */
  68427. this.sqDistance = 0.0;
  68428. }
  68429. return DepthSortedParticle;
  68430. }());
  68431. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68432. })(BABYLON || (BABYLON = {}));
  68433. //# sourceMappingURL=babylon.solidParticle.js.map
  68434. var BABYLON;
  68435. (function (BABYLON) {
  68436. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68437. /**
  68438. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68439. *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.
  68440. * The SPS is also a particle system. It provides some methods to manage the particles.
  68441. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68442. *
  68443. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68444. */
  68445. var SolidParticleSystem = /** @class */ (function () {
  68446. /**
  68447. * Creates a SPS (Solid Particle System) object.
  68448. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68449. * @param scene (Scene) is the scene in which the SPS is added.
  68450. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68451. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68452. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68453. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68454. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68455. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68456. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68457. */
  68458. function SolidParticleSystem(name, scene, options) {
  68459. /**
  68460. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68461. * Example : var p = SPS.particles[i];
  68462. */
  68463. this.particles = new Array();
  68464. /**
  68465. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68466. */
  68467. this.nbParticles = 0;
  68468. /**
  68469. * If the particles must ever face the camera (default false). Useful for planar particles.
  68470. */
  68471. this.billboard = false;
  68472. /**
  68473. * Recompute normals when adding a shape
  68474. */
  68475. this.recomputeNormals = true;
  68476. /**
  68477. * This a counter ofr your own usage. It's not set by any SPS functions.
  68478. */
  68479. this.counter = 0;
  68480. /**
  68481. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68482. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68483. */
  68484. this.vars = {};
  68485. /**
  68486. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68487. * @hidden
  68488. */
  68489. this._bSphereOnly = false;
  68490. /**
  68491. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68492. * @hidden
  68493. */
  68494. this._bSphereRadiusFactor = 1.0;
  68495. this._positions = new Array();
  68496. this._indices = new Array();
  68497. this._normals = new Array();
  68498. this._colors = new Array();
  68499. this._uvs = new Array();
  68500. this._index = 0; // indices index
  68501. this._updatable = true;
  68502. this._pickable = false;
  68503. this._isVisibilityBoxLocked = false;
  68504. this._alwaysVisible = false;
  68505. this._depthSort = false;
  68506. this._shapeCounter = 0;
  68507. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68508. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68509. this._computeParticleColor = true;
  68510. this._computeParticleTexture = true;
  68511. this._computeParticleRotation = true;
  68512. this._computeParticleVertex = false;
  68513. this._computeBoundingBox = false;
  68514. this._depthSortParticles = true;
  68515. this._mustUnrotateFixedNormals = false;
  68516. this._particlesIntersect = false;
  68517. this._needs32Bits = false;
  68518. this.name = name;
  68519. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68520. this._camera = scene.activeCamera;
  68521. this._pickable = options ? options.isPickable : false;
  68522. this._depthSort = options ? options.enableDepthSort : false;
  68523. this._particlesIntersect = options ? options.particleIntersection : false;
  68524. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68525. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68526. if (options && options.updatable !== undefined) {
  68527. this._updatable = options.updatable;
  68528. }
  68529. else {
  68530. this._updatable = true;
  68531. }
  68532. if (this._pickable) {
  68533. this.pickedParticles = [];
  68534. }
  68535. if (this._depthSort) {
  68536. this.depthSortedParticles = [];
  68537. }
  68538. }
  68539. /**
  68540. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68541. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68542. * @returns the created mesh
  68543. */
  68544. SolidParticleSystem.prototype.buildMesh = function () {
  68545. if (this.nbParticles === 0) {
  68546. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68547. this.addShape(triangle, 1);
  68548. triangle.dispose();
  68549. }
  68550. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68551. this._positions32 = new Float32Array(this._positions);
  68552. this._uvs32 = new Float32Array(this._uvs);
  68553. this._colors32 = new Float32Array(this._colors);
  68554. if (this.recomputeNormals) {
  68555. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68556. }
  68557. this._normals32 = new Float32Array(this._normals);
  68558. this._fixedNormal32 = new Float32Array(this._normals);
  68559. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68560. this._unrotateFixedNormals();
  68561. }
  68562. var vertexData = new BABYLON.VertexData();
  68563. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68564. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68565. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68566. if (this._uvs32.length > 0) {
  68567. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68568. }
  68569. if (this._colors32.length > 0) {
  68570. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68571. }
  68572. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68573. vertexData.applyToMesh(mesh, this._updatable);
  68574. this.mesh = mesh;
  68575. this.mesh.isPickable = this._pickable;
  68576. // free memory
  68577. if (!this._depthSort) {
  68578. this._indices = null;
  68579. }
  68580. this._positions = null;
  68581. this._normals = null;
  68582. this._uvs = null;
  68583. this._colors = null;
  68584. if (!this._updatable) {
  68585. this.particles.length = 0;
  68586. }
  68587. return mesh;
  68588. };
  68589. /**
  68590. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68591. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68592. * Thus the particles generated from `digest()` have their property `position` set yet.
  68593. * @param mesh ( Mesh ) is the mesh to be digested
  68594. * @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
  68595. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68596. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68597. * @returns the current SPS
  68598. */
  68599. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68600. var size = (options && options.facetNb) || 1;
  68601. var number = (options && options.number) || 0;
  68602. var delta = (options && options.delta) || 0;
  68603. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68604. var meshInd = mesh.getIndices();
  68605. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68606. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68607. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68608. var f = 0; // facet counter
  68609. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68610. // compute size from number
  68611. if (number) {
  68612. number = (number > totalFacets) ? totalFacets : number;
  68613. size = Math.round(totalFacets / number);
  68614. delta = 0;
  68615. }
  68616. else {
  68617. size = (size > totalFacets) ? totalFacets : size;
  68618. }
  68619. var facetPos = []; // submesh positions
  68620. var facetInd = []; // submesh indices
  68621. var facetUV = []; // submesh UV
  68622. var facetCol = []; // submesh colors
  68623. var barycenter = BABYLON.Vector3.Zero();
  68624. var sizeO = size;
  68625. while (f < totalFacets) {
  68626. size = sizeO + Math.floor((1 + delta) * Math.random());
  68627. if (f > totalFacets - size) {
  68628. size = totalFacets - f;
  68629. }
  68630. // reset temp arrays
  68631. facetPos.length = 0;
  68632. facetInd.length = 0;
  68633. facetUV.length = 0;
  68634. facetCol.length = 0;
  68635. // iterate over "size" facets
  68636. var fi = 0;
  68637. for (var j = f * 3; j < (f + size) * 3; j++) {
  68638. facetInd.push(fi);
  68639. var i = meshInd[j];
  68640. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68641. if (meshUV) {
  68642. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68643. }
  68644. if (meshCol) {
  68645. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68646. }
  68647. fi++;
  68648. }
  68649. // create a model shape for each single particle
  68650. var idx = this.nbParticles;
  68651. var shape = this._posToShape(facetPos);
  68652. var shapeUV = this._uvsToShapeUV(facetUV);
  68653. // compute the barycenter of the shape
  68654. var v;
  68655. for (v = 0; v < shape.length; v++) {
  68656. barycenter.addInPlace(shape[v]);
  68657. }
  68658. barycenter.scaleInPlace(1 / shape.length);
  68659. // shift the shape from its barycenter to the origin
  68660. for (v = 0; v < shape.length; v++) {
  68661. shape[v].subtractInPlace(barycenter);
  68662. }
  68663. var bInfo;
  68664. if (this._particlesIntersect) {
  68665. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68666. }
  68667. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68668. // add the particle in the SPS
  68669. var currentPos = this._positions.length;
  68670. var currentInd = this._indices.length;
  68671. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68672. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68673. // initialize the particle position
  68674. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68675. this._index += shape.length;
  68676. idx++;
  68677. this.nbParticles++;
  68678. this._shapeCounter++;
  68679. f += size;
  68680. }
  68681. return this;
  68682. };
  68683. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68684. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68685. var index = 0;
  68686. var idx = 0;
  68687. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68688. var quaternion = BABYLON.Tmp.Quaternion[0];
  68689. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68690. for (var p = 0; p < this.particles.length; p++) {
  68691. var particle = this.particles[p];
  68692. var shape = particle._model._shape;
  68693. // computing the inverse of the rotation matrix from the quaternion
  68694. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68695. if (particle.rotationQuaternion) {
  68696. particle.rotationQuaternion.conjugateToRef(quaternion);
  68697. }
  68698. else {
  68699. var rotation = particle.rotation;
  68700. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68701. quaternion.conjugateInPlace();
  68702. }
  68703. quaternion.toRotationMatrix(invertedRotMatrix);
  68704. for (var pt = 0; pt < shape.length; pt++) {
  68705. idx = index + pt * 3;
  68706. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68707. tmpNormal.toArray(this._fixedNormal32, idx);
  68708. }
  68709. index = idx + 3;
  68710. }
  68711. };
  68712. //reset copy
  68713. SolidParticleSystem.prototype._resetCopy = function () {
  68714. var copy = this._copy;
  68715. copy.position.setAll(0);
  68716. copy.rotation.setAll(0);
  68717. copy.rotationQuaternion = null;
  68718. copy.scaling.setAll(1);
  68719. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68720. copy.color = null;
  68721. copy.translateFromPivot = false;
  68722. };
  68723. // _meshBuilder : inserts the shape model in the global SPS mesh
  68724. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68725. var i;
  68726. var u = 0;
  68727. var c = 0;
  68728. var n = 0;
  68729. this._resetCopy();
  68730. var copy = this._copy;
  68731. if (options && options.positionFunction) { // call to custom positionFunction
  68732. options.positionFunction(copy, idx, idxInShape);
  68733. this._mustUnrotateFixedNormals = true;
  68734. }
  68735. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68736. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68737. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68738. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68739. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68740. copy.getRotationMatrix(rotMatrix);
  68741. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68742. if (copy.translateFromPivot) {
  68743. pivotBackTranslation.setAll(0.0);
  68744. }
  68745. else {
  68746. pivotBackTranslation.copyFrom(scaledPivot);
  68747. }
  68748. for (i = 0; i < shape.length; i++) {
  68749. tmpVertex.copyFrom(shape[i]);
  68750. if (options && options.vertexFunction) {
  68751. options.vertexFunction(copy, tmpVertex, i);
  68752. }
  68753. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68754. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68755. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68756. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68757. if (meshUV) {
  68758. var copyUvs = copy.uvs;
  68759. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68760. u += 2;
  68761. }
  68762. if (copy.color) {
  68763. this._color = copy.color;
  68764. }
  68765. else {
  68766. var color = this._color;
  68767. if (meshCol && meshCol[c] !== undefined) {
  68768. color.r = meshCol[c];
  68769. color.g = meshCol[c + 1];
  68770. color.b = meshCol[c + 2];
  68771. color.a = meshCol[c + 3];
  68772. }
  68773. else {
  68774. color.r = 1.0;
  68775. color.g = 1.0;
  68776. color.b = 1.0;
  68777. color.a = 1.0;
  68778. }
  68779. }
  68780. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68781. c += 4;
  68782. if (!this.recomputeNormals && meshNor) {
  68783. tmpVertex.x = meshNor[n];
  68784. tmpVertex.y = meshNor[n + 1];
  68785. tmpVertex.z = meshNor[n + 2];
  68786. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68787. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68788. n += 3;
  68789. }
  68790. }
  68791. for (i = 0; i < meshInd.length; i++) {
  68792. var current_ind = p + meshInd[i];
  68793. indices.push(current_ind);
  68794. if (current_ind > 65535) {
  68795. this._needs32Bits = true;
  68796. }
  68797. }
  68798. if (this._pickable) {
  68799. var nbfaces = meshInd.length / 3;
  68800. for (i = 0; i < nbfaces; i++) {
  68801. this.pickedParticles.push({ idx: idx, faceId: i });
  68802. }
  68803. }
  68804. if (this._depthSort) {
  68805. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68806. }
  68807. return copy;
  68808. };
  68809. // returns a shape array from positions array
  68810. SolidParticleSystem.prototype._posToShape = function (positions) {
  68811. var shape = [];
  68812. for (var i = 0; i < positions.length; i += 3) {
  68813. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68814. }
  68815. return shape;
  68816. };
  68817. // returns a shapeUV array from a Vector4 uvs
  68818. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68819. var shapeUV = [];
  68820. if (uvs) {
  68821. for (var i = 0; i < uvs.length; i++) {
  68822. shapeUV.push(uvs[i]);
  68823. }
  68824. }
  68825. return shapeUV;
  68826. };
  68827. // adds a new particle object in the particles array
  68828. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68829. if (bInfo === void 0) { bInfo = null; }
  68830. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68831. this.particles.push(sp);
  68832. return sp;
  68833. };
  68834. /**
  68835. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68836. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68837. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68838. * @param nb (positive integer) the number of particles to be created from this model
  68839. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68840. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68841. * @returns the number of shapes in the system
  68842. */
  68843. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68844. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68845. var meshInd = mesh.getIndices();
  68846. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68847. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68848. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68849. var bbInfo;
  68850. if (this._particlesIntersect) {
  68851. bbInfo = mesh.getBoundingInfo();
  68852. }
  68853. var shape = this._posToShape(meshPos);
  68854. var shapeUV = this._uvsToShapeUV(meshUV);
  68855. var posfunc = options ? options.positionFunction : null;
  68856. var vtxfunc = options ? options.vertexFunction : null;
  68857. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68858. // particles
  68859. var sp;
  68860. var currentCopy;
  68861. var idx = this.nbParticles;
  68862. for (var i = 0; i < nb; i++) {
  68863. var currentPos = this._positions.length;
  68864. var currentInd = this._indices.length;
  68865. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68866. if (this._updatable) {
  68867. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68868. sp.position.copyFrom(currentCopy.position);
  68869. sp.rotation.copyFrom(currentCopy.rotation);
  68870. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68871. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68872. }
  68873. if (currentCopy.color && sp.color) {
  68874. sp.color.copyFrom(currentCopy.color);
  68875. }
  68876. sp.scaling.copyFrom(currentCopy.scaling);
  68877. sp.uvs.copyFrom(currentCopy.uvs);
  68878. }
  68879. this._index += shape.length;
  68880. idx++;
  68881. }
  68882. this.nbParticles += nb;
  68883. this._shapeCounter++;
  68884. return this._shapeCounter - 1;
  68885. };
  68886. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68887. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68888. this._resetCopy();
  68889. var copy = this._copy;
  68890. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68891. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68892. }
  68893. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68894. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68895. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68896. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68897. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68898. copy.getRotationMatrix(rotMatrix);
  68899. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68900. if (copy.translateFromPivot) {
  68901. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68902. }
  68903. else {
  68904. pivotBackTranslation.copyFrom(scaledPivot);
  68905. }
  68906. var shape = particle._model._shape;
  68907. for (var pt = 0; pt < shape.length; pt++) {
  68908. tmpVertex.copyFrom(shape[pt]);
  68909. if (particle._model._vertexFunction) {
  68910. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68911. }
  68912. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68913. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68914. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68915. }
  68916. particle.position.setAll(0.0);
  68917. particle.rotation.setAll(0.0);
  68918. particle.rotationQuaternion = null;
  68919. particle.scaling.setAll(1.0);
  68920. particle.uvs.setAll(0.0);
  68921. particle.pivot.setAll(0.0);
  68922. particle.translateFromPivot = false;
  68923. particle.parentId = null;
  68924. };
  68925. /**
  68926. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68927. * @returns the SPS.
  68928. */
  68929. SolidParticleSystem.prototype.rebuildMesh = function () {
  68930. for (var p = 0; p < this.particles.length; p++) {
  68931. this._rebuildParticle(this.particles[p]);
  68932. }
  68933. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68934. return this;
  68935. };
  68936. /**
  68937. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68938. * This method calls `updateParticle()` for each particle of the SPS.
  68939. * For an animated SPS, it is usually called within the render loop.
  68940. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68941. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68942. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68943. * @returns the SPS.
  68944. */
  68945. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68946. if (start === void 0) { start = 0; }
  68947. if (end === void 0) { end = this.nbParticles - 1; }
  68948. if (update === void 0) { update = true; }
  68949. if (!this._updatable) {
  68950. return this;
  68951. }
  68952. // custom beforeUpdate
  68953. this.beforeUpdateParticles(start, end, update);
  68954. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68955. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68956. var mesh = this.mesh;
  68957. var colors32 = this._colors32;
  68958. var positions32 = this._positions32;
  68959. var normals32 = this._normals32;
  68960. var uvs32 = this._uvs32;
  68961. var indices32 = this._indices32;
  68962. var indices = this._indices;
  68963. var fixedNormal32 = this._fixedNormal32;
  68964. var tempVectors = BABYLON.Tmp.Vector3;
  68965. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68966. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68967. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68968. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68969. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68970. var camInvertedPosition = tempVectors[10].setAll(0);
  68971. // cases when the World Matrix is to be computed first
  68972. if (this.billboard || this._depthSort) {
  68973. this.mesh.computeWorldMatrix(true);
  68974. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68975. }
  68976. // if the particles will always face the camera
  68977. if (this.billboard) {
  68978. // compute the camera position and un-rotate it by the current mesh rotation
  68979. var tmpVertex = tempVectors[0];
  68980. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68981. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68982. camAxisZ.normalize();
  68983. // same for camera up vector extracted from the cam view matrix
  68984. var view = this._camera.getViewMatrix(true);
  68985. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68986. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68987. camAxisY.normalize();
  68988. camAxisX.normalize();
  68989. }
  68990. // if depthSort, compute the camera global position in the mesh local system
  68991. if (this._depthSort) {
  68992. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68993. }
  68994. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68995. var idx = 0; // current position index in the global array positions32
  68996. var index = 0; // position start index in the global array positions32 of the current particle
  68997. var colidx = 0; // current color index in the global array colors32
  68998. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68999. var uvidx = 0; // current uv index in the global array uvs32
  69000. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  69001. var pt = 0; // current index in the particle model shape
  69002. if (this.mesh.isFacetDataEnabled) {
  69003. this._computeBoundingBox = true;
  69004. }
  69005. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  69006. if (this._computeBoundingBox) {
  69007. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  69008. var boundingInfo = this.mesh._boundingInfo;
  69009. if (boundingInfo) {
  69010. minimum.copyFrom(boundingInfo.minimum);
  69011. maximum.copyFrom(boundingInfo.maximum);
  69012. }
  69013. }
  69014. }
  69015. // particle loop
  69016. index = this.particles[start]._pos;
  69017. var vpos = (index / 3) | 0;
  69018. colorIndex = vpos * 4;
  69019. uvIndex = vpos * 2;
  69020. for (var p = start; p <= end; p++) {
  69021. var particle = this.particles[p];
  69022. // call to custom user function to update the particle properties
  69023. this.updateParticle(particle);
  69024. var shape = particle._model._shape;
  69025. var shapeUV = particle._model._shapeUV;
  69026. var particleRotationMatrix = particle._rotationMatrix;
  69027. var particlePosition = particle.position;
  69028. var particleRotation = particle.rotation;
  69029. var particleScaling = particle.scaling;
  69030. var particleGlobalPosition = particle._globalPosition;
  69031. // camera-particle distance for depth sorting
  69032. if (this._depthSort && this._depthSortParticles) {
  69033. var dsp = this.depthSortedParticles[p];
  69034. dsp.ind = particle._ind;
  69035. dsp.indicesLength = particle._model._indicesLength;
  69036. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  69037. }
  69038. // skip the computations for inactive or already invisible particles
  69039. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  69040. // increment indexes for the next particle
  69041. pt = shape.length;
  69042. index += pt * 3;
  69043. colorIndex += pt * 4;
  69044. uvIndex += pt * 2;
  69045. continue;
  69046. }
  69047. if (particle.isVisible) {
  69048. particle._stillInvisible = false; // un-mark permanent invisibility
  69049. var scaledPivot = tempVectors[12];
  69050. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  69051. // particle rotation matrix
  69052. if (this.billboard) {
  69053. particleRotation.x = 0.0;
  69054. particleRotation.y = 0.0;
  69055. }
  69056. if (this._computeParticleRotation || this.billboard) {
  69057. particle.getRotationMatrix(rotMatrix);
  69058. }
  69059. var particleHasParent = (particle.parentId !== null);
  69060. if (particleHasParent) {
  69061. var parent_1 = this.particles[particle.parentId];
  69062. var parentRotationMatrix = parent_1._rotationMatrix;
  69063. var parentGlobalPosition = parent_1._globalPosition;
  69064. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  69065. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  69066. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  69067. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  69068. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  69069. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  69070. if (this._computeParticleRotation || this.billboard) {
  69071. var rotMatrixValues = rotMatrix.m;
  69072. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  69073. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  69074. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  69075. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  69076. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  69077. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  69078. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  69079. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  69080. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  69081. }
  69082. }
  69083. else {
  69084. particleGlobalPosition.x = particlePosition.x;
  69085. particleGlobalPosition.y = particlePosition.y;
  69086. particleGlobalPosition.z = particlePosition.z;
  69087. if (this._computeParticleRotation || this.billboard) {
  69088. var rotMatrixValues = rotMatrix.m;
  69089. particleRotationMatrix[0] = rotMatrixValues[0];
  69090. particleRotationMatrix[1] = rotMatrixValues[1];
  69091. particleRotationMatrix[2] = rotMatrixValues[2];
  69092. particleRotationMatrix[3] = rotMatrixValues[4];
  69093. particleRotationMatrix[4] = rotMatrixValues[5];
  69094. particleRotationMatrix[5] = rotMatrixValues[6];
  69095. particleRotationMatrix[6] = rotMatrixValues[8];
  69096. particleRotationMatrix[7] = rotMatrixValues[9];
  69097. particleRotationMatrix[8] = rotMatrixValues[10];
  69098. }
  69099. }
  69100. var pivotBackTranslation = tempVectors[11];
  69101. if (particle.translateFromPivot) {
  69102. pivotBackTranslation.setAll(0.0);
  69103. }
  69104. else {
  69105. pivotBackTranslation.copyFrom(scaledPivot);
  69106. }
  69107. // particle vertex loop
  69108. for (pt = 0; pt < shape.length; pt++) {
  69109. idx = index + pt * 3;
  69110. colidx = colorIndex + pt * 4;
  69111. uvidx = uvIndex + pt * 2;
  69112. var tmpVertex = tempVectors[0];
  69113. tmpVertex.copyFrom(shape[pt]);
  69114. if (this._computeParticleVertex) {
  69115. this.updateParticleVertex(particle, tmpVertex, pt);
  69116. }
  69117. // positions
  69118. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  69119. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  69120. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  69121. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  69122. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69123. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69124. rotatedX += pivotBackTranslation.x;
  69125. rotatedY += pivotBackTranslation.y;
  69126. rotatedZ += pivotBackTranslation.z;
  69127. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69128. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69129. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69130. if (this._computeBoundingBox) {
  69131. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69132. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69133. }
  69134. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69135. if (!this._computeParticleVertex) {
  69136. var normalx = fixedNormal32[idx];
  69137. var normaly = fixedNormal32[idx + 1];
  69138. var normalz = fixedNormal32[idx + 2];
  69139. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69140. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69141. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69142. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69143. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69144. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69145. }
  69146. if (this._computeParticleColor && particle.color) {
  69147. var color = particle.color;
  69148. var colors32_1 = this._colors32;
  69149. colors32_1[colidx] = color.r;
  69150. colors32_1[colidx + 1] = color.g;
  69151. colors32_1[colidx + 2] = color.b;
  69152. colors32_1[colidx + 3] = color.a;
  69153. }
  69154. if (this._computeParticleTexture) {
  69155. var uvs = particle.uvs;
  69156. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69157. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69158. }
  69159. }
  69160. }
  69161. // particle just set invisible : scaled to zero and positioned at the origin
  69162. else {
  69163. particle._stillInvisible = true; // mark the particle as invisible
  69164. for (pt = 0; pt < shape.length; pt++) {
  69165. idx = index + pt * 3;
  69166. colidx = colorIndex + pt * 4;
  69167. uvidx = uvIndex + pt * 2;
  69168. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69169. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69170. if (this._computeParticleColor && particle.color) {
  69171. var color = particle.color;
  69172. colors32[colidx] = color.r;
  69173. colors32[colidx + 1] = color.g;
  69174. colors32[colidx + 2] = color.b;
  69175. colors32[colidx + 3] = color.a;
  69176. }
  69177. if (this._computeParticleTexture) {
  69178. var uvs = particle.uvs;
  69179. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69180. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69181. }
  69182. }
  69183. }
  69184. // if the particle intersections must be computed : update the bbInfo
  69185. if (this._particlesIntersect) {
  69186. var bInfo = particle._boundingInfo;
  69187. var bBox = bInfo.boundingBox;
  69188. var bSphere = bInfo.boundingSphere;
  69189. var modelBoundingInfo = particle._modelBoundingInfo;
  69190. if (!this._bSphereOnly) {
  69191. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69192. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69193. var tempMin = tempVectors[1];
  69194. var tempMax = tempVectors[2];
  69195. tempMin.setAll(Number.MAX_VALUE);
  69196. tempMax.setAll(-Number.MAX_VALUE);
  69197. for (var b = 0; b < 8; b++) {
  69198. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69199. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69200. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69201. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69202. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69203. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69204. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69205. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69206. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69207. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69208. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69209. }
  69210. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69211. }
  69212. // place and scale the particle bouding sphere in the SPS local system, then update it
  69213. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69214. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69215. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  69216. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69217. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69218. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69219. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69220. }
  69221. // increment indexes for the next particle
  69222. index = idx + 3;
  69223. colorIndex = colidx + 4;
  69224. uvIndex = uvidx + 2;
  69225. }
  69226. // if the VBO must be updated
  69227. if (update) {
  69228. if (this._computeParticleColor) {
  69229. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69230. }
  69231. if (this._computeParticleTexture) {
  69232. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69233. }
  69234. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69235. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69236. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69237. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69238. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69239. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69240. for (var i = 0; i < normals32.length; i++) {
  69241. fixedNormal32[i] = normals32[i];
  69242. }
  69243. }
  69244. if (!mesh.areNormalsFrozen) {
  69245. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69246. }
  69247. }
  69248. if (this._depthSort && this._depthSortParticles) {
  69249. var depthSortedParticles = this.depthSortedParticles;
  69250. depthSortedParticles.sort(depthSortFunction);
  69251. var dspl = depthSortedParticles.length;
  69252. var sid = 0;
  69253. for (var sorted = 0; sorted < dspl; sorted++) {
  69254. var lind = depthSortedParticles[sorted].indicesLength;
  69255. var sind = depthSortedParticles[sorted].ind;
  69256. for (var i = 0; i < lind; i++) {
  69257. indices32[sid] = indices[sind + i];
  69258. sid++;
  69259. }
  69260. }
  69261. mesh.updateIndices(indices32);
  69262. }
  69263. }
  69264. if (this._computeBoundingBox) {
  69265. if (mesh._boundingInfo) {
  69266. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69267. }
  69268. else {
  69269. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69270. }
  69271. }
  69272. this.afterUpdateParticles(start, end, update);
  69273. return this;
  69274. };
  69275. /**
  69276. * Disposes the SPS.
  69277. */
  69278. SolidParticleSystem.prototype.dispose = function () {
  69279. this.mesh.dispose();
  69280. this.vars = null;
  69281. // drop references to internal big arrays for the GC
  69282. this._positions = null;
  69283. this._indices = null;
  69284. this._normals = null;
  69285. this._uvs = null;
  69286. this._colors = null;
  69287. this._indices32 = null;
  69288. this._positions32 = null;
  69289. this._normals32 = null;
  69290. this._fixedNormal32 = null;
  69291. this._uvs32 = null;
  69292. this._colors32 = null;
  69293. this.pickedParticles = null;
  69294. };
  69295. /**
  69296. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69297. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69298. * @returns the SPS.
  69299. */
  69300. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69301. if (!this._isVisibilityBoxLocked) {
  69302. this.mesh.refreshBoundingInfo();
  69303. }
  69304. return this;
  69305. };
  69306. /**
  69307. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69308. * @param size the size (float) of the visibility box
  69309. * note : this doesn't lock the SPS mesh bounding box.
  69310. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69311. */
  69312. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69313. var vis = size / 2;
  69314. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69315. };
  69316. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69317. /**
  69318. * Gets whether the SPS as always visible or not
  69319. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69320. */
  69321. get: function () {
  69322. return this._alwaysVisible;
  69323. },
  69324. /**
  69325. * Sets the SPS as always visible or not
  69326. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69327. */
  69328. set: function (val) {
  69329. this._alwaysVisible = val;
  69330. this.mesh.alwaysSelectAsActiveMesh = val;
  69331. },
  69332. enumerable: true,
  69333. configurable: true
  69334. });
  69335. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69336. /**
  69337. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69338. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69339. */
  69340. get: function () {
  69341. return this._isVisibilityBoxLocked;
  69342. },
  69343. /**
  69344. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69345. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69346. */
  69347. set: function (val) {
  69348. this._isVisibilityBoxLocked = val;
  69349. var boundingInfo = this.mesh.getBoundingInfo();
  69350. boundingInfo.isLocked = val;
  69351. },
  69352. enumerable: true,
  69353. configurable: true
  69354. });
  69355. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69356. /**
  69357. * Gets if `setParticles()` computes the particle rotations or not.
  69358. * Default value : true. The SPS is faster when it's set to false.
  69359. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69360. */
  69361. get: function () {
  69362. return this._computeParticleRotation;
  69363. },
  69364. /**
  69365. * Tells to `setParticles()` to compute the particle rotations or not.
  69366. * Default value : true. The SPS is faster when it's set to false.
  69367. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69368. */
  69369. set: function (val) {
  69370. this._computeParticleRotation = val;
  69371. },
  69372. enumerable: true,
  69373. configurable: true
  69374. });
  69375. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69376. /**
  69377. * Gets if `setParticles()` computes the particle colors or not.
  69378. * Default value : true. The SPS is faster when it's set to false.
  69379. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69380. */
  69381. get: function () {
  69382. return this._computeParticleColor;
  69383. },
  69384. /**
  69385. * Tells to `setParticles()` to compute the particle colors or not.
  69386. * Default value : true. The SPS is faster when it's set to false.
  69387. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69388. */
  69389. set: function (val) {
  69390. this._computeParticleColor = val;
  69391. },
  69392. enumerable: true,
  69393. configurable: true
  69394. });
  69395. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69396. /**
  69397. * Gets if `setParticles()` computes the particle textures or not.
  69398. * Default value : true. The SPS is faster when it's set to false.
  69399. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69400. */
  69401. get: function () {
  69402. return this._computeParticleTexture;
  69403. },
  69404. set: function (val) {
  69405. this._computeParticleTexture = val;
  69406. },
  69407. enumerable: true,
  69408. configurable: true
  69409. });
  69410. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69411. /**
  69412. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69413. * Default value : false. The SPS is faster when it's set to false.
  69414. * Note : the particle custom vertex positions aren't stored values.
  69415. */
  69416. get: function () {
  69417. return this._computeParticleVertex;
  69418. },
  69419. /**
  69420. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69421. * Default value : false. The SPS is faster when it's set to false.
  69422. * Note : the particle custom vertex positions aren't stored values.
  69423. */
  69424. set: function (val) {
  69425. this._computeParticleVertex = val;
  69426. },
  69427. enumerable: true,
  69428. configurable: true
  69429. });
  69430. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69431. /**
  69432. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69433. */
  69434. get: function () {
  69435. return this._computeBoundingBox;
  69436. },
  69437. /**
  69438. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69439. */
  69440. set: function (val) {
  69441. this._computeBoundingBox = val;
  69442. },
  69443. enumerable: true,
  69444. configurable: true
  69445. });
  69446. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69447. /**
  69448. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69449. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69450. * Default : `true`
  69451. */
  69452. get: function () {
  69453. return this._depthSortParticles;
  69454. },
  69455. /**
  69456. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69457. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69458. * Default : `true`
  69459. */
  69460. set: function (val) {
  69461. this._depthSortParticles = val;
  69462. },
  69463. enumerable: true,
  69464. configurable: true
  69465. });
  69466. // =======================================================================
  69467. // Particle behavior logic
  69468. // these following methods may be overwritten by the user to fit his needs
  69469. /**
  69470. * This function does nothing. It may be overwritten to set all the particle first values.
  69471. * The SPS doesn't call this function, you may have to call it by your own.
  69472. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69473. */
  69474. SolidParticleSystem.prototype.initParticles = function () {
  69475. };
  69476. /**
  69477. * This function does nothing. It may be overwritten to recycle a particle.
  69478. * The SPS doesn't call this function, you may have to call it by your own.
  69479. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69480. * @param particle The particle to recycle
  69481. * @returns the recycled particle
  69482. */
  69483. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69484. return particle;
  69485. };
  69486. /**
  69487. * Updates a particle : this function should be overwritten by the user.
  69488. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69489. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69490. * @example : just set a particle position or velocity and recycle conditions
  69491. * @param particle The particle to update
  69492. * @returns the updated particle
  69493. */
  69494. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69495. return particle;
  69496. };
  69497. /**
  69498. * Updates a vertex of a particle : it can be overwritten by the user.
  69499. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69500. * @param particle the current particle
  69501. * @param vertex the current index of the current particle
  69502. * @param pt the index of the current vertex in the particle shape
  69503. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69504. * @example : just set a vertex particle position
  69505. * @returns the updated vertex
  69506. */
  69507. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69508. return vertex;
  69509. };
  69510. /**
  69511. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69512. * This does nothing and may be overwritten by the user.
  69513. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69514. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69515. * @param update the boolean update value actually passed to setParticles()
  69516. */
  69517. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69518. };
  69519. /**
  69520. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69521. * This will be passed three parameters.
  69522. * This does nothing and may be overwritten by the user.
  69523. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69524. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69525. * @param update the boolean update value actually passed to setParticles()
  69526. */
  69527. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69528. };
  69529. return SolidParticleSystem;
  69530. }());
  69531. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69532. })(BABYLON || (BABYLON = {}));
  69533. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69534. var BABYLON;
  69535. (function (BABYLON) {
  69536. /**
  69537. * Class containing static functions to help procedurally build meshes
  69538. */
  69539. var MeshBuilder = /** @class */ (function () {
  69540. function MeshBuilder() {
  69541. }
  69542. MeshBuilder.updateSideOrientation = function (orientation) {
  69543. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69544. return BABYLON.Mesh.DOUBLESIDE;
  69545. }
  69546. if (orientation === undefined || orientation === null) {
  69547. return BABYLON.Mesh.FRONTSIDE;
  69548. }
  69549. return orientation;
  69550. };
  69551. /**
  69552. * Creates a box mesh
  69553. * * The parameter `size` sets the size (float) of each box side (default 1)
  69554. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69555. * * 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)
  69556. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  69557. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69558. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69559. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69560. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  69561. * @param name defines the name of the mesh
  69562. * @param options defines the options used to create the mesh
  69563. * @param scene defines the hosting scene
  69564. * @returns the box mesh
  69565. */
  69566. MeshBuilder.CreateBox = function (name, options, scene) {
  69567. if (scene === void 0) { scene = null; }
  69568. var box = new BABYLON.Mesh(name, scene);
  69569. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69570. box._originalBuilderSideOrientation = options.sideOrientation;
  69571. var vertexData = BABYLON.VertexData.CreateBox(options);
  69572. vertexData.applyToMesh(box, options.updatable);
  69573. return box;
  69574. };
  69575. /**
  69576. * Creates a sphere mesh
  69577. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69578. * * 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`)
  69579. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69580. * * 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
  69581. * * 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)
  69582. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69583. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69584. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69585. * @param name defines the name of the mesh
  69586. * @param options defines the options used to create the mesh
  69587. * @param scene defines the hosting scene
  69588. * @returns the sphere mesh
  69589. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  69590. */
  69591. MeshBuilder.CreateSphere = function (name, options, scene) {
  69592. var sphere = new BABYLON.Mesh(name, scene);
  69593. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69594. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69595. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69596. vertexData.applyToMesh(sphere, options.updatable);
  69597. return sphere;
  69598. };
  69599. /**
  69600. * Creates a plane polygonal mesh. By default, this is a disc
  69601. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69602. * * 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
  69603. * * 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
  69604. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69605. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69606. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69607. * @param name defines the name of the mesh
  69608. * @param options defines the options used to create the mesh
  69609. * @param scene defines the hosting scene
  69610. * @returns the plane polygonal mesh
  69611. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69612. */
  69613. MeshBuilder.CreateDisc = function (name, options, scene) {
  69614. if (scene === void 0) { scene = null; }
  69615. var disc = new BABYLON.Mesh(name, scene);
  69616. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69617. disc._originalBuilderSideOrientation = options.sideOrientation;
  69618. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69619. vertexData.applyToMesh(disc, options.updatable);
  69620. return disc;
  69621. };
  69622. /**
  69623. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69624. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69625. * * 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`)
  69626. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69627. * * 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
  69628. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69629. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69630. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69631. * @param name defines the name of the mesh
  69632. * @param options defines the options used to create the mesh
  69633. * @param scene defines the hosting scene
  69634. * @returns the icosahedron mesh
  69635. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69636. */
  69637. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69638. var sphere = new BABYLON.Mesh(name, scene);
  69639. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69640. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69641. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69642. vertexData.applyToMesh(sphere, options.updatable);
  69643. return sphere;
  69644. };
  69645. /**
  69646. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69647. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69648. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69649. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69650. * * 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
  69651. * * 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
  69652. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  69653. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69654. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69655. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69656. * * 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
  69657. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69658. * * 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
  69659. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69660. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69661. * @param name defines the name of the mesh
  69662. * @param options defines the options used to create the mesh
  69663. * @param scene defines the hosting scene
  69664. * @returns the ribbon mesh
  69665. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  69666. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69667. */
  69668. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69669. if (scene === void 0) { scene = null; }
  69670. var pathArray = options.pathArray;
  69671. var closeArray = options.closeArray;
  69672. var closePath = options.closePath;
  69673. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69674. var instance = options.instance;
  69675. var updatable = options.updatable;
  69676. if (instance) { // existing ribbon instance update
  69677. // positionFunction : ribbon case
  69678. // only pathArray and sideOrientation parameters are taken into account for positions update
  69679. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69680. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69681. var positionFunction = function (positions) {
  69682. var minlg = pathArray[0].length;
  69683. var mesh = instance;
  69684. var i = 0;
  69685. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69686. for (var si = 1; si <= ns; ++si) {
  69687. for (var p = 0; p < pathArray.length; ++p) {
  69688. var path = pathArray[p];
  69689. var l = path.length;
  69690. minlg = (minlg < l) ? minlg : l;
  69691. for (var j = 0; j < minlg; ++j) {
  69692. var pathPoint = path[j];
  69693. positions[i] = pathPoint.x;
  69694. positions[i + 1] = pathPoint.y;
  69695. positions[i + 2] = pathPoint.z;
  69696. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69697. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69698. i += 3;
  69699. }
  69700. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69701. var pathPoint = path[0];
  69702. positions[i] = pathPoint.x;
  69703. positions[i + 1] = pathPoint.y;
  69704. positions[i + 2] = pathPoint.z;
  69705. i += 3;
  69706. }
  69707. }
  69708. }
  69709. };
  69710. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69711. positionFunction(positions);
  69712. if (instance._boundingInfo) {
  69713. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69714. }
  69715. else {
  69716. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69717. }
  69718. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69719. if (options.colors) {
  69720. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69721. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69722. var color = options.colors[c];
  69723. colors[colorIndex] = color.r;
  69724. colors[colorIndex + 1] = color.g;
  69725. colors[colorIndex + 2] = color.b;
  69726. colors[colorIndex + 3] = color.a;
  69727. }
  69728. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69729. }
  69730. if (options.uvs) {
  69731. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69732. for (var i = 0; i < options.uvs.length; i++) {
  69733. uvs[i * 2] = options.uvs[i].x;
  69734. uvs[i * 2 + 1] = options.uvs[i].y;
  69735. }
  69736. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69737. }
  69738. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69739. var indices = instance.getIndices();
  69740. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69741. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69742. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69743. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69744. var indexFirst = 0;
  69745. var indexLast = 0;
  69746. for (var p = 0; p < pathArray.length; p++) {
  69747. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69748. if (p + 1 < pathArray.length) {
  69749. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69750. }
  69751. else {
  69752. indexLast = normals.length - 3;
  69753. }
  69754. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69755. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69756. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69757. normals[indexLast] = normals[indexFirst];
  69758. normals[indexLast + 1] = normals[indexFirst + 1];
  69759. normals[indexLast + 2] = normals[indexFirst + 2];
  69760. }
  69761. }
  69762. if (!(instance.areNormalsFrozen)) {
  69763. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69764. }
  69765. }
  69766. return instance;
  69767. }
  69768. else { // new ribbon creation
  69769. var ribbon = new BABYLON.Mesh(name, scene);
  69770. ribbon._originalBuilderSideOrientation = sideOrientation;
  69771. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69772. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69773. if (closePath) {
  69774. ribbon._creationDataStorage.idx = vertexData._idx;
  69775. }
  69776. ribbon._creationDataStorage.closePath = closePath;
  69777. ribbon._creationDataStorage.closeArray = closeArray;
  69778. vertexData.applyToMesh(ribbon, updatable);
  69779. return ribbon;
  69780. }
  69781. };
  69782. /**
  69783. * Creates a cylinder or a cone mesh
  69784. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69785. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69786. * * 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.
  69787. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69788. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69789. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69790. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69791. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69792. * * 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).
  69793. * * 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
  69794. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69795. * * 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
  69796. * * 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.
  69797. * * If `enclose` is false, a ring surface is one element.
  69798. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69799. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  69800. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69801. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69802. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69803. * @param name defines the name of the mesh
  69804. * @param options defines the options used to create the mesh
  69805. * @param scene defines the hosting scene
  69806. * @returns the cylinder mesh
  69807. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  69808. */
  69809. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69810. var cylinder = new BABYLON.Mesh(name, scene);
  69811. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69812. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69813. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69814. vertexData.applyToMesh(cylinder, options.updatable);
  69815. return cylinder;
  69816. };
  69817. /**
  69818. * Creates a torus mesh
  69819. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69820. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69821. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69822. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69823. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69824. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69825. * @param name defines the name of the mesh
  69826. * @param options defines the options used to create the mesh
  69827. * @param scene defines the hosting scene
  69828. * @returns the torus mesh
  69829. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  69830. */
  69831. MeshBuilder.CreateTorus = function (name, options, scene) {
  69832. var torus = new BABYLON.Mesh(name, scene);
  69833. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69834. torus._originalBuilderSideOrientation = options.sideOrientation;
  69835. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69836. vertexData.applyToMesh(torus, options.updatable);
  69837. return torus;
  69838. };
  69839. /**
  69840. * Creates a torus knot mesh
  69841. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69842. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69843. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69844. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69845. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69846. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69847. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69848. * @param name defines the name of the mesh
  69849. * @param options defines the options used to create the mesh
  69850. * @param scene defines the hosting scene
  69851. * @returns the torus knot mesh
  69852. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  69853. */
  69854. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69855. var torusKnot = new BABYLON.Mesh(name, scene);
  69856. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69857. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69858. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69859. vertexData.applyToMesh(torusKnot, options.updatable);
  69860. return torusKnot;
  69861. };
  69862. /**
  69863. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69864. * * 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
  69865. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69866. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69867. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69868. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69869. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69870. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69871. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69872. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69873. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69874. * @param name defines the name of the new line system
  69875. * @param options defines the options used to create the line system
  69876. * @param scene defines the hosting scene
  69877. * @returns a new line system mesh
  69878. */
  69879. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69880. var instance = options.instance;
  69881. var lines = options.lines;
  69882. var colors = options.colors;
  69883. if (instance) { // lines update
  69884. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69885. var vertexColor;
  69886. var lineColors;
  69887. if (colors) {
  69888. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69889. }
  69890. var i = 0;
  69891. var c = 0;
  69892. for (var l = 0; l < lines.length; l++) {
  69893. var points = lines[l];
  69894. for (var p = 0; p < points.length; p++) {
  69895. positions[i] = points[p].x;
  69896. positions[i + 1] = points[p].y;
  69897. positions[i + 2] = points[p].z;
  69898. if (colors && vertexColor) {
  69899. lineColors = colors[l];
  69900. vertexColor[c] = lineColors[p].r;
  69901. vertexColor[c + 1] = lineColors[p].g;
  69902. vertexColor[c + 2] = lineColors[p].b;
  69903. vertexColor[c + 3] = lineColors[p].a;
  69904. c += 4;
  69905. }
  69906. i += 3;
  69907. }
  69908. }
  69909. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69910. if (colors && vertexColor) {
  69911. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69912. }
  69913. return instance;
  69914. }
  69915. // line system creation
  69916. var useVertexColor = (colors) ? true : false;
  69917. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69918. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69919. vertexData.applyToMesh(lineSystem, options.updatable);
  69920. return lineSystem;
  69921. };
  69922. /**
  69923. * Creates a line mesh
  69924. * 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
  69925. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69926. * * The parameter `points` is an array successive Vector3
  69927. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69928. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69929. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69930. * * When updating an instance, remember that only point positions can change, not the number of points
  69931. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69932. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  69933. * @param name defines the name of the new line system
  69934. * @param options defines the options used to create the line system
  69935. * @param scene defines the hosting scene
  69936. * @returns a new line mesh
  69937. */
  69938. MeshBuilder.CreateLines = function (name, options, scene) {
  69939. if (scene === void 0) { scene = null; }
  69940. var colors = (options.colors) ? [options.colors] : null;
  69941. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69942. return lines;
  69943. };
  69944. /**
  69945. * Creates a dashed line mesh
  69946. * * 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
  69947. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69948. * * The parameter `points` is an array successive Vector3
  69949. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69950. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69951. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69952. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69953. * * When updating an instance, remember that only point positions can change, not the number of points
  69954. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69955. * @param name defines the name of the mesh
  69956. * @param options defines the options used to create the mesh
  69957. * @param scene defines the hosting scene
  69958. * @returns the dashed line mesh
  69959. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69960. */
  69961. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69962. if (scene === void 0) { scene = null; }
  69963. var points = options.points;
  69964. var instance = options.instance;
  69965. var gapSize = options.gapSize || 1;
  69966. var dashSize = options.dashSize || 3;
  69967. if (instance) { // dashed lines update
  69968. var positionFunction = function (positions) {
  69969. var curvect = BABYLON.Vector3.Zero();
  69970. var nbSeg = positions.length / 6;
  69971. var lg = 0;
  69972. var nb = 0;
  69973. var shft = 0;
  69974. var dashshft = 0;
  69975. var curshft = 0;
  69976. var p = 0;
  69977. var i = 0;
  69978. var j = 0;
  69979. for (i = 0; i < points.length - 1; i++) {
  69980. points[i + 1].subtractToRef(points[i], curvect);
  69981. lg += curvect.length();
  69982. }
  69983. shft = lg / nbSeg;
  69984. var dashSize = instance._creationDataStorage.dashSize;
  69985. var gapSize = instance._creationDataStorage.gapSize;
  69986. dashshft = dashSize * shft / (dashSize + gapSize);
  69987. for (i = 0; i < points.length - 1; i++) {
  69988. points[i + 1].subtractToRef(points[i], curvect);
  69989. nb = Math.floor(curvect.length() / shft);
  69990. curvect.normalize();
  69991. j = 0;
  69992. while (j < nb && p < positions.length) {
  69993. curshft = shft * j;
  69994. positions[p] = points[i].x + curshft * curvect.x;
  69995. positions[p + 1] = points[i].y + curshft * curvect.y;
  69996. positions[p + 2] = points[i].z + curshft * curvect.z;
  69997. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69998. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69999. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  70000. p += 6;
  70001. j++;
  70002. }
  70003. }
  70004. while (p < positions.length) {
  70005. positions[p] = points[i].x;
  70006. positions[p + 1] = points[i].y;
  70007. positions[p + 2] = points[i].z;
  70008. p += 3;
  70009. }
  70010. };
  70011. instance.updateMeshPositions(positionFunction, false);
  70012. return instance;
  70013. }
  70014. // dashed lines creation
  70015. var dashedLines = new BABYLON.LinesMesh(name, scene);
  70016. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  70017. vertexData.applyToMesh(dashedLines, options.updatable);
  70018. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  70019. dashedLines._creationDataStorage.dashSize = dashSize;
  70020. dashedLines._creationDataStorage.gapSize = gapSize;
  70021. return dashedLines;
  70022. };
  70023. /**
  70024. * 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.
  70025. * * 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.
  70026. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70027. * * 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.
  70028. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  70029. * * 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
  70030. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70031. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  70032. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70033. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70034. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  70035. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70036. * @param name defines the name of the mesh
  70037. * @param options defines the options used to create the mesh
  70038. * @param scene defines the hosting scene
  70039. * @returns the extruded shape mesh
  70040. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70041. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70042. */
  70043. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  70044. if (scene === void 0) { scene = null; }
  70045. var path = options.path;
  70046. var shape = options.shape;
  70047. var scale = options.scale || 1;
  70048. var rotation = options.rotation || 0;
  70049. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70050. var updatable = options.updatable;
  70051. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70052. var instance = options.instance || null;
  70053. var invertUV = options.invertUV || false;
  70054. 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);
  70055. };
  70056. /**
  70057. * Creates an custom extruded shape mesh.
  70058. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  70059. * * 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.
  70060. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70061. * * 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
  70062. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  70063. * * 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
  70064. * * It must returns a float value that will be the scale value applied to the shape on each path point
  70065. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  70066. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  70067. * * 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
  70068. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70069. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  70070. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70071. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70072. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70073. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70074. * @param name defines the name of the mesh
  70075. * @param options defines the options used to create the mesh
  70076. * @param scene defines the hosting scene
  70077. * @returns the custom extruded shape mesh
  70078. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  70079. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70080. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70081. */
  70082. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  70083. var path = options.path;
  70084. var shape = options.shape;
  70085. var scaleFunction = options.scaleFunction || (function () { return 1; });
  70086. var rotationFunction = options.rotationFunction || (function () { return 0; });
  70087. var ribbonCloseArray = options.ribbonCloseArray || false;
  70088. var ribbonClosePath = options.ribbonClosePath || false;
  70089. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70090. var updatable = options.updatable;
  70091. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70092. var instance = options.instance;
  70093. var invertUV = options.invertUV || false;
  70094. 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);
  70095. };
  70096. /**
  70097. * Creates lathe mesh.
  70098. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  70099. * * 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
  70100. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  70101. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  70102. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  70103. * * 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
  70104. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  70105. * * 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
  70106. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70107. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70108. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70109. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70110. * @param name defines the name of the mesh
  70111. * @param options defines the options used to create the mesh
  70112. * @param scene defines the hosting scene
  70113. * @returns the lathe mesh
  70114. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  70115. */
  70116. MeshBuilder.CreateLathe = function (name, options, scene) {
  70117. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  70118. var closed = (options.closed === undefined) ? true : options.closed;
  70119. var shape = options.shape;
  70120. var radius = options.radius || 1;
  70121. var tessellation = options.tessellation || 64;
  70122. var clip = options.clip || 0;
  70123. var updatable = options.updatable;
  70124. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70125. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70126. var pi2 = Math.PI * 2;
  70127. var paths = new Array();
  70128. var invertUV = options.invertUV || false;
  70129. var i = 0;
  70130. var p = 0;
  70131. var step = pi2 / tessellation * arc;
  70132. var rotated;
  70133. var path = new Array();
  70134. for (i = 0; i <= tessellation - clip; i++) {
  70135. var path = [];
  70136. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70137. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70138. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70139. }
  70140. for (p = 0; p < shape.length; p++) {
  70141. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70142. path.push(rotated);
  70143. }
  70144. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70145. 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));
  70146. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70147. }
  70148. paths.push(path);
  70149. }
  70150. // lathe ribbon
  70151. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70152. return lathe;
  70153. };
  70154. /**
  70155. * Creates a plane mesh
  70156. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70157. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70158. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70159. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70160. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70161. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70162. * @param name defines the name of the mesh
  70163. * @param options defines the options used to create the mesh
  70164. * @param scene defines the hosting scene
  70165. * @returns the plane mesh
  70166. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  70167. */
  70168. MeshBuilder.CreatePlane = function (name, options, scene) {
  70169. var plane = new BABYLON.Mesh(name, scene);
  70170. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70171. plane._originalBuilderSideOrientation = options.sideOrientation;
  70172. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70173. vertexData.applyToMesh(plane, options.updatable);
  70174. if (options.sourcePlane) {
  70175. plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);
  70176. var dot = BABYLON.Vector3.Dot(plane.position, options.sourcePlane.normal);
  70177. var flip = dot >= 0;
  70178. plane.lookAt(BABYLON.Vector3.Zero(), 0, flip ? Math.PI : 0, 0);
  70179. }
  70180. return plane;
  70181. };
  70182. /**
  70183. * Creates a ground mesh
  70184. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70185. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70186. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70187. * @param name defines the name of the mesh
  70188. * @param options defines the options used to create the mesh
  70189. * @param scene defines the hosting scene
  70190. * @returns the ground mesh
  70191. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  70192. */
  70193. MeshBuilder.CreateGround = function (name, options, scene) {
  70194. var ground = new BABYLON.GroundMesh(name, scene);
  70195. ground._setReady(false);
  70196. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70197. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70198. ground._width = options.width || 1;
  70199. ground._height = options.height || 1;
  70200. ground._maxX = ground._width / 2;
  70201. ground._maxZ = ground._height / 2;
  70202. ground._minX = -ground._maxX;
  70203. ground._minZ = -ground._maxZ;
  70204. var vertexData = BABYLON.VertexData.CreateGround(options);
  70205. vertexData.applyToMesh(ground, options.updatable);
  70206. ground._setReady(true);
  70207. return ground;
  70208. };
  70209. /**
  70210. * Creates a tiled ground mesh
  70211. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70212. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70213. * * 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
  70214. * * 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
  70215. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70216. * @param name defines the name of the mesh
  70217. * @param options defines the options used to create the mesh
  70218. * @param scene defines the hosting scene
  70219. * @returns the tiled ground mesh
  70220. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  70221. */
  70222. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70223. var tiledGround = new BABYLON.Mesh(name, scene);
  70224. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70225. vertexData.applyToMesh(tiledGround, options.updatable);
  70226. return tiledGround;
  70227. };
  70228. /**
  70229. * Creates a ground mesh from a height map
  70230. * * The parameter `url` sets the URL of the height map image resource.
  70231. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70232. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70233. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70234. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70235. * * 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.
  70236. * * 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).
  70237. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70238. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70239. * @param name defines the name of the mesh
  70240. * @param url defines the url to the height map
  70241. * @param options defines the options used to create the mesh
  70242. * @param scene defines the hosting scene
  70243. * @returns the ground mesh
  70244. * @see https://doc.babylonjs.com/babylon101/height_map
  70245. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  70246. */
  70247. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70248. var width = options.width || 10.0;
  70249. var height = options.height || 10.0;
  70250. var subdivisions = options.subdivisions || 1 | 0;
  70251. var minHeight = options.minHeight || 0.0;
  70252. var maxHeight = options.maxHeight || 1.0;
  70253. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70254. var alphaFilter = options.alphaFilter || 0.0;
  70255. var updatable = options.updatable;
  70256. var onReady = options.onReady;
  70257. var ground = new BABYLON.GroundMesh(name, scene);
  70258. ground._subdivisionsX = subdivisions;
  70259. ground._subdivisionsY = subdivisions;
  70260. ground._width = width;
  70261. ground._height = height;
  70262. ground._maxX = ground._width / 2.0;
  70263. ground._maxZ = ground._height / 2.0;
  70264. ground._minX = -ground._maxX;
  70265. ground._minZ = -ground._maxZ;
  70266. ground._setReady(false);
  70267. var onload = function (img) {
  70268. // Getting height map data
  70269. var canvas = document.createElement("canvas");
  70270. var context = canvas.getContext("2d");
  70271. if (!context) {
  70272. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70273. }
  70274. if (scene.isDisposed) {
  70275. return;
  70276. }
  70277. var bufferWidth = img.width;
  70278. var bufferHeight = img.height;
  70279. canvas.width = bufferWidth;
  70280. canvas.height = bufferHeight;
  70281. context.drawImage(img, 0, 0);
  70282. // Create VertexData from map data
  70283. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70284. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70285. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70286. width: width, height: height,
  70287. subdivisions: subdivisions,
  70288. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70289. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70290. alphaFilter: alphaFilter
  70291. });
  70292. vertexData.applyToMesh(ground, updatable);
  70293. //execute ready callback, if set
  70294. if (onReady) {
  70295. onReady(ground);
  70296. }
  70297. ground._setReady(true);
  70298. };
  70299. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70300. return ground;
  70301. };
  70302. /**
  70303. * Creates a polygon mesh
  70304. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70305. * * 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
  70306. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70307. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70308. * * 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)
  70309. * * Remember you can only change the shape positions, not their number when updating a polygon
  70310. * @param name defines the name of the mesh
  70311. * @param options defines the options used to create the mesh
  70312. * @param scene defines the hosting scene
  70313. * @returns the polygon mesh
  70314. */
  70315. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70316. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70317. var shape = options.shape;
  70318. var holes = options.holes || [];
  70319. var depth = options.depth || 0;
  70320. var contours = [];
  70321. var hole = [];
  70322. for (var i = 0; i < shape.length; i++) {
  70323. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70324. }
  70325. var epsilon = 0.00000001;
  70326. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70327. contours.pop();
  70328. }
  70329. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70330. for (var hNb = 0; hNb < holes.length; hNb++) {
  70331. hole = [];
  70332. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70333. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70334. }
  70335. polygonTriangulation.addHole(hole);
  70336. }
  70337. var polygon = polygonTriangulation.build(options.updatable, depth);
  70338. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70339. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70340. vertexData.applyToMesh(polygon, options.updatable);
  70341. return polygon;
  70342. };
  70343. /**
  70344. * Creates an extruded polygon mesh, with depth in the Y direction.
  70345. * * 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)
  70346. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70347. * @param name defines the name of the mesh
  70348. * @param options defines the options used to create the mesh
  70349. * @param scene defines the hosting scene
  70350. * @returns the polygon mesh
  70351. */
  70352. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70353. return MeshBuilder.CreatePolygon(name, options, scene);
  70354. };
  70355. /**
  70356. * Creates a tube mesh.
  70357. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70358. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70359. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70360. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70361. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70362. * * 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)
  70363. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70364. * * 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
  70365. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  70366. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70367. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70368. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70369. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70370. * @param name defines the name of the mesh
  70371. * @param options defines the options used to create the mesh
  70372. * @param scene defines the hosting scene
  70373. * @returns the tube mesh
  70374. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70375. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  70376. */
  70377. MeshBuilder.CreateTube = function (name, options, scene) {
  70378. var path = options.path;
  70379. var instance = options.instance;
  70380. var radius = 1.0;
  70381. if (options.radius !== undefined) {
  70382. radius = options.radius;
  70383. }
  70384. else if (instance) {
  70385. radius = instance._creationDataStorage.radius;
  70386. }
  70387. var tessellation = options.tessellation || 64 | 0;
  70388. var radiusFunction = options.radiusFunction || null;
  70389. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70390. var invertUV = options.invertUV || false;
  70391. var updatable = options.updatable;
  70392. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70393. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70394. // tube geometry
  70395. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70396. var tangents = path3D.getTangents();
  70397. var normals = path3D.getNormals();
  70398. var distances = path3D.getDistances();
  70399. var pi2 = Math.PI * 2;
  70400. var step = pi2 / tessellation * arc;
  70401. var returnRadius = function () { return radius; };
  70402. var radiusFunctionFinal = radiusFunction || returnRadius;
  70403. var circlePath;
  70404. var rad;
  70405. var normal;
  70406. var rotated;
  70407. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70408. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70409. for (var i = 0; i < path.length; i++) {
  70410. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70411. circlePath = Array(); // current circle array
  70412. normal = normals[i]; // current normal
  70413. for (var t = 0; t < tessellation; t++) {
  70414. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70415. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70416. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70417. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70418. circlePath[t] = rotated;
  70419. }
  70420. circlePaths[index] = circlePath;
  70421. index++;
  70422. }
  70423. // cap
  70424. var capPath = function (nbPoints, pathIndex) {
  70425. var pointCap = Array();
  70426. for (var i = 0; i < nbPoints; i++) {
  70427. pointCap.push(path[pathIndex]);
  70428. }
  70429. return pointCap;
  70430. };
  70431. switch (cap) {
  70432. case BABYLON.Mesh.NO_CAP:
  70433. break;
  70434. case BABYLON.Mesh.CAP_START:
  70435. circlePaths[0] = capPath(tessellation, 0);
  70436. circlePaths[1] = circlePaths[2].slice(0);
  70437. break;
  70438. case BABYLON.Mesh.CAP_END:
  70439. circlePaths[index] = circlePaths[index - 1].slice(0);
  70440. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70441. break;
  70442. case BABYLON.Mesh.CAP_ALL:
  70443. circlePaths[0] = capPath(tessellation, 0);
  70444. circlePaths[1] = circlePaths[2].slice(0);
  70445. circlePaths[index] = circlePaths[index - 1].slice(0);
  70446. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70447. break;
  70448. default:
  70449. break;
  70450. }
  70451. return circlePaths;
  70452. };
  70453. var path3D;
  70454. var pathArray;
  70455. if (instance) { // tube update
  70456. var storage = instance._creationDataStorage;
  70457. var arc = options.arc || storage.arc;
  70458. path3D = storage.path3D.update(path);
  70459. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70460. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70461. // Update mode, no need to recreate the storage.
  70462. storage.path3D = path3D;
  70463. storage.pathArray = pathArray;
  70464. storage.arc = arc;
  70465. storage.radius = radius;
  70466. return instance;
  70467. }
  70468. // tube creation
  70469. path3D = new BABYLON.Path3D(path);
  70470. var newPathArray = new Array();
  70471. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70472. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70473. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70474. tube._creationDataStorage.pathArray = pathArray;
  70475. tube._creationDataStorage.path3D = path3D;
  70476. tube._creationDataStorage.tessellation = tessellation;
  70477. tube._creationDataStorage.cap = cap;
  70478. tube._creationDataStorage.arc = options.arc;
  70479. tube._creationDataStorage.radius = radius;
  70480. return tube;
  70481. };
  70482. /**
  70483. * Creates a polyhedron mesh
  70484. * * 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
  70485. * * The parameter `size` (positive float, default 1) sets the polygon size
  70486. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70487. * * 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`
  70488. * * 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
  70489. * * 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)`)
  70490. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70491. * * 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
  70492. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70493. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70494. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70495. * @param name defines the name of the mesh
  70496. * @param options defines the options used to create the mesh
  70497. * @param scene defines the hosting scene
  70498. * @returns the polyhedron mesh
  70499. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  70500. */
  70501. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70502. var polyhedron = new BABYLON.Mesh(name, scene);
  70503. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70504. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70505. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70506. vertexData.applyToMesh(polyhedron, options.updatable);
  70507. return polyhedron;
  70508. };
  70509. /**
  70510. * Creates a decal mesh.
  70511. * 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
  70512. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70513. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70514. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70515. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70516. * @param name defines the name of the mesh
  70517. * @param sourceMesh defines the mesh where the decal must be applied
  70518. * @param options defines the options used to create the mesh
  70519. * @param scene defines the hosting scene
  70520. * @returns the decal mesh
  70521. * @see https://doc.babylonjs.com/how_to/decals
  70522. */
  70523. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70524. var indices = sourceMesh.getIndices();
  70525. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70526. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70527. var position = options.position || BABYLON.Vector3.Zero();
  70528. var normal = options.normal || BABYLON.Vector3.Up();
  70529. var size = options.size || BABYLON.Vector3.One();
  70530. var angle = options.angle || 0;
  70531. // Getting correct rotation
  70532. if (!normal) {
  70533. var target = new BABYLON.Vector3(0, 0, 1);
  70534. var camera = sourceMesh.getScene().activeCamera;
  70535. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70536. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70537. }
  70538. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70539. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70540. var pitch = Math.atan2(normal.y, len);
  70541. // Matrix
  70542. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70543. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70544. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70545. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70546. var vertexData = new BABYLON.VertexData();
  70547. vertexData.indices = [];
  70548. vertexData.positions = [];
  70549. vertexData.normals = [];
  70550. vertexData.uvs = [];
  70551. var currentVertexDataIndex = 0;
  70552. var extractDecalVector3 = function (indexId) {
  70553. var result = new BABYLON.PositionNormalVertex();
  70554. if (!indices || !positions || !normals) {
  70555. return result;
  70556. }
  70557. var vertexId = indices[indexId];
  70558. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70559. // Send vector to decal local world
  70560. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70561. // Get normal
  70562. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70563. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70564. return result;
  70565. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70566. var clip = function (vertices, axis) {
  70567. if (vertices.length === 0) {
  70568. return vertices;
  70569. }
  70570. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70571. var clipVertices = function (v0, v1) {
  70572. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70573. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70574. };
  70575. var result = new Array();
  70576. for (var index = 0; index < vertices.length; index += 3) {
  70577. var v1Out;
  70578. var v2Out;
  70579. var v3Out;
  70580. var total = 0;
  70581. var nV1 = null;
  70582. var nV2 = null;
  70583. var nV3 = null;
  70584. var nV4 = null;
  70585. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70586. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70587. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70588. v1Out = d1 > 0;
  70589. v2Out = d2 > 0;
  70590. v3Out = d3 > 0;
  70591. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70592. switch (total) {
  70593. case 0:
  70594. result.push(vertices[index]);
  70595. result.push(vertices[index + 1]);
  70596. result.push(vertices[index + 2]);
  70597. break;
  70598. case 1:
  70599. if (v1Out) {
  70600. nV1 = vertices[index + 1];
  70601. nV2 = vertices[index + 2];
  70602. nV3 = clipVertices(vertices[index], nV1);
  70603. nV4 = clipVertices(vertices[index], nV2);
  70604. }
  70605. if (v2Out) {
  70606. nV1 = vertices[index];
  70607. nV2 = vertices[index + 2];
  70608. nV3 = clipVertices(vertices[index + 1], nV1);
  70609. nV4 = clipVertices(vertices[index + 1], nV2);
  70610. result.push(nV3);
  70611. result.push(nV2.clone());
  70612. result.push(nV1.clone());
  70613. result.push(nV2.clone());
  70614. result.push(nV3.clone());
  70615. result.push(nV4);
  70616. break;
  70617. }
  70618. if (v3Out) {
  70619. nV1 = vertices[index];
  70620. nV2 = vertices[index + 1];
  70621. nV3 = clipVertices(vertices[index + 2], nV1);
  70622. nV4 = clipVertices(vertices[index + 2], nV2);
  70623. }
  70624. if (nV1 && nV2 && nV3 && nV4) {
  70625. result.push(nV1.clone());
  70626. result.push(nV2.clone());
  70627. result.push(nV3);
  70628. result.push(nV4);
  70629. result.push(nV3.clone());
  70630. result.push(nV2.clone());
  70631. }
  70632. break;
  70633. case 2:
  70634. if (!v1Out) {
  70635. nV1 = vertices[index].clone();
  70636. nV2 = clipVertices(nV1, vertices[index + 1]);
  70637. nV3 = clipVertices(nV1, vertices[index + 2]);
  70638. result.push(nV1);
  70639. result.push(nV2);
  70640. result.push(nV3);
  70641. }
  70642. if (!v2Out) {
  70643. nV1 = vertices[index + 1].clone();
  70644. nV2 = clipVertices(nV1, vertices[index + 2]);
  70645. nV3 = clipVertices(nV1, vertices[index]);
  70646. result.push(nV1);
  70647. result.push(nV2);
  70648. result.push(nV3);
  70649. }
  70650. if (!v3Out) {
  70651. nV1 = vertices[index + 2].clone();
  70652. nV2 = clipVertices(nV1, vertices[index]);
  70653. nV3 = clipVertices(nV1, vertices[index + 1]);
  70654. result.push(nV1);
  70655. result.push(nV2);
  70656. result.push(nV3);
  70657. }
  70658. break;
  70659. case 3:
  70660. break;
  70661. }
  70662. }
  70663. return result;
  70664. };
  70665. for (var index = 0; index < indices.length; index += 3) {
  70666. var faceVertices = new Array();
  70667. faceVertices.push(extractDecalVector3(index));
  70668. faceVertices.push(extractDecalVector3(index + 1));
  70669. faceVertices.push(extractDecalVector3(index + 2));
  70670. // Clip
  70671. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70672. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70673. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70674. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70675. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70676. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70677. if (faceVertices.length === 0) {
  70678. continue;
  70679. }
  70680. // Add UVs and get back to world
  70681. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70682. var vertex = faceVertices[vIndex];
  70683. //TODO check for Int32Array | Uint32Array | Uint16Array
  70684. vertexData.indices.push(currentVertexDataIndex);
  70685. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70686. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70687. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70688. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70689. currentVertexDataIndex++;
  70690. }
  70691. }
  70692. // Return mesh
  70693. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70694. vertexData.applyToMesh(decal);
  70695. decal.position = position.clone();
  70696. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70697. return decal;
  70698. };
  70699. // Privates
  70700. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70701. // extrusion geometry
  70702. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70703. var tangents = path3D.getTangents();
  70704. var normals = path3D.getNormals();
  70705. var binormals = path3D.getBinormals();
  70706. var distances = path3D.getDistances();
  70707. var angle = 0;
  70708. var returnScale = function () { return scale !== null ? scale : 1; };
  70709. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70710. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70711. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70712. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70713. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70714. for (var i = 0; i < curve.length; i++) {
  70715. var shapePath = new Array();
  70716. var angleStep = rotate(i, distances[i]);
  70717. var scaleRatio = scl(i, distances[i]);
  70718. for (var p = 0; p < shape.length; p++) {
  70719. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70720. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70721. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70722. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70723. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70724. shapePath[p] = rotated;
  70725. }
  70726. shapePaths[index] = shapePath;
  70727. angle += angleStep;
  70728. index++;
  70729. }
  70730. // cap
  70731. var capPath = function (shapePath) {
  70732. var pointCap = Array();
  70733. var barycenter = BABYLON.Vector3.Zero();
  70734. var i;
  70735. for (i = 0; i < shapePath.length; i++) {
  70736. barycenter.addInPlace(shapePath[i]);
  70737. }
  70738. barycenter.scaleInPlace(1.0 / shapePath.length);
  70739. for (i = 0; i < shapePath.length; i++) {
  70740. pointCap.push(barycenter);
  70741. }
  70742. return pointCap;
  70743. };
  70744. switch (cap) {
  70745. case BABYLON.Mesh.NO_CAP:
  70746. break;
  70747. case BABYLON.Mesh.CAP_START:
  70748. shapePaths[0] = capPath(shapePaths[2]);
  70749. shapePaths[1] = shapePaths[2];
  70750. break;
  70751. case BABYLON.Mesh.CAP_END:
  70752. shapePaths[index] = shapePaths[index - 1];
  70753. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70754. break;
  70755. case BABYLON.Mesh.CAP_ALL:
  70756. shapePaths[0] = capPath(shapePaths[2]);
  70757. shapePaths[1] = shapePaths[2];
  70758. shapePaths[index] = shapePaths[index - 1];
  70759. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70760. break;
  70761. default:
  70762. break;
  70763. }
  70764. return shapePaths;
  70765. };
  70766. var path3D;
  70767. var pathArray;
  70768. if (instance) { // instance update
  70769. var storage = instance._creationDataStorage;
  70770. path3D = storage.path3D.update(curve);
  70771. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70772. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70773. return instance;
  70774. }
  70775. // extruded shape creation
  70776. path3D = new BABYLON.Path3D(curve);
  70777. var newShapePaths = new Array();
  70778. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70779. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70780. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70781. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70782. extrudedGeneric._creationDataStorage.path3D = path3D;
  70783. extrudedGeneric._creationDataStorage.cap = cap;
  70784. return extrudedGeneric;
  70785. };
  70786. return MeshBuilder;
  70787. }());
  70788. BABYLON.MeshBuilder = MeshBuilder;
  70789. })(BABYLON || (BABYLON = {}));
  70790. //# sourceMappingURL=babylon.meshBuilder.js.map
  70791. var BABYLON;
  70792. (function (BABYLON) {
  70793. /**
  70794. * Draco compression (https://google.github.io/draco/)
  70795. *
  70796. * This class wraps the Draco module.
  70797. *
  70798. * **Encoder**
  70799. *
  70800. * The encoder is not currently implemented.
  70801. *
  70802. * **Decoder**
  70803. *
  70804. * 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.
  70805. *
  70806. * To update the configuration, use the following code:
  70807. * ```javascript
  70808. * BABYLON.DracoCompression.Configuration = {
  70809. * decoder: {
  70810. * wasmUrl: "<url to the WebAssembly library>",
  70811. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70812. * fallbackUrl: "<url to the fallback JavaScript library>",
  70813. * }
  70814. * };
  70815. * ```
  70816. *
  70817. * 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.
  70818. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70819. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70820. *
  70821. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70822. * ```javascript
  70823. * var dracoCompression = new BABYLON.DracoCompression();
  70824. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70825. * [BABYLON.VertexBuffer.PositionKind]: 0
  70826. * });
  70827. * ```
  70828. *
  70829. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70830. */
  70831. var DracoCompression = /** @class */ (function () {
  70832. /**
  70833. * Constructor
  70834. */
  70835. function DracoCompression() {
  70836. }
  70837. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70838. /**
  70839. * Returns true if the decoder is available.
  70840. */
  70841. get: function () {
  70842. if (typeof DracoDecoderModule !== "undefined") {
  70843. return true;
  70844. }
  70845. var decoder = DracoCompression.Configuration.decoder;
  70846. if (decoder) {
  70847. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70848. return true;
  70849. }
  70850. if (decoder.fallbackUrl) {
  70851. return true;
  70852. }
  70853. }
  70854. return false;
  70855. },
  70856. enumerable: true,
  70857. configurable: true
  70858. });
  70859. /**
  70860. * Stop all async operations and release resources.
  70861. */
  70862. DracoCompression.prototype.dispose = function () {
  70863. };
  70864. /**
  70865. * Decode Draco compressed mesh data to vertex data.
  70866. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70867. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70868. * @returns A promise that resolves with the decoded vertex data
  70869. */
  70870. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70871. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70872. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70873. var module = wrappedModule.module;
  70874. var vertexData = new BABYLON.VertexData();
  70875. var buffer = new module.DecoderBuffer();
  70876. buffer.Init(dataView, dataView.byteLength);
  70877. var decoder = new module.Decoder();
  70878. var geometry;
  70879. var status;
  70880. try {
  70881. var type = decoder.GetEncodedGeometryType(buffer);
  70882. switch (type) {
  70883. case module.TRIANGULAR_MESH:
  70884. geometry = new module.Mesh();
  70885. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70886. break;
  70887. case module.POINT_CLOUD:
  70888. geometry = new module.PointCloud();
  70889. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70890. break;
  70891. default:
  70892. throw new Error("Invalid geometry type " + type);
  70893. }
  70894. if (!status.ok() || !geometry.ptr) {
  70895. throw new Error(status.error_msg());
  70896. }
  70897. var numPoints = geometry.num_points();
  70898. if (type === module.TRIANGULAR_MESH) {
  70899. var numFaces = geometry.num_faces();
  70900. var faceIndices = new module.DracoInt32Array();
  70901. try {
  70902. var indices = new Uint32Array(numFaces * 3);
  70903. for (var i = 0; i < numFaces; i++) {
  70904. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70905. var offset = i * 3;
  70906. indices[offset + 0] = faceIndices.GetValue(0);
  70907. indices[offset + 1] = faceIndices.GetValue(1);
  70908. indices[offset + 2] = faceIndices.GetValue(2);
  70909. }
  70910. vertexData.indices = indices;
  70911. }
  70912. finally {
  70913. module.destroy(faceIndices);
  70914. }
  70915. }
  70916. for (var kind in attributes) {
  70917. var uniqueId = attributes[kind];
  70918. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70919. var dracoData = new module.DracoFloat32Array();
  70920. try {
  70921. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70922. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70923. for (var i = 0; i < babylonData.length; i++) {
  70924. babylonData[i] = dracoData.GetValue(i);
  70925. }
  70926. vertexData.set(babylonData, kind);
  70927. }
  70928. finally {
  70929. module.destroy(dracoData);
  70930. }
  70931. }
  70932. }
  70933. finally {
  70934. if (geometry) {
  70935. module.destroy(geometry);
  70936. }
  70937. module.destroy(decoder);
  70938. module.destroy(buffer);
  70939. }
  70940. return vertexData;
  70941. });
  70942. };
  70943. DracoCompression._GetDecoderModule = function () {
  70944. if (!DracoCompression._DecoderModulePromise) {
  70945. var promise = null;
  70946. var config_1 = {};
  70947. if (typeof DracoDecoderModule !== "undefined") {
  70948. promise = Promise.resolve();
  70949. }
  70950. else {
  70951. var decoder = DracoCompression.Configuration.decoder;
  70952. if (decoder) {
  70953. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70954. promise = Promise.all([
  70955. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70956. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70957. config_1.wasmBinary = data;
  70958. })
  70959. ]);
  70960. }
  70961. else if (decoder.fallbackUrl) {
  70962. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70963. }
  70964. }
  70965. }
  70966. if (!promise) {
  70967. throw new Error("Draco decoder module is not available");
  70968. }
  70969. DracoCompression._DecoderModulePromise = promise.then(function () {
  70970. return new Promise(function (resolve) {
  70971. config_1.onModuleLoaded = function (decoderModule) {
  70972. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70973. resolve({ module: decoderModule });
  70974. };
  70975. DracoDecoderModule(config_1);
  70976. });
  70977. });
  70978. }
  70979. return DracoCompression._DecoderModulePromise;
  70980. };
  70981. DracoCompression._LoadScriptAsync = function (url) {
  70982. return new Promise(function (resolve, reject) {
  70983. BABYLON.Tools.LoadScript(url, function () {
  70984. resolve();
  70985. }, function (message) {
  70986. reject(new Error(message));
  70987. });
  70988. });
  70989. };
  70990. DracoCompression._LoadFileAsync = function (url) {
  70991. return new Promise(function (resolve, reject) {
  70992. BABYLON.Tools.LoadFile(url, function (data) {
  70993. resolve(data);
  70994. }, undefined, undefined, true, function (request, exception) {
  70995. reject(exception);
  70996. });
  70997. });
  70998. };
  70999. /**
  71000. * The configuration. Defaults to the following urls:
  71001. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  71002. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  71003. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71004. */
  71005. DracoCompression.Configuration = {
  71006. decoder: {
  71007. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  71008. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  71009. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71010. }
  71011. };
  71012. return DracoCompression;
  71013. }());
  71014. BABYLON.DracoCompression = DracoCompression;
  71015. })(BABYLON || (BABYLON = {}));
  71016. //# sourceMappingURL=babylon.dracoCompression.js.map
  71017. var BABYLON;
  71018. (function (BABYLON) {
  71019. // Sets the default audio engine to Babylon.js
  71020. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  71021. /**
  71022. * This represents the default audio engine used in babylon.
  71023. * It is responsible to play, synchronize and analyse sounds throughout the application.
  71024. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71025. */
  71026. var AudioEngine = /** @class */ (function () {
  71027. /**
  71028. * Instantiates a new audio engine.
  71029. *
  71030. * There should be only one per page as some browsers restrict the number
  71031. * of audio contexts you can create.
  71032. * @param hostElement defines the host element where to display the mute icon if necessary
  71033. */
  71034. function AudioEngine(hostElement) {
  71035. if (hostElement === void 0) { hostElement = null; }
  71036. var _this = this;
  71037. this._audioContext = null;
  71038. this._audioContextInitialized = false;
  71039. this._muteButton = null;
  71040. /**
  71041. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  71042. */
  71043. this.canUseWebAudio = false;
  71044. /**
  71045. * Defines if Babylon should emit a warning if WebAudio is not supported.
  71046. * @ignoreNaming
  71047. */
  71048. this.WarnedWebAudioUnsupported = false;
  71049. /**
  71050. * Gets whether or not mp3 are supported by your browser.
  71051. */
  71052. this.isMP3supported = false;
  71053. /**
  71054. * Gets whether or not ogg are supported by your browser.
  71055. */
  71056. this.isOGGsupported = false;
  71057. /**
  71058. * Gets whether audio has been unlocked on the device.
  71059. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  71060. * a user interaction has happened.
  71061. */
  71062. this.unlocked = true;
  71063. /**
  71064. * Defines if the audio engine relies on a custom unlocked button.
  71065. * In this case, the embedded button will not be displayed.
  71066. */
  71067. this.useCustomUnlockedButton = false;
  71068. /**
  71069. * Event raised when audio has been unlocked on the browser.
  71070. */
  71071. this.onAudioUnlockedObservable = new BABYLON.Observable();
  71072. /**
  71073. * Event raised when audio has been locked on the browser.
  71074. */
  71075. this.onAudioLockedObservable = new BABYLON.Observable();
  71076. this._tryToRun = false;
  71077. this._onResize = function () {
  71078. _this._moveButtonToTopLeft();
  71079. };
  71080. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  71081. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  71082. this.canUseWebAudio = true;
  71083. }
  71084. var audioElem = document.createElement('audio');
  71085. this._hostElement = hostElement;
  71086. try {
  71087. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  71088. this.isMP3supported = true;
  71089. }
  71090. }
  71091. catch (e) {
  71092. // protect error during capability check.
  71093. }
  71094. try {
  71095. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  71096. this.isOGGsupported = true;
  71097. }
  71098. }
  71099. catch (e) {
  71100. // protect error during capability check.
  71101. }
  71102. }
  71103. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  71104. /**
  71105. * Gets the current AudioContext if available.
  71106. */
  71107. get: function () {
  71108. if (!this._audioContextInitialized) {
  71109. this._initializeAudioContext();
  71110. }
  71111. else {
  71112. if (!this.unlocked && !this._muteButton) {
  71113. this._displayMuteButton();
  71114. }
  71115. }
  71116. return this._audioContext;
  71117. },
  71118. enumerable: true,
  71119. configurable: true
  71120. });
  71121. /**
  71122. * Flags the audio engine in Locked state.
  71123. * This happens due to new browser policies preventing audio to autoplay.
  71124. */
  71125. AudioEngine.prototype.lock = function () {
  71126. this._triggerSuspendedState();
  71127. };
  71128. /**
  71129. * Unlocks the audio engine once a user action has been done on the dom.
  71130. * This is helpful to resume play once browser policies have been satisfied.
  71131. */
  71132. AudioEngine.prototype.unlock = function () {
  71133. this._triggerRunningState();
  71134. };
  71135. AudioEngine.prototype._resumeAudioContext = function () {
  71136. var result;
  71137. if (this._audioContext.resume) {
  71138. result = this._audioContext.resume();
  71139. }
  71140. return result || Promise.resolve();
  71141. };
  71142. AudioEngine.prototype._initializeAudioContext = function () {
  71143. try {
  71144. if (this.canUseWebAudio) {
  71145. this._audioContext = new AudioContext();
  71146. // create a global volume gain node
  71147. this.masterGain = this._audioContext.createGain();
  71148. this.masterGain.gain.value = 1;
  71149. this.masterGain.connect(this._audioContext.destination);
  71150. this._audioContextInitialized = true;
  71151. if (this._audioContext.state === "running") {
  71152. // Do not wait for the promise to unlock.
  71153. this._triggerRunningState();
  71154. }
  71155. }
  71156. }
  71157. catch (e) {
  71158. this.canUseWebAudio = false;
  71159. BABYLON.Tools.Error("Web Audio: " + e.message);
  71160. }
  71161. };
  71162. AudioEngine.prototype._triggerRunningState = function () {
  71163. var _this = this;
  71164. if (this._tryToRun) {
  71165. return;
  71166. }
  71167. this._tryToRun = true;
  71168. this._resumeAudioContext()
  71169. .then(function () {
  71170. _this._tryToRun = false;
  71171. if (_this._muteButton) {
  71172. _this._hideMuteButton();
  71173. }
  71174. }).catch(function () {
  71175. _this._tryToRun = false;
  71176. _this.unlocked = false;
  71177. });
  71178. // Notify users that the audio stack is unlocked/unmuted
  71179. this.unlocked = true;
  71180. this.onAudioUnlockedObservable.notifyObservers(this);
  71181. };
  71182. AudioEngine.prototype._triggerSuspendedState = function () {
  71183. this.unlocked = false;
  71184. this.onAudioLockedObservable.notifyObservers(this);
  71185. this._displayMuteButton();
  71186. };
  71187. AudioEngine.prototype._displayMuteButton = function () {
  71188. var _this = this;
  71189. if (this.useCustomUnlockedButton) {
  71190. return;
  71191. }
  71192. this._muteButton = document.createElement("BUTTON");
  71193. this._muteButton.className = "babylonUnmuteIcon";
  71194. this._muteButton.id = "babylonUnmuteIconBtn";
  71195. this._muteButton.title = "Unmute";
  71196. 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) }";
  71197. var style = document.createElement('style');
  71198. style.appendChild(document.createTextNode(css));
  71199. document.getElementsByTagName('head')[0].appendChild(style);
  71200. document.body.appendChild(this._muteButton);
  71201. this._moveButtonToTopLeft();
  71202. this._muteButton.addEventListener('touchend', function () {
  71203. _this._triggerRunningState();
  71204. }, true);
  71205. this._muteButton.addEventListener('click', function () {
  71206. _this._triggerRunningState();
  71207. }, true);
  71208. window.addEventListener("resize", this._onResize);
  71209. };
  71210. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71211. if (this._hostElement && this._muteButton) {
  71212. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71213. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71214. }
  71215. };
  71216. AudioEngine.prototype._hideMuteButton = function () {
  71217. if (this._muteButton) {
  71218. document.body.removeChild(this._muteButton);
  71219. this._muteButton = null;
  71220. }
  71221. };
  71222. /**
  71223. * Destroy and release the resources associated with the audio ccontext.
  71224. */
  71225. AudioEngine.prototype.dispose = function () {
  71226. if (this.canUseWebAudio && this._audioContextInitialized) {
  71227. if (this._connectedAnalyser && this._audioContext) {
  71228. this._connectedAnalyser.stopDebugCanvas();
  71229. this._connectedAnalyser.dispose();
  71230. this.masterGain.disconnect();
  71231. this.masterGain.connect(this._audioContext.destination);
  71232. this._connectedAnalyser = null;
  71233. }
  71234. this.masterGain.gain.value = 1;
  71235. }
  71236. this.WarnedWebAudioUnsupported = false;
  71237. this._hideMuteButton();
  71238. window.removeEventListener("resize", this._onResize);
  71239. this.onAudioUnlockedObservable.clear();
  71240. this.onAudioLockedObservable.clear();
  71241. };
  71242. /**
  71243. * Gets the global volume sets on the master gain.
  71244. * @returns the global volume if set or -1 otherwise
  71245. */
  71246. AudioEngine.prototype.getGlobalVolume = function () {
  71247. if (this.canUseWebAudio && this._audioContextInitialized) {
  71248. return this.masterGain.gain.value;
  71249. }
  71250. else {
  71251. return -1;
  71252. }
  71253. };
  71254. /**
  71255. * Sets the global volume of your experience (sets on the master gain).
  71256. * @param newVolume Defines the new global volume of the application
  71257. */
  71258. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71259. if (this.canUseWebAudio && this._audioContextInitialized) {
  71260. this.masterGain.gain.value = newVolume;
  71261. }
  71262. };
  71263. /**
  71264. * Connect the audio engine to an audio analyser allowing some amazing
  71265. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71266. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71267. * @param analyser The analyser to connect to the engine
  71268. */
  71269. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71270. if (this._connectedAnalyser) {
  71271. this._connectedAnalyser.stopDebugCanvas();
  71272. }
  71273. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71274. this._connectedAnalyser = analyser;
  71275. this.masterGain.disconnect();
  71276. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71277. }
  71278. };
  71279. return AudioEngine;
  71280. }());
  71281. BABYLON.AudioEngine = AudioEngine;
  71282. })(BABYLON || (BABYLON = {}));
  71283. //# sourceMappingURL=babylon.audioEngine.js.map
  71284. var BABYLON;
  71285. (function (BABYLON) {
  71286. /**
  71287. * Defines a sound that can be played in the application.
  71288. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71289. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71290. */
  71291. var Sound = /** @class */ (function () {
  71292. /**
  71293. * Create a sound and attach it to a scene
  71294. * @param name Name of your sound
  71295. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71296. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71297. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71298. */
  71299. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71300. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71301. var _this = this;
  71302. /**
  71303. * Does the sound autoplay once loaded.
  71304. */
  71305. this.autoplay = false;
  71306. /**
  71307. * Does the sound loop after it finishes playing once.
  71308. */
  71309. this.loop = false;
  71310. /**
  71311. * Does the sound use a custom attenuation curve to simulate the falloff
  71312. * happening when the source gets further away from the camera.
  71313. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71314. */
  71315. this.useCustomAttenuation = false;
  71316. /**
  71317. * Is this sound currently played.
  71318. */
  71319. this.isPlaying = false;
  71320. /**
  71321. * Is this sound currently paused.
  71322. */
  71323. this.isPaused = false;
  71324. /**
  71325. * Does this sound enables spatial sound.
  71326. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71327. */
  71328. this.spatialSound = false;
  71329. /**
  71330. * Define the reference distance the sound should be heard perfectly.
  71331. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71332. */
  71333. this.refDistance = 1;
  71334. /**
  71335. * Define the roll off factor of spatial sounds.
  71336. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71337. */
  71338. this.rolloffFactor = 1;
  71339. /**
  71340. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71341. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71342. */
  71343. this.maxDistance = 100;
  71344. /**
  71345. * Define the distance attenuation model the sound will follow.
  71346. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71347. */
  71348. this.distanceModel = "linear";
  71349. /**
  71350. * Observable event when the current playing sound finishes.
  71351. */
  71352. this.onEndedObservable = new BABYLON.Observable();
  71353. this._panningModel = "equalpower";
  71354. this._playbackRate = 1;
  71355. this._streaming = false;
  71356. this._startTime = 0;
  71357. this._startOffset = 0;
  71358. this._position = BABYLON.Vector3.Zero();
  71359. /** @hidden */
  71360. this._positionInEmitterSpace = false;
  71361. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71362. this._volume = 1;
  71363. this._isReadyToPlay = false;
  71364. this._isDirectional = false;
  71365. // Used if you'd like to create a directional sound.
  71366. // If not set, the sound will be omnidirectional
  71367. this._coneInnerAngle = 360;
  71368. this._coneOuterAngle = 360;
  71369. this._coneOuterGain = 0;
  71370. this._isOutputConnected = false;
  71371. this._urlType = "Unknown";
  71372. this.name = name;
  71373. this._scene = scene;
  71374. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71375. if (!compo) {
  71376. compo = new BABYLON.AudioSceneComponent(scene);
  71377. scene._addComponent(compo);
  71378. }
  71379. this._readyToPlayCallback = readyToPlayCallback;
  71380. // Default custom attenuation function is a linear attenuation
  71381. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71382. if (currentDistance < maxDistance) {
  71383. return currentVolume * (1 - currentDistance / maxDistance);
  71384. }
  71385. else {
  71386. return 0;
  71387. }
  71388. };
  71389. if (options) {
  71390. this.autoplay = options.autoplay || false;
  71391. this.loop = options.loop || false;
  71392. // if volume === 0, we need another way to check this option
  71393. if (options.volume !== undefined) {
  71394. this._volume = options.volume;
  71395. }
  71396. this.spatialSound = options.spatialSound || false;
  71397. this.maxDistance = options.maxDistance || 100;
  71398. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71399. this.rolloffFactor = options.rolloffFactor || 1;
  71400. this.refDistance = options.refDistance || 1;
  71401. this.distanceModel = options.distanceModel || "linear";
  71402. this._playbackRate = options.playbackRate || 1;
  71403. this._streaming = options.streaming || false;
  71404. }
  71405. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71406. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71407. this._soundGain.gain.value = this._volume;
  71408. this._inputAudioNode = this._soundGain;
  71409. this._outputAudioNode = this._soundGain;
  71410. if (this.spatialSound) {
  71411. this._createSpatialParameters();
  71412. }
  71413. this._scene.mainSoundTrack.AddSound(this);
  71414. var validParameter = true;
  71415. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71416. if (urlOrArrayBuffer) {
  71417. try {
  71418. if (typeof (urlOrArrayBuffer) === "string") {
  71419. this._urlType = "String";
  71420. }
  71421. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71422. this._urlType = "ArrayBuffer";
  71423. }
  71424. else if (urlOrArrayBuffer instanceof MediaStream) {
  71425. this._urlType = "MediaStream";
  71426. }
  71427. else if (Array.isArray(urlOrArrayBuffer)) {
  71428. this._urlType = "Array";
  71429. }
  71430. var urls = [];
  71431. var codecSupportedFound = false;
  71432. switch (this._urlType) {
  71433. case "MediaStream":
  71434. this._streaming = true;
  71435. this._isReadyToPlay = true;
  71436. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71437. if (this.autoplay) {
  71438. this.play();
  71439. }
  71440. if (this._readyToPlayCallback) {
  71441. this._readyToPlayCallback();
  71442. }
  71443. break;
  71444. case "ArrayBuffer":
  71445. if (urlOrArrayBuffer.byteLength > 0) {
  71446. codecSupportedFound = true;
  71447. this._soundLoaded(urlOrArrayBuffer);
  71448. }
  71449. break;
  71450. case "String":
  71451. urls.push(urlOrArrayBuffer);
  71452. case "Array":
  71453. if (urls.length === 0) {
  71454. urls = urlOrArrayBuffer;
  71455. }
  71456. // If we found a supported format, we load it immediately and stop the loop
  71457. for (var i = 0; i < urls.length; i++) {
  71458. var url = urls[i];
  71459. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71460. codecSupportedFound = true;
  71461. }
  71462. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71463. codecSupportedFound = true;
  71464. }
  71465. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71466. codecSupportedFound = true;
  71467. }
  71468. if (url.indexOf("blob:") !== -1) {
  71469. codecSupportedFound = true;
  71470. }
  71471. if (codecSupportedFound) {
  71472. // Loading sound using XHR2
  71473. if (!this._streaming) {
  71474. this._scene._loadFile(url, function (data) {
  71475. _this._soundLoaded(data);
  71476. }, undefined, true, true, function (exception) {
  71477. if (exception) {
  71478. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71479. }
  71480. BABYLON.Tools.Error("Sound creation aborted.");
  71481. _this._scene.mainSoundTrack.RemoveSound(_this);
  71482. });
  71483. }
  71484. // Streaming sound using HTML5 Audio tag
  71485. else {
  71486. this._htmlAudioElement = new Audio(url);
  71487. this._htmlAudioElement.controls = false;
  71488. this._htmlAudioElement.loop = this.loop;
  71489. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71490. this._htmlAudioElement.preload = "auto";
  71491. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71492. _this._isReadyToPlay = true;
  71493. if (_this.autoplay) {
  71494. _this.play();
  71495. }
  71496. if (_this._readyToPlayCallback) {
  71497. _this._readyToPlayCallback();
  71498. }
  71499. });
  71500. document.body.appendChild(this._htmlAudioElement);
  71501. this._htmlAudioElement.load();
  71502. }
  71503. break;
  71504. }
  71505. }
  71506. break;
  71507. default:
  71508. validParameter = false;
  71509. break;
  71510. }
  71511. if (!validParameter) {
  71512. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71513. }
  71514. else {
  71515. if (!codecSupportedFound) {
  71516. this._isReadyToPlay = true;
  71517. // Simulating a ready to play event to avoid breaking code path
  71518. if (this._readyToPlayCallback) {
  71519. window.setTimeout(function () {
  71520. if (_this._readyToPlayCallback) {
  71521. _this._readyToPlayCallback();
  71522. }
  71523. }, 1000);
  71524. }
  71525. }
  71526. }
  71527. }
  71528. catch (ex) {
  71529. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71530. this._scene.mainSoundTrack.RemoveSound(this);
  71531. }
  71532. }
  71533. }
  71534. else {
  71535. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71536. this._scene.mainSoundTrack.AddSound(this);
  71537. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71538. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71539. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71540. }
  71541. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71542. if (this._readyToPlayCallback) {
  71543. window.setTimeout(function () {
  71544. if (_this._readyToPlayCallback) {
  71545. _this._readyToPlayCallback();
  71546. }
  71547. }, 1000);
  71548. }
  71549. }
  71550. }
  71551. /**
  71552. * Release the sound and its associated resources
  71553. */
  71554. Sound.prototype.dispose = function () {
  71555. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71556. if (this.isPlaying) {
  71557. this.stop();
  71558. }
  71559. this._isReadyToPlay = false;
  71560. if (this.soundTrackId === -1) {
  71561. this._scene.mainSoundTrack.RemoveSound(this);
  71562. }
  71563. else if (this._scene.soundTracks) {
  71564. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71565. }
  71566. if (this._soundGain) {
  71567. this._soundGain.disconnect();
  71568. this._soundGain = null;
  71569. }
  71570. if (this._soundPanner) {
  71571. this._soundPanner.disconnect();
  71572. this._soundPanner = null;
  71573. }
  71574. if (this._soundSource) {
  71575. this._soundSource.disconnect();
  71576. this._soundSource = null;
  71577. }
  71578. this._audioBuffer = null;
  71579. if (this._htmlAudioElement) {
  71580. this._htmlAudioElement.pause();
  71581. this._htmlAudioElement.src = "";
  71582. document.body.removeChild(this._htmlAudioElement);
  71583. }
  71584. if (this._streamingSource) {
  71585. this._streamingSource.disconnect();
  71586. }
  71587. if (this._connectedTransformNode && this._registerFunc) {
  71588. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71589. this._connectedTransformNode = null;
  71590. }
  71591. }
  71592. };
  71593. /**
  71594. * Gets if the sounds is ready to be played or not.
  71595. * @returns true if ready, otherwise false
  71596. */
  71597. Sound.prototype.isReady = function () {
  71598. return this._isReadyToPlay;
  71599. };
  71600. Sound.prototype._soundLoaded = function (audioData) {
  71601. var _this = this;
  71602. if (!BABYLON.Engine.audioEngine.audioContext) {
  71603. return;
  71604. }
  71605. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71606. _this._audioBuffer = buffer;
  71607. _this._isReadyToPlay = true;
  71608. if (_this.autoplay) {
  71609. _this.play();
  71610. }
  71611. if (_this._readyToPlayCallback) {
  71612. _this._readyToPlayCallback();
  71613. }
  71614. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71615. };
  71616. /**
  71617. * Sets the data of the sound from an audiobuffer
  71618. * @param audioBuffer The audioBuffer containing the data
  71619. */
  71620. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71621. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71622. this._audioBuffer = audioBuffer;
  71623. this._isReadyToPlay = true;
  71624. }
  71625. };
  71626. /**
  71627. * Updates the current sounds options such as maxdistance, loop...
  71628. * @param options A JSON object containing values named as the object properties
  71629. */
  71630. Sound.prototype.updateOptions = function (options) {
  71631. if (options) {
  71632. this.loop = options.loop || this.loop;
  71633. this.maxDistance = options.maxDistance || this.maxDistance;
  71634. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71635. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71636. this.refDistance = options.refDistance || this.refDistance;
  71637. this.distanceModel = options.distanceModel || this.distanceModel;
  71638. this._playbackRate = options.playbackRate || this._playbackRate;
  71639. this._updateSpatialParameters();
  71640. if (this.isPlaying) {
  71641. if (this._streaming && this._htmlAudioElement) {
  71642. this._htmlAudioElement.playbackRate = this._playbackRate;
  71643. }
  71644. else {
  71645. if (this._soundSource) {
  71646. this._soundSource.playbackRate.value = this._playbackRate;
  71647. }
  71648. }
  71649. }
  71650. }
  71651. };
  71652. Sound.prototype._createSpatialParameters = function () {
  71653. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71654. if (this._scene.headphone) {
  71655. this._panningModel = "HRTF";
  71656. }
  71657. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71658. this._updateSpatialParameters();
  71659. this._soundPanner.connect(this._outputAudioNode);
  71660. this._inputAudioNode = this._soundPanner;
  71661. }
  71662. };
  71663. Sound.prototype._updateSpatialParameters = function () {
  71664. if (this.spatialSound && this._soundPanner) {
  71665. if (this.useCustomAttenuation) {
  71666. // Tricks to disable in a way embedded Web Audio attenuation
  71667. this._soundPanner.distanceModel = "linear";
  71668. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71669. this._soundPanner.refDistance = 1;
  71670. this._soundPanner.rolloffFactor = 1;
  71671. this._soundPanner.panningModel = this._panningModel;
  71672. }
  71673. else {
  71674. this._soundPanner.distanceModel = this.distanceModel;
  71675. this._soundPanner.maxDistance = this.maxDistance;
  71676. this._soundPanner.refDistance = this.refDistance;
  71677. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71678. this._soundPanner.panningModel = this._panningModel;
  71679. }
  71680. }
  71681. };
  71682. /**
  71683. * Switch the panning model to HRTF:
  71684. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71685. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71686. */
  71687. Sound.prototype.switchPanningModelToHRTF = function () {
  71688. this._panningModel = "HRTF";
  71689. this._switchPanningModel();
  71690. };
  71691. /**
  71692. * Switch the panning model to Equal Power:
  71693. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71694. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71695. */
  71696. Sound.prototype.switchPanningModelToEqualPower = function () {
  71697. this._panningModel = "equalpower";
  71698. this._switchPanningModel();
  71699. };
  71700. Sound.prototype._switchPanningModel = function () {
  71701. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71702. this._soundPanner.panningModel = this._panningModel;
  71703. }
  71704. };
  71705. /**
  71706. * Connect this sound to a sound track audio node like gain...
  71707. * @param soundTrackAudioNode the sound track audio node to connect to
  71708. */
  71709. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71710. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71711. if (this._isOutputConnected) {
  71712. this._outputAudioNode.disconnect();
  71713. }
  71714. this._outputAudioNode.connect(soundTrackAudioNode);
  71715. this._isOutputConnected = true;
  71716. }
  71717. };
  71718. /**
  71719. * Transform this sound into a directional source
  71720. * @param coneInnerAngle Size of the inner cone in degree
  71721. * @param coneOuterAngle Size of the outer cone in degree
  71722. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71723. */
  71724. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71725. if (coneOuterAngle < coneInnerAngle) {
  71726. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71727. return;
  71728. }
  71729. this._coneInnerAngle = coneInnerAngle;
  71730. this._coneOuterAngle = coneOuterAngle;
  71731. this._coneOuterGain = coneOuterGain;
  71732. this._isDirectional = true;
  71733. if (this.isPlaying && this.loop) {
  71734. this.stop();
  71735. this.play();
  71736. }
  71737. };
  71738. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71739. /**
  71740. * Gets or sets the inner angle for the directional cone.
  71741. */
  71742. get: function () {
  71743. return this._coneInnerAngle;
  71744. },
  71745. /**
  71746. * Gets or sets the inner angle for the directional cone.
  71747. */
  71748. set: function (value) {
  71749. if (value != this._coneInnerAngle) {
  71750. if (this._coneOuterAngle < value) {
  71751. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71752. return;
  71753. }
  71754. this._coneInnerAngle = value;
  71755. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71756. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71757. }
  71758. }
  71759. },
  71760. enumerable: true,
  71761. configurable: true
  71762. });
  71763. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71764. /**
  71765. * Gets or sets the outer angle for the directional cone.
  71766. */
  71767. get: function () {
  71768. return this._coneOuterAngle;
  71769. },
  71770. /**
  71771. * Gets or sets the outer angle for the directional cone.
  71772. */
  71773. set: function (value) {
  71774. if (value != this._coneOuterAngle) {
  71775. if (value < this._coneInnerAngle) {
  71776. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71777. return;
  71778. }
  71779. this._coneOuterAngle = value;
  71780. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71781. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71782. }
  71783. }
  71784. },
  71785. enumerable: true,
  71786. configurable: true
  71787. });
  71788. /**
  71789. * Sets the position of the emitter if spatial sound is enabled
  71790. * @param newPosition Defines the new posisiton
  71791. */
  71792. Sound.prototype.setPosition = function (newPosition) {
  71793. this._position = newPosition;
  71794. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71795. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71796. }
  71797. };
  71798. /**
  71799. * Sets the local direction of the emitter if spatial sound is enabled
  71800. * @param newLocalDirection Defines the new local direction
  71801. */
  71802. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71803. this._localDirection = newLocalDirection;
  71804. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71805. this._updateDirection();
  71806. }
  71807. };
  71808. Sound.prototype._updateDirection = function () {
  71809. if (!this._connectedTransformNode || !this._soundPanner) {
  71810. return;
  71811. }
  71812. var mat = this._connectedTransformNode.getWorldMatrix();
  71813. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71814. direction.normalize();
  71815. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71816. };
  71817. /** @hidden */
  71818. Sound.prototype.updateDistanceFromListener = function () {
  71819. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71820. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71821. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71822. }
  71823. };
  71824. /**
  71825. * Sets a new custom attenuation function for the sound.
  71826. * @param callback Defines the function used for the attenuation
  71827. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71828. */
  71829. Sound.prototype.setAttenuationFunction = function (callback) {
  71830. this._customAttenuationFunction = callback;
  71831. };
  71832. /**
  71833. * Play the sound
  71834. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71835. * @param offset (optional) Start the sound setting it at a specific time
  71836. */
  71837. Sound.prototype.play = function (time, offset) {
  71838. var _this = this;
  71839. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71840. try {
  71841. if (this._startOffset < 0) {
  71842. time = -this._startOffset;
  71843. this._startOffset = 0;
  71844. }
  71845. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71846. if (!this._soundSource || !this._streamingSource) {
  71847. if (this.spatialSound && this._soundPanner) {
  71848. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71849. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71850. }
  71851. if (this._isDirectional) {
  71852. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71853. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71854. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71855. if (this._connectedTransformNode) {
  71856. this._updateDirection();
  71857. }
  71858. else {
  71859. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71860. }
  71861. }
  71862. }
  71863. }
  71864. if (this._streaming) {
  71865. if (!this._streamingSource) {
  71866. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71867. this._htmlAudioElement.onended = function () { _this._onended(); };
  71868. this._htmlAudioElement.playbackRate = this._playbackRate;
  71869. }
  71870. this._streamingSource.disconnect();
  71871. this._streamingSource.connect(this._inputAudioNode);
  71872. if (this._htmlAudioElement) {
  71873. // required to manage properly the new suspended default state of Chrome
  71874. // When the option 'streaming: true' is used, we need first to wait for
  71875. // the audio engine to be unlocked by a user gesture before trying to play
  71876. // an HTML Audio elememt
  71877. var tryToPlay = function () {
  71878. if (BABYLON.Engine.audioEngine.unlocked) {
  71879. var playPromise = _this._htmlAudioElement.play();
  71880. // In browsers that don’t yet support this functionality,
  71881. // playPromise won’t be defined.
  71882. if (playPromise !== undefined) {
  71883. playPromise.catch(function (error) {
  71884. // Automatic playback failed.
  71885. // Waiting for the audio engine to be unlocked by user click on unmute
  71886. BABYLON.Engine.audioEngine.lock();
  71887. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71888. });
  71889. }
  71890. }
  71891. else {
  71892. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71893. }
  71894. };
  71895. tryToPlay();
  71896. }
  71897. }
  71898. else {
  71899. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71900. this._soundSource.buffer = this._audioBuffer;
  71901. this._soundSource.connect(this._inputAudioNode);
  71902. this._soundSource.loop = this.loop;
  71903. this._soundSource.playbackRate.value = this._playbackRate;
  71904. this._soundSource.onended = function () { _this._onended(); };
  71905. if (this._soundSource.buffer) {
  71906. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71907. }
  71908. }
  71909. this._startTime = startTime;
  71910. this.isPlaying = true;
  71911. this.isPaused = false;
  71912. }
  71913. catch (ex) {
  71914. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71915. }
  71916. }
  71917. };
  71918. Sound.prototype._onended = function () {
  71919. this.isPlaying = false;
  71920. if (this.onended) {
  71921. this.onended();
  71922. }
  71923. this.onEndedObservable.notifyObservers(this);
  71924. };
  71925. /**
  71926. * Stop the sound
  71927. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71928. */
  71929. Sound.prototype.stop = function (time) {
  71930. if (this.isPlaying) {
  71931. if (this._streaming) {
  71932. if (this._htmlAudioElement) {
  71933. this._htmlAudioElement.pause();
  71934. // Test needed for Firefox or it will generate an Invalid State Error
  71935. if (this._htmlAudioElement.currentTime > 0) {
  71936. this._htmlAudioElement.currentTime = 0;
  71937. }
  71938. }
  71939. else {
  71940. this._streamingSource.disconnect();
  71941. }
  71942. }
  71943. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71944. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71945. this._soundSource.stop(stopTime);
  71946. this._soundSource.onended = function () { };
  71947. if (!this.isPaused) {
  71948. this._startOffset = 0;
  71949. }
  71950. }
  71951. this.isPlaying = false;
  71952. }
  71953. };
  71954. /**
  71955. * Put the sound in pause
  71956. */
  71957. Sound.prototype.pause = function () {
  71958. if (this.isPlaying) {
  71959. this.isPaused = true;
  71960. if (this._streaming) {
  71961. if (this._htmlAudioElement) {
  71962. this._htmlAudioElement.pause();
  71963. }
  71964. else {
  71965. this._streamingSource.disconnect();
  71966. }
  71967. }
  71968. else if (BABYLON.Engine.audioEngine.audioContext) {
  71969. this.stop(0);
  71970. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71971. }
  71972. }
  71973. };
  71974. /**
  71975. * Sets a dedicated volume for this sounds
  71976. * @param newVolume Define the new volume of the sound
  71977. * @param time Define in how long the sound should be at this value
  71978. */
  71979. Sound.prototype.setVolume = function (newVolume, time) {
  71980. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71981. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71982. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71983. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71984. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71985. }
  71986. else {
  71987. this._soundGain.gain.value = newVolume;
  71988. }
  71989. }
  71990. this._volume = newVolume;
  71991. };
  71992. /**
  71993. * Set the sound play back rate
  71994. * @param newPlaybackRate Define the playback rate the sound should be played at
  71995. */
  71996. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71997. this._playbackRate = newPlaybackRate;
  71998. if (this.isPlaying) {
  71999. if (this._streaming && this._htmlAudioElement) {
  72000. this._htmlAudioElement.playbackRate = this._playbackRate;
  72001. }
  72002. else if (this._soundSource) {
  72003. this._soundSource.playbackRate.value = this._playbackRate;
  72004. }
  72005. }
  72006. };
  72007. /**
  72008. * Gets the volume of the sound.
  72009. * @returns the volume of the sound
  72010. */
  72011. Sound.prototype.getVolume = function () {
  72012. return this._volume;
  72013. };
  72014. /**
  72015. * Attach the sound to a dedicated mesh
  72016. * @param transformNode The transform node to connect the sound with
  72017. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72018. */
  72019. Sound.prototype.attachToMesh = function (transformNode) {
  72020. var _this = this;
  72021. if (this._connectedTransformNode && this._registerFunc) {
  72022. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72023. this._registerFunc = null;
  72024. }
  72025. this._connectedTransformNode = transformNode;
  72026. if (!this.spatialSound) {
  72027. this.spatialSound = true;
  72028. this._createSpatialParameters();
  72029. if (this.isPlaying && this.loop) {
  72030. this.stop();
  72031. this.play();
  72032. }
  72033. }
  72034. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  72035. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  72036. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  72037. };
  72038. /**
  72039. * Detach the sound from the previously attached mesh
  72040. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72041. */
  72042. Sound.prototype.detachFromMesh = function () {
  72043. if (this._connectedTransformNode && this._registerFunc) {
  72044. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72045. this._registerFunc = null;
  72046. this._connectedTransformNode = null;
  72047. }
  72048. };
  72049. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  72050. if (!node.getBoundingInfo) {
  72051. return;
  72052. }
  72053. var mesh = node;
  72054. if (this._positionInEmitterSpace) {
  72055. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  72056. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  72057. }
  72058. else {
  72059. var boundingInfo = mesh.getBoundingInfo();
  72060. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  72061. }
  72062. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  72063. this._updateDirection();
  72064. }
  72065. };
  72066. /**
  72067. * Clone the current sound in the scene.
  72068. * @returns the new sound clone
  72069. */
  72070. Sound.prototype.clone = function () {
  72071. var _this = this;
  72072. if (!this._streaming) {
  72073. var setBufferAndRun = function () {
  72074. if (_this._isReadyToPlay) {
  72075. clonedSound._audioBuffer = _this.getAudioBuffer();
  72076. clonedSound._isReadyToPlay = true;
  72077. if (clonedSound.autoplay) {
  72078. clonedSound.play();
  72079. }
  72080. }
  72081. else {
  72082. window.setTimeout(setBufferAndRun, 300);
  72083. }
  72084. };
  72085. var currentOptions = {
  72086. autoplay: this.autoplay, loop: this.loop,
  72087. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  72088. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  72089. refDistance: this.refDistance, distanceModel: this.distanceModel
  72090. };
  72091. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  72092. if (this.useCustomAttenuation) {
  72093. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  72094. }
  72095. clonedSound.setPosition(this._position);
  72096. clonedSound.setPlaybackRate(this._playbackRate);
  72097. setBufferAndRun();
  72098. return clonedSound;
  72099. }
  72100. // Can't clone a streaming sound
  72101. else {
  72102. return null;
  72103. }
  72104. };
  72105. /**
  72106. * Gets the current underlying audio buffer containing the data
  72107. * @returns the audio buffer
  72108. */
  72109. Sound.prototype.getAudioBuffer = function () {
  72110. return this._audioBuffer;
  72111. };
  72112. /**
  72113. * Serializes the Sound in a JSON representation
  72114. * @returns the JSON representation of the sound
  72115. */
  72116. Sound.prototype.serialize = function () {
  72117. var serializationObject = {
  72118. name: this.name,
  72119. url: this.name,
  72120. autoplay: this.autoplay,
  72121. loop: this.loop,
  72122. volume: this._volume,
  72123. spatialSound: this.spatialSound,
  72124. maxDistance: this.maxDistance,
  72125. rolloffFactor: this.rolloffFactor,
  72126. refDistance: this.refDistance,
  72127. distanceModel: this.distanceModel,
  72128. playbackRate: this._playbackRate,
  72129. panningModel: this._panningModel,
  72130. soundTrackId: this.soundTrackId
  72131. };
  72132. if (this.spatialSound) {
  72133. if (this._connectedTransformNode) {
  72134. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72135. }
  72136. serializationObject.position = this._position.asArray();
  72137. serializationObject.refDistance = this.refDistance;
  72138. serializationObject.distanceModel = this.distanceModel;
  72139. serializationObject.isDirectional = this._isDirectional;
  72140. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72141. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72142. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72143. serializationObject.coneOuterGain = this._coneOuterGain;
  72144. }
  72145. return serializationObject;
  72146. };
  72147. /**
  72148. * Parse a JSON representation of a sound to innstantiate in a given scene
  72149. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72150. * @param scene Define the scene the new parsed sound should be created in
  72151. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72152. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72153. * @returns the newly parsed sound
  72154. */
  72155. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72156. var soundName = parsedSound.name;
  72157. var soundUrl;
  72158. if (parsedSound.url) {
  72159. soundUrl = rootUrl + parsedSound.url;
  72160. }
  72161. else {
  72162. soundUrl = rootUrl + soundName;
  72163. }
  72164. var options = {
  72165. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72166. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72167. rolloffFactor: parsedSound.rolloffFactor,
  72168. refDistance: parsedSound.refDistance,
  72169. distanceModel: parsedSound.distanceModel,
  72170. playbackRate: parsedSound.playbackRate
  72171. };
  72172. var newSound;
  72173. if (!sourceSound) {
  72174. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72175. scene._addPendingData(newSound);
  72176. }
  72177. else {
  72178. var setBufferAndRun = function () {
  72179. if (sourceSound._isReadyToPlay) {
  72180. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72181. newSound._isReadyToPlay = true;
  72182. if (newSound.autoplay) {
  72183. newSound.play();
  72184. }
  72185. }
  72186. else {
  72187. window.setTimeout(setBufferAndRun, 300);
  72188. }
  72189. };
  72190. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72191. setBufferAndRun();
  72192. }
  72193. if (parsedSound.position) {
  72194. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72195. newSound.setPosition(soundPosition);
  72196. }
  72197. if (parsedSound.isDirectional) {
  72198. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72199. if (parsedSound.localDirectionToMesh) {
  72200. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72201. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72202. }
  72203. }
  72204. if (parsedSound.connectedMeshId) {
  72205. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72206. if (connectedMesh) {
  72207. newSound.attachToMesh(connectedMesh);
  72208. }
  72209. }
  72210. return newSound;
  72211. };
  72212. return Sound;
  72213. }());
  72214. BABYLON.Sound = Sound;
  72215. })(BABYLON || (BABYLON = {}));
  72216. //# sourceMappingURL=babylon.sound.js.map
  72217. var BABYLON;
  72218. (function (BABYLON) {
  72219. /**
  72220. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72221. * It will be also used in a future release to apply effects on a specific track.
  72222. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72223. */
  72224. var SoundTrack = /** @class */ (function () {
  72225. /**
  72226. * Creates a new sound track.
  72227. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72228. * @param scene Define the scene the sound track belongs to
  72229. * @param options
  72230. */
  72231. function SoundTrack(scene, options) {
  72232. if (options === void 0) { options = {}; }
  72233. /**
  72234. * The unique identifier of the sound track in the scene.
  72235. */
  72236. this.id = -1;
  72237. this._isMainTrack = false;
  72238. this._isInitialized = false;
  72239. this._scene = scene;
  72240. this.soundCollection = new Array();
  72241. this._options = options;
  72242. if (!this._isMainTrack && this._scene.soundTracks) {
  72243. this._scene.soundTracks.push(this);
  72244. this.id = this._scene.soundTracks.length - 1;
  72245. }
  72246. }
  72247. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72248. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72249. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72250. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72251. if (this._options) {
  72252. if (this._options.volume) {
  72253. this._outputAudioNode.gain.value = this._options.volume;
  72254. }
  72255. if (this._options.mainTrack) {
  72256. this._isMainTrack = this._options.mainTrack;
  72257. }
  72258. }
  72259. this._isInitialized = true;
  72260. }
  72261. };
  72262. /**
  72263. * Release the sound track and its associated resources
  72264. */
  72265. SoundTrack.prototype.dispose = function () {
  72266. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72267. if (this._connectedAnalyser) {
  72268. this._connectedAnalyser.stopDebugCanvas();
  72269. }
  72270. while (this.soundCollection.length) {
  72271. this.soundCollection[0].dispose();
  72272. }
  72273. if (this._outputAudioNode) {
  72274. this._outputAudioNode.disconnect();
  72275. }
  72276. this._outputAudioNode = null;
  72277. }
  72278. };
  72279. /**
  72280. * Adds a sound to this sound track
  72281. * @param sound define the cound to add
  72282. * @ignoreNaming
  72283. */
  72284. SoundTrack.prototype.AddSound = function (sound) {
  72285. if (!this._isInitialized) {
  72286. this._initializeSoundTrackAudioGraph();
  72287. }
  72288. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72289. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72290. }
  72291. if (sound.soundTrackId) {
  72292. if (sound.soundTrackId === -1) {
  72293. this._scene.mainSoundTrack.RemoveSound(sound);
  72294. }
  72295. else if (this._scene.soundTracks) {
  72296. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72297. }
  72298. }
  72299. this.soundCollection.push(sound);
  72300. sound.soundTrackId = this.id;
  72301. };
  72302. /**
  72303. * Removes a sound to this sound track
  72304. * @param sound define the cound to remove
  72305. * @ignoreNaming
  72306. */
  72307. SoundTrack.prototype.RemoveSound = function (sound) {
  72308. var index = this.soundCollection.indexOf(sound);
  72309. if (index !== -1) {
  72310. this.soundCollection.splice(index, 1);
  72311. }
  72312. };
  72313. /**
  72314. * Set a global volume for the full sound track.
  72315. * @param newVolume Define the new volume of the sound track
  72316. */
  72317. SoundTrack.prototype.setVolume = function (newVolume) {
  72318. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72319. this._outputAudioNode.gain.value = newVolume;
  72320. }
  72321. };
  72322. /**
  72323. * Switch the panning model to HRTF:
  72324. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72325. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72326. */
  72327. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72328. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72329. for (var i = 0; i < this.soundCollection.length; i++) {
  72330. this.soundCollection[i].switchPanningModelToHRTF();
  72331. }
  72332. }
  72333. };
  72334. /**
  72335. * Switch the panning model to Equal Power:
  72336. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72337. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72338. */
  72339. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72340. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72341. for (var i = 0; i < this.soundCollection.length; i++) {
  72342. this.soundCollection[i].switchPanningModelToEqualPower();
  72343. }
  72344. }
  72345. };
  72346. /**
  72347. * Connect the sound track to an audio analyser allowing some amazing
  72348. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72349. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72350. * @param analyser The analyser to connect to the engine
  72351. */
  72352. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72353. if (this._connectedAnalyser) {
  72354. this._connectedAnalyser.stopDebugCanvas();
  72355. }
  72356. this._connectedAnalyser = analyser;
  72357. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72358. this._outputAudioNode.disconnect();
  72359. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72360. }
  72361. };
  72362. return SoundTrack;
  72363. }());
  72364. BABYLON.SoundTrack = SoundTrack;
  72365. })(BABYLON || (BABYLON = {}));
  72366. //# sourceMappingURL=babylon.soundtrack.js.map
  72367. var BABYLON;
  72368. (function (BABYLON) {
  72369. /**
  72370. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72371. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72372. */
  72373. var Analyser = /** @class */ (function () {
  72374. /**
  72375. * Creates a new analyser
  72376. * @param scene defines hosting scene
  72377. */
  72378. function Analyser(scene) {
  72379. /**
  72380. * Gets or sets the smoothing
  72381. * @ignorenaming
  72382. */
  72383. this.SMOOTHING = 0.75;
  72384. /**
  72385. * Gets or sets the FFT table size
  72386. * @ignorenaming
  72387. */
  72388. this.FFT_SIZE = 512;
  72389. /**
  72390. * Gets or sets the bar graph amplitude
  72391. * @ignorenaming
  72392. */
  72393. this.BARGRAPHAMPLITUDE = 256;
  72394. /**
  72395. * Gets or sets the position of the debug canvas
  72396. * @ignorenaming
  72397. */
  72398. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72399. /**
  72400. * Gets or sets the debug canvas size
  72401. * @ignorenaming
  72402. */
  72403. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72404. this._scene = scene;
  72405. this._audioEngine = BABYLON.Engine.audioEngine;
  72406. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72407. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72408. this._webAudioAnalyser.minDecibels = -140;
  72409. this._webAudioAnalyser.maxDecibels = 0;
  72410. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72411. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72412. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72413. }
  72414. }
  72415. /**
  72416. * Get the number of data values you will have to play with for the visualization
  72417. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72418. * @returns a number
  72419. */
  72420. Analyser.prototype.getFrequencyBinCount = function () {
  72421. if (this._audioEngine.canUseWebAudio) {
  72422. return this._webAudioAnalyser.frequencyBinCount;
  72423. }
  72424. else {
  72425. return 0;
  72426. }
  72427. };
  72428. /**
  72429. * Gets the current frequency data as a byte array
  72430. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72431. * @returns a Uint8Array
  72432. */
  72433. Analyser.prototype.getByteFrequencyData = function () {
  72434. if (this._audioEngine.canUseWebAudio) {
  72435. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72436. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72437. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72438. }
  72439. return this._byteFreqs;
  72440. };
  72441. /**
  72442. * Gets the current waveform as a byte array
  72443. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72444. * @returns a Uint8Array
  72445. */
  72446. Analyser.prototype.getByteTimeDomainData = function () {
  72447. if (this._audioEngine.canUseWebAudio) {
  72448. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72449. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72450. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72451. }
  72452. return this._byteTime;
  72453. };
  72454. /**
  72455. * Gets the current frequency data as a float array
  72456. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72457. * @returns a Float32Array
  72458. */
  72459. Analyser.prototype.getFloatFrequencyData = function () {
  72460. if (this._audioEngine.canUseWebAudio) {
  72461. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72462. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72463. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72464. }
  72465. return this._floatFreqs;
  72466. };
  72467. /**
  72468. * Renders the debug canvas
  72469. */
  72470. Analyser.prototype.drawDebugCanvas = function () {
  72471. var _this = this;
  72472. if (this._audioEngine.canUseWebAudio) {
  72473. if (!this._debugCanvas) {
  72474. this._debugCanvas = document.createElement("canvas");
  72475. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72476. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72477. this._debugCanvas.style.position = "absolute";
  72478. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72479. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72480. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72481. document.body.appendChild(this._debugCanvas);
  72482. this._registerFunc = function () {
  72483. _this.drawDebugCanvas();
  72484. };
  72485. this._scene.registerBeforeRender(this._registerFunc);
  72486. }
  72487. if (this._registerFunc && this._debugCanvasContext) {
  72488. var workingArray = this.getByteFrequencyData();
  72489. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72490. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72491. // Draw the frequency domain chart.
  72492. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72493. var value = workingArray[i];
  72494. var percent = value / this.BARGRAPHAMPLITUDE;
  72495. var height = this.DEBUGCANVASSIZE.height * percent;
  72496. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72497. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72498. var hue = i / this.getFrequencyBinCount() * 360;
  72499. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72500. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72501. }
  72502. }
  72503. }
  72504. };
  72505. /**
  72506. * Stops rendering the debug canvas and removes it
  72507. */
  72508. Analyser.prototype.stopDebugCanvas = function () {
  72509. if (this._debugCanvas) {
  72510. if (this._registerFunc) {
  72511. this._scene.unregisterBeforeRender(this._registerFunc);
  72512. this._registerFunc = null;
  72513. }
  72514. document.body.removeChild(this._debugCanvas);
  72515. this._debugCanvas = null;
  72516. this._debugCanvasContext = null;
  72517. }
  72518. };
  72519. /**
  72520. * Connects two audio nodes
  72521. * @param inputAudioNode defines first node to connect
  72522. * @param outputAudioNode defines second node to connect
  72523. */
  72524. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72525. if (this._audioEngine.canUseWebAudio) {
  72526. inputAudioNode.connect(this._webAudioAnalyser);
  72527. this._webAudioAnalyser.connect(outputAudioNode);
  72528. }
  72529. };
  72530. /**
  72531. * Releases all associated resources
  72532. */
  72533. Analyser.prototype.dispose = function () {
  72534. if (this._audioEngine.canUseWebAudio) {
  72535. this._webAudioAnalyser.disconnect();
  72536. }
  72537. };
  72538. return Analyser;
  72539. }());
  72540. BABYLON.Analyser = Analyser;
  72541. })(BABYLON || (BABYLON = {}));
  72542. //# sourceMappingURL=babylon.analyser.js.map
  72543. var BABYLON;
  72544. (function (BABYLON) {
  72545. /**
  72546. * Wraps one or more Sound objects and selects one with random weight for playback.
  72547. */
  72548. var WeightedSound = /** @class */ (function () {
  72549. /**
  72550. * Creates a new WeightedSound from the list of sounds given.
  72551. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72552. * @param sounds Array of Sounds that will be selected from.
  72553. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72554. */
  72555. function WeightedSound(loop, sounds, weights) {
  72556. var _this = this;
  72557. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72558. this.loop = false;
  72559. this._coneInnerAngle = 360;
  72560. this._coneOuterAngle = 360;
  72561. this._volume = 1;
  72562. /** A Sound is currently playing. */
  72563. this.isPlaying = false;
  72564. /** A Sound is currently paused. */
  72565. this.isPaused = false;
  72566. this._sounds = [];
  72567. this._weights = [];
  72568. if (sounds.length !== weights.length) {
  72569. throw new Error('Sounds length does not equal weights length');
  72570. }
  72571. this.loop = loop;
  72572. this._weights = weights;
  72573. // Normalize the weights
  72574. var weightSum = 0;
  72575. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72576. var weight = weights_1[_i];
  72577. weightSum += weight;
  72578. }
  72579. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72580. for (var i = 0; i < this._weights.length; i++) {
  72581. this._weights[i] *= invWeightSum;
  72582. }
  72583. this._sounds = sounds;
  72584. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72585. var sound = _b[_a];
  72586. sound.onEndedObservable.add(function () { _this._onended(); });
  72587. }
  72588. }
  72589. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72590. /**
  72591. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72592. */
  72593. get: function () {
  72594. return this._coneInnerAngle;
  72595. },
  72596. /**
  72597. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72598. */
  72599. set: function (value) {
  72600. if (value !== this._coneInnerAngle) {
  72601. if (this._coneOuterAngle < value) {
  72602. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72603. return;
  72604. }
  72605. this._coneInnerAngle = value;
  72606. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72607. var sound = _a[_i];
  72608. sound.directionalConeInnerAngle = value;
  72609. }
  72610. }
  72611. },
  72612. enumerable: true,
  72613. configurable: true
  72614. });
  72615. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72616. /**
  72617. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72618. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72619. */
  72620. get: function () {
  72621. return this._coneOuterAngle;
  72622. },
  72623. /**
  72624. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72625. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72626. */
  72627. set: function (value) {
  72628. if (value !== this._coneOuterAngle) {
  72629. if (value < this._coneInnerAngle) {
  72630. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72631. return;
  72632. }
  72633. this._coneOuterAngle = value;
  72634. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72635. var sound = _a[_i];
  72636. sound.directionalConeOuterAngle = value;
  72637. }
  72638. }
  72639. },
  72640. enumerable: true,
  72641. configurable: true
  72642. });
  72643. Object.defineProperty(WeightedSound.prototype, "volume", {
  72644. /**
  72645. * Playback volume.
  72646. */
  72647. get: function () {
  72648. return this._volume;
  72649. },
  72650. /**
  72651. * Playback volume.
  72652. */
  72653. set: function (value) {
  72654. if (value !== this._volume) {
  72655. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72656. var sound = _a[_i];
  72657. sound.setVolume(value);
  72658. }
  72659. }
  72660. },
  72661. enumerable: true,
  72662. configurable: true
  72663. });
  72664. WeightedSound.prototype._onended = function () {
  72665. if (this._currentIndex !== undefined) {
  72666. this._sounds[this._currentIndex].autoplay = false;
  72667. }
  72668. if (this.loop && this.isPlaying) {
  72669. this.play();
  72670. }
  72671. else {
  72672. this.isPlaying = false;
  72673. }
  72674. };
  72675. /**
  72676. * Suspend playback
  72677. */
  72678. WeightedSound.prototype.pause = function () {
  72679. this.isPaused = true;
  72680. if (this._currentIndex !== undefined) {
  72681. this._sounds[this._currentIndex].pause();
  72682. }
  72683. };
  72684. /**
  72685. * Stop playback
  72686. */
  72687. WeightedSound.prototype.stop = function () {
  72688. this.isPlaying = false;
  72689. if (this._currentIndex !== undefined) {
  72690. this._sounds[this._currentIndex].stop();
  72691. }
  72692. };
  72693. /**
  72694. * Start playback.
  72695. * @param startOffset Position the clip head at a specific time in seconds.
  72696. */
  72697. WeightedSound.prototype.play = function (startOffset) {
  72698. if (!this.isPaused) {
  72699. this.stop();
  72700. var randomValue = Math.random();
  72701. var total = 0;
  72702. for (var i = 0; i < this._weights.length; i++) {
  72703. total += this._weights[i];
  72704. if (randomValue <= total) {
  72705. this._currentIndex = i;
  72706. break;
  72707. }
  72708. }
  72709. }
  72710. var sound = this._sounds[this._currentIndex];
  72711. if (sound.isReady()) {
  72712. sound.play(0, this.isPaused ? undefined : startOffset);
  72713. }
  72714. else {
  72715. sound.autoplay = true;
  72716. }
  72717. this.isPlaying = true;
  72718. this.isPaused = false;
  72719. };
  72720. return WeightedSound;
  72721. }());
  72722. BABYLON.WeightedSound = WeightedSound;
  72723. })(BABYLON || (BABYLON = {}));
  72724. //# sourceMappingURL=babylon.weightedsound.js.map
  72725. var BABYLON;
  72726. (function (BABYLON) {
  72727. // Adds the parser to the scene parsers.
  72728. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72729. // TODO: add sound
  72730. var loadedSounds = [];
  72731. var loadedSound;
  72732. container.sounds = container.sounds || [];
  72733. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72734. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72735. var parsedSound = parsedData.sounds[index];
  72736. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72737. if (!parsedSound.url) {
  72738. parsedSound.url = parsedSound.name;
  72739. }
  72740. if (!loadedSounds[parsedSound.url]) {
  72741. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72742. loadedSounds[parsedSound.url] = loadedSound;
  72743. container.sounds.push(loadedSound);
  72744. }
  72745. else {
  72746. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72747. }
  72748. }
  72749. else {
  72750. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72751. }
  72752. }
  72753. }
  72754. loadedSounds = [];
  72755. });
  72756. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72757. get: function () {
  72758. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72759. if (!compo) {
  72760. compo = new AudioSceneComponent(this);
  72761. this._addComponent(compo);
  72762. }
  72763. if (!this._mainSoundTrack) {
  72764. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72765. }
  72766. return this._mainSoundTrack;
  72767. },
  72768. enumerable: true,
  72769. configurable: true
  72770. });
  72771. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72772. var index;
  72773. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72774. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72775. return this.mainSoundTrack.soundCollection[index];
  72776. }
  72777. }
  72778. if (this.soundTracks) {
  72779. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72780. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72781. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72782. return this.soundTracks[sdIndex].soundCollection[index];
  72783. }
  72784. }
  72785. }
  72786. }
  72787. return null;
  72788. };
  72789. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72790. get: function () {
  72791. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72792. if (!compo) {
  72793. compo = new AudioSceneComponent(this);
  72794. this._addComponent(compo);
  72795. }
  72796. return compo.audioEnabled;
  72797. },
  72798. set: function (value) {
  72799. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72800. if (!compo) {
  72801. compo = new AudioSceneComponent(this);
  72802. this._addComponent(compo);
  72803. }
  72804. if (value) {
  72805. compo.enableAudio();
  72806. }
  72807. else {
  72808. compo.disableAudio();
  72809. }
  72810. },
  72811. enumerable: true,
  72812. configurable: true
  72813. });
  72814. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72815. get: function () {
  72816. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72817. if (!compo) {
  72818. compo = new AudioSceneComponent(this);
  72819. this._addComponent(compo);
  72820. }
  72821. return compo.headphone;
  72822. },
  72823. set: function (value) {
  72824. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72825. if (!compo) {
  72826. compo = new AudioSceneComponent(this);
  72827. this._addComponent(compo);
  72828. }
  72829. if (value) {
  72830. compo.switchAudioModeForHeadphones();
  72831. }
  72832. else {
  72833. compo.switchAudioModeForNormalSpeakers();
  72834. }
  72835. },
  72836. enumerable: true,
  72837. configurable: true
  72838. });
  72839. /**
  72840. * Defines the sound scene component responsible to manage any sounds
  72841. * in a given scene.
  72842. */
  72843. var AudioSceneComponent = /** @class */ (function () {
  72844. /**
  72845. * Creates a new instance of the component for the given scene
  72846. * @param scene Defines the scene to register the component in
  72847. */
  72848. function AudioSceneComponent(scene) {
  72849. /**
  72850. * The component name helpfull to identify the component in the list of scene components.
  72851. */
  72852. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72853. this._audioEnabled = true;
  72854. this._headphone = false;
  72855. this.scene = scene;
  72856. scene.soundTracks = new Array();
  72857. scene.sounds = new Array();
  72858. }
  72859. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72860. /**
  72861. * Gets whether audio is enabled or not.
  72862. * Please use related enable/disable method to switch state.
  72863. */
  72864. get: function () {
  72865. return this._audioEnabled;
  72866. },
  72867. enumerable: true,
  72868. configurable: true
  72869. });
  72870. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72871. /**
  72872. * Gets whether audio is outputing to headphone or not.
  72873. * Please use the according Switch methods to change output.
  72874. */
  72875. get: function () {
  72876. return this._headphone;
  72877. },
  72878. enumerable: true,
  72879. configurable: true
  72880. });
  72881. /**
  72882. * Registers the component in a given scene
  72883. */
  72884. AudioSceneComponent.prototype.register = function () {
  72885. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72886. };
  72887. /**
  72888. * Rebuilds the elements related to this component in case of
  72889. * context lost for instance.
  72890. */
  72891. AudioSceneComponent.prototype.rebuild = function () {
  72892. // Nothing to do here. (Not rendering related)
  72893. };
  72894. /**
  72895. * Serializes the component data to the specified json object
  72896. * @param serializationObject The object to serialize to
  72897. */
  72898. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72899. serializationObject.sounds = [];
  72900. if (this.scene.soundTracks) {
  72901. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72902. var soundtrack = this.scene.soundTracks[index];
  72903. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72904. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72905. }
  72906. }
  72907. }
  72908. };
  72909. /**
  72910. * Adds all the element from the container to the scene
  72911. * @param container the container holding the elements
  72912. */
  72913. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72914. var _this = this;
  72915. if (!container.sounds) {
  72916. return;
  72917. }
  72918. container.sounds.forEach(function (sound) {
  72919. sound.play();
  72920. sound.autoplay = true;
  72921. _this.scene.mainSoundTrack.AddSound(sound);
  72922. });
  72923. };
  72924. /**
  72925. * Removes all the elements in the container from the scene
  72926. * @param container contains the elements to remove
  72927. */
  72928. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72929. var _this = this;
  72930. if (!container.sounds) {
  72931. return;
  72932. }
  72933. container.sounds.forEach(function (sound) {
  72934. sound.stop();
  72935. sound.autoplay = false;
  72936. _this.scene.mainSoundTrack.RemoveSound(sound);
  72937. });
  72938. };
  72939. /**
  72940. * Disposes the component and the associated ressources.
  72941. */
  72942. AudioSceneComponent.prototype.dispose = function () {
  72943. var scene = this.scene;
  72944. if (scene._mainSoundTrack) {
  72945. scene.mainSoundTrack.dispose();
  72946. }
  72947. if (scene.soundTracks) {
  72948. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72949. scene.soundTracks[scIndex].dispose();
  72950. }
  72951. }
  72952. };
  72953. /**
  72954. * Disables audio in the associated scene.
  72955. */
  72956. AudioSceneComponent.prototype.disableAudio = function () {
  72957. var scene = this.scene;
  72958. this._audioEnabled = false;
  72959. var i;
  72960. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72961. scene.mainSoundTrack.soundCollection[i].pause();
  72962. }
  72963. if (scene.soundTracks) {
  72964. for (i = 0; i < scene.soundTracks.length; i++) {
  72965. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72966. scene.soundTracks[i].soundCollection[j].pause();
  72967. }
  72968. }
  72969. }
  72970. };
  72971. /**
  72972. * Enables audio in the associated scene.
  72973. */
  72974. AudioSceneComponent.prototype.enableAudio = function () {
  72975. var scene = this.scene;
  72976. this._audioEnabled = true;
  72977. var i;
  72978. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72979. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72980. scene.mainSoundTrack.soundCollection[i].play();
  72981. }
  72982. }
  72983. if (scene.soundTracks) {
  72984. for (i = 0; i < scene.soundTracks.length; i++) {
  72985. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72986. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72987. scene.soundTracks[i].soundCollection[j].play();
  72988. }
  72989. }
  72990. }
  72991. }
  72992. };
  72993. /**
  72994. * Switch audio to headphone output.
  72995. */
  72996. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72997. var scene = this.scene;
  72998. this._headphone = true;
  72999. scene.mainSoundTrack.switchPanningModelToHRTF();
  73000. if (scene.soundTracks) {
  73001. for (var i = 0; i < scene.soundTracks.length; i++) {
  73002. scene.soundTracks[i].switchPanningModelToHRTF();
  73003. }
  73004. }
  73005. };
  73006. /**
  73007. * Switch audio to normal speakers.
  73008. */
  73009. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  73010. var scene = this.scene;
  73011. this._headphone = false;
  73012. scene.mainSoundTrack.switchPanningModelToEqualPower();
  73013. if (scene.soundTracks) {
  73014. for (var i = 0; i < scene.soundTracks.length; i++) {
  73015. scene.soundTracks[i].switchPanningModelToEqualPower();
  73016. }
  73017. }
  73018. };
  73019. AudioSceneComponent.prototype._afterRender = function () {
  73020. var scene = this.scene;
  73021. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  73022. return;
  73023. }
  73024. var listeningCamera;
  73025. var audioEngine = BABYLON.Engine.audioEngine;
  73026. if (scene.activeCameras.length > 0) {
  73027. listeningCamera = scene.activeCameras[0];
  73028. }
  73029. else {
  73030. listeningCamera = scene.activeCamera;
  73031. }
  73032. if (listeningCamera && audioEngine.audioContext) {
  73033. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  73034. // for VR cameras
  73035. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  73036. listeningCamera = listeningCamera.rigCameras[0];
  73037. }
  73038. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  73039. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  73040. cameraDirection.normalize();
  73041. // To avoid some errors on GearVR
  73042. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  73043. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  73044. }
  73045. var i;
  73046. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73047. var sound = scene.mainSoundTrack.soundCollection[i];
  73048. if (sound.useCustomAttenuation) {
  73049. sound.updateDistanceFromListener();
  73050. }
  73051. }
  73052. if (scene.soundTracks) {
  73053. for (i = 0; i < scene.soundTracks.length; i++) {
  73054. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73055. sound = scene.soundTracks[i].soundCollection[j];
  73056. if (sound.useCustomAttenuation) {
  73057. sound.updateDistanceFromListener();
  73058. }
  73059. }
  73060. }
  73061. }
  73062. }
  73063. };
  73064. return AudioSceneComponent;
  73065. }());
  73066. BABYLON.AudioSceneComponent = AudioSceneComponent;
  73067. })(BABYLON || (BABYLON = {}));
  73068. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  73069. var BABYLON;
  73070. (function (BABYLON) {
  73071. /**
  73072. * This defines an action helpful to play a defined sound on a triggered action.
  73073. */
  73074. var PlaySoundAction = /** @class */ (function (_super) {
  73075. __extends(PlaySoundAction, _super);
  73076. /**
  73077. * Instantiate the action
  73078. * @param triggerOptions defines the trigger options
  73079. * @param sound defines the sound to play
  73080. * @param condition defines the trigger related conditions
  73081. */
  73082. function PlaySoundAction(triggerOptions, sound, condition) {
  73083. var _this = _super.call(this, triggerOptions, condition) || this;
  73084. _this._sound = sound;
  73085. return _this;
  73086. }
  73087. /** @hidden */
  73088. PlaySoundAction.prototype._prepare = function () {
  73089. };
  73090. /**
  73091. * Execute the action and play the sound.
  73092. */
  73093. PlaySoundAction.prototype.execute = function () {
  73094. if (this._sound !== undefined) {
  73095. this._sound.play();
  73096. }
  73097. };
  73098. /**
  73099. * Serializes the actions and its related information.
  73100. * @param parent defines the object to serialize in
  73101. * @returns the serialized object
  73102. */
  73103. PlaySoundAction.prototype.serialize = function (parent) {
  73104. return _super.prototype._serialize.call(this, {
  73105. name: "PlaySoundAction",
  73106. properties: [{ name: "sound", value: this._sound.name }]
  73107. }, parent);
  73108. };
  73109. return PlaySoundAction;
  73110. }(BABYLON.Action));
  73111. BABYLON.PlaySoundAction = PlaySoundAction;
  73112. /**
  73113. * This defines an action helpful to stop a defined sound on a triggered action.
  73114. */
  73115. var StopSoundAction = /** @class */ (function (_super) {
  73116. __extends(StopSoundAction, _super);
  73117. /**
  73118. * Instantiate the action
  73119. * @param triggerOptions defines the trigger options
  73120. * @param sound defines the sound to stop
  73121. * @param condition defines the trigger related conditions
  73122. */
  73123. function StopSoundAction(triggerOptions, sound, condition) {
  73124. var _this = _super.call(this, triggerOptions, condition) || this;
  73125. _this._sound = sound;
  73126. return _this;
  73127. }
  73128. /** @hidden */
  73129. StopSoundAction.prototype._prepare = function () {
  73130. };
  73131. /**
  73132. * Execute the action and stop the sound.
  73133. */
  73134. StopSoundAction.prototype.execute = function () {
  73135. if (this._sound !== undefined) {
  73136. this._sound.stop();
  73137. }
  73138. };
  73139. /**
  73140. * Serializes the actions and its related information.
  73141. * @param parent defines the object to serialize in
  73142. * @returns the serialized object
  73143. */
  73144. StopSoundAction.prototype.serialize = function (parent) {
  73145. return _super.prototype._serialize.call(this, {
  73146. name: "StopSoundAction",
  73147. properties: [{ name: "sound", value: this._sound.name }]
  73148. }, parent);
  73149. };
  73150. return StopSoundAction;
  73151. }(BABYLON.Action));
  73152. BABYLON.StopSoundAction = StopSoundAction;
  73153. })(BABYLON || (BABYLON = {}));
  73154. //# sourceMappingURL=babylon.directAudioActions.js.map
  73155. var BABYLON;
  73156. (function (BABYLON) {
  73157. /**
  73158. * Class for creating a cube texture
  73159. */
  73160. var CubeTexture = /** @class */ (function (_super) {
  73161. __extends(CubeTexture, _super);
  73162. /**
  73163. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73164. * as prefiltered data.
  73165. * @param rootUrl defines the url of the texture or the root name of the six images
  73166. * @param scene defines the scene the texture is attached to
  73167. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73168. * @param noMipmap defines if mipmaps should be created or not
  73169. * @param files defines the six files to load for the different faces
  73170. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73171. * @param onError defines a callback triggered in case of error during load
  73172. * @param format defines the internal format to use for the texture once loaded
  73173. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73174. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73175. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73176. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73177. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73178. * @return the cube texture
  73179. */
  73180. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73181. if (extensions === void 0) { extensions = null; }
  73182. if (noMipmap === void 0) { noMipmap = false; }
  73183. if (files === void 0) { files = null; }
  73184. if (onLoad === void 0) { onLoad = null; }
  73185. if (onError === void 0) { onError = null; }
  73186. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73187. if (prefiltered === void 0) { prefiltered = false; }
  73188. if (forcedExtension === void 0) { forcedExtension = null; }
  73189. if (createPolynomials === void 0) { createPolynomials = false; }
  73190. if (lodScale === void 0) { lodScale = 0.8; }
  73191. if (lodOffset === void 0) { lodOffset = 0; }
  73192. var _this = _super.call(this, scene) || this;
  73193. /**
  73194. * Gets or sets the center of the bounding box associated with the cube texture.
  73195. * It must define where the camera used to render the texture was set
  73196. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73197. */
  73198. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73199. _this._rotationY = 0;
  73200. /** @hidden */
  73201. _this._prefiltered = false;
  73202. _this.name = rootUrl;
  73203. _this.url = rootUrl;
  73204. _this._noMipmap = noMipmap;
  73205. _this.hasAlpha = false;
  73206. _this._format = format;
  73207. _this.isCube = true;
  73208. _this._textureMatrix = BABYLON.Matrix.Identity();
  73209. _this._createPolynomials = createPolynomials;
  73210. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73211. if (!rootUrl && !files) {
  73212. return _this;
  73213. }
  73214. var lastDot = rootUrl.lastIndexOf(".");
  73215. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73216. var isDDS = (extension === ".dds");
  73217. var isEnv = (extension === ".env");
  73218. if (isEnv) {
  73219. _this.gammaSpace = false;
  73220. _this._prefiltered = false;
  73221. }
  73222. else {
  73223. _this._prefiltered = prefiltered;
  73224. if (prefiltered) {
  73225. _this.gammaSpace = false;
  73226. }
  73227. }
  73228. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73229. if (!files) {
  73230. if (!isEnv && !isDDS && !extensions) {
  73231. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73232. }
  73233. files = [];
  73234. if (extensions) {
  73235. for (var index = 0; index < extensions.length; index++) {
  73236. files.push(rootUrl + extensions[index]);
  73237. }
  73238. }
  73239. }
  73240. _this._files = files;
  73241. if (!_this._texture) {
  73242. if (!scene.useDelayedTextureLoading) {
  73243. if (prefiltered) {
  73244. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73245. }
  73246. else {
  73247. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73248. }
  73249. }
  73250. else {
  73251. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73252. }
  73253. }
  73254. else if (onLoad) {
  73255. if (_this._texture.isReady) {
  73256. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73257. }
  73258. else {
  73259. _this._texture.onLoadedObservable.add(onLoad);
  73260. }
  73261. }
  73262. return _this;
  73263. }
  73264. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73265. /**
  73266. * Returns the bounding box size
  73267. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73268. */
  73269. get: function () {
  73270. return this._boundingBoxSize;
  73271. },
  73272. /**
  73273. * Gets or sets the size of the bounding box associated with the cube texture
  73274. * When defined, the cubemap will switch to local mode
  73275. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73276. * @example https://www.babylonjs-playground.com/#RNASML
  73277. */
  73278. set: function (value) {
  73279. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73280. return;
  73281. }
  73282. this._boundingBoxSize = value;
  73283. var scene = this.getScene();
  73284. if (scene) {
  73285. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73286. }
  73287. },
  73288. enumerable: true,
  73289. configurable: true
  73290. });
  73291. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73292. /**
  73293. * Gets texture matrix rotation angle around Y axis radians.
  73294. */
  73295. get: function () {
  73296. return this._rotationY;
  73297. },
  73298. /**
  73299. * Sets texture matrix rotation angle around Y axis in radians.
  73300. */
  73301. set: function (value) {
  73302. this._rotationY = value;
  73303. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73304. },
  73305. enumerable: true,
  73306. configurable: true
  73307. });
  73308. /**
  73309. * Creates a cube texture from an array of image urls
  73310. * @param files defines an array of image urls
  73311. * @param scene defines the hosting scene
  73312. * @param noMipmap specifies if mip maps are not used
  73313. * @returns a cube texture
  73314. */
  73315. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73316. var rootUrlKey = "";
  73317. files.forEach(function (url) { return rootUrlKey += url; });
  73318. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73319. };
  73320. /**
  73321. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73322. * @param url defines the url of the prefiltered texture
  73323. * @param scene defines the scene the texture is attached to
  73324. * @param forcedExtension defines the extension of the file if different from the url
  73325. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73326. * @return the prefiltered texture
  73327. */
  73328. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73329. if (forcedExtension === void 0) { forcedExtension = null; }
  73330. if (createPolynomials === void 0) { createPolynomials = true; }
  73331. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73332. };
  73333. /**
  73334. * Delays loading of the cube texture
  73335. */
  73336. CubeTexture.prototype.delayLoad = function () {
  73337. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73338. return;
  73339. }
  73340. var scene = this.getScene();
  73341. if (!scene) {
  73342. return;
  73343. }
  73344. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73345. this._texture = this._getFromCache(this.url, this._noMipmap);
  73346. if (!this._texture) {
  73347. if (this._prefiltered) {
  73348. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  73349. }
  73350. else {
  73351. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  73352. }
  73353. }
  73354. };
  73355. /**
  73356. * Returns the reflection texture matrix
  73357. * @returns the reflection texture matrix
  73358. */
  73359. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73360. return this._textureMatrix;
  73361. };
  73362. /**
  73363. * Sets the reflection texture matrix
  73364. * @param value Reflection texture matrix
  73365. */
  73366. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73367. this._textureMatrix = value;
  73368. };
  73369. /**
  73370. * Parses text to create a cube texture
  73371. * @param parsedTexture define the serialized text to read from
  73372. * @param scene defines the hosting scene
  73373. * @param rootUrl defines the root url of the cube texture
  73374. * @returns a cube texture
  73375. */
  73376. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73377. var texture = BABYLON.SerializationHelper.Parse(function () {
  73378. var prefiltered = false;
  73379. if (parsedTexture.prefiltered) {
  73380. prefiltered = parsedTexture.prefiltered;
  73381. }
  73382. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73383. }, parsedTexture, scene);
  73384. // Local Cubemaps
  73385. if (parsedTexture.boundingBoxPosition) {
  73386. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73387. }
  73388. if (parsedTexture.boundingBoxSize) {
  73389. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73390. }
  73391. // Animations
  73392. if (parsedTexture.animations) {
  73393. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73394. var parsedAnimation = parsedTexture.animations[animationIndex];
  73395. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73396. }
  73397. }
  73398. return texture;
  73399. };
  73400. /**
  73401. * Makes a clone, or deep copy, of the cube texture
  73402. * @returns a new cube texture
  73403. */
  73404. CubeTexture.prototype.clone = function () {
  73405. var _this = this;
  73406. var scene = this.getScene();
  73407. var uniqueId = 0;
  73408. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73409. if (!scene) {
  73410. return _this;
  73411. }
  73412. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73413. uniqueId = cubeTexture.uniqueId;
  73414. return cubeTexture;
  73415. }, this);
  73416. newCubeTexture.uniqueId = uniqueId;
  73417. return newCubeTexture;
  73418. };
  73419. __decorate([
  73420. BABYLON.serialize("rotationY")
  73421. ], CubeTexture.prototype, "rotationY", null);
  73422. return CubeTexture;
  73423. }(BABYLON.BaseTexture));
  73424. BABYLON.CubeTexture = CubeTexture;
  73425. })(BABYLON || (BABYLON = {}));
  73426. //# sourceMappingURL=babylon.cubeTexture.js.map
  73427. var BABYLON;
  73428. (function (BABYLON) {
  73429. /**
  73430. * Raw cube texture where the raw buffers are passed in
  73431. */
  73432. var RawCubeTexture = /** @class */ (function (_super) {
  73433. __extends(RawCubeTexture, _super);
  73434. /**
  73435. * Creates a cube texture where the raw buffers are passed in.
  73436. * @param scene defines the scene the texture is attached to
  73437. * @param data defines the array of data to use to create each face
  73438. * @param size defines the size of the textures
  73439. * @param format defines the format of the data
  73440. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73441. * @param generateMipMaps defines if the engine should generate the mip levels
  73442. * @param invertY defines if data must be stored with Y axis inverted
  73443. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73444. * @param compression defines the compression used (null by default)
  73445. */
  73446. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73447. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73448. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73449. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73450. if (invertY === void 0) { invertY = false; }
  73451. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73452. if (compression === void 0) { compression = null; }
  73453. var _this = _super.call(this, "", scene) || this;
  73454. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73455. return _this;
  73456. }
  73457. /**
  73458. * Updates the raw cube texture.
  73459. * @param data defines the data to store
  73460. * @param format defines the data format
  73461. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73462. * @param invertY defines if data must be stored with Y axis inverted
  73463. * @param compression defines the compression used (null by default)
  73464. * @param level defines which level of the texture to update
  73465. */
  73466. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73467. if (compression === void 0) { compression = null; }
  73468. if (level === void 0) { level = 0; }
  73469. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73470. };
  73471. /**
  73472. * Updates a raw cube texture with RGBD encoded data.
  73473. * @param data defines the array of data [mipmap][face] to use to create each face
  73474. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73475. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73476. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73477. * @returns a promsie that resolves when the operation is complete
  73478. */
  73479. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73480. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73481. if (lodScale === void 0) { lodScale = 0.8; }
  73482. if (lodOffset === void 0) { lodOffset = 0; }
  73483. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73484. };
  73485. /**
  73486. * Clones the raw cube texture.
  73487. * @return a new cube texture
  73488. */
  73489. RawCubeTexture.prototype.clone = function () {
  73490. var _this = this;
  73491. return BABYLON.SerializationHelper.Clone(function () {
  73492. var scene = _this.getScene();
  73493. var internalTexture = _this._texture;
  73494. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73495. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73496. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73497. }
  73498. return texture;
  73499. }, this);
  73500. };
  73501. /** @hidden */
  73502. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73503. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73504. internalTexture._bufferViewArrayArray = data;
  73505. internalTexture._lodGenerationScale = lodScale;
  73506. internalTexture._lodGenerationOffset = lodOffset;
  73507. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73508. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73509. internalTexture.isReady = true;
  73510. });
  73511. };
  73512. return RawCubeTexture;
  73513. }(BABYLON.CubeTexture));
  73514. BABYLON.RawCubeTexture = RawCubeTexture;
  73515. })(BABYLON || (BABYLON = {}));
  73516. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73517. var BABYLON;
  73518. (function (BABYLON) {
  73519. /**
  73520. * This Helps creating a texture that will be created from a camera in your scene.
  73521. * It is basically a dynamic texture that could be used to create special effects for instance.
  73522. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73523. */
  73524. var RenderTargetTexture = /** @class */ (function (_super) {
  73525. __extends(RenderTargetTexture, _super);
  73526. /**
  73527. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73528. * or used a shadow, depth texture...
  73529. * @param name The friendly name of the texture
  73530. * @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)
  73531. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73532. * @param generateMipMaps True if mip maps need to be generated after render.
  73533. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73534. * @param type The type of the buffer in the RTT (int, half float, float...)
  73535. * @param isCube True if a cube texture needs to be created
  73536. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73537. * @param generateDepthBuffer True to generate a depth buffer
  73538. * @param generateStencilBuffer True to generate a stencil buffer
  73539. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73540. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73541. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73542. */
  73543. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73544. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73545. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73546. if (isCube === void 0) { isCube = false; }
  73547. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73548. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73549. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73550. if (isMulti === void 0) { isMulti = false; }
  73551. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73552. if (delayAllocation === void 0) { delayAllocation = false; }
  73553. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73554. _this.isCube = isCube;
  73555. /**
  73556. * Define if particles should be rendered in your texture.
  73557. */
  73558. _this.renderParticles = true;
  73559. /**
  73560. * Define if sprites should be rendered in your texture.
  73561. */
  73562. _this.renderSprites = false;
  73563. /**
  73564. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73565. */
  73566. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73567. /**
  73568. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73569. */
  73570. _this.ignoreCameraViewport = false;
  73571. /**
  73572. * An event triggered when the texture is unbind.
  73573. */
  73574. _this.onBeforeBindObservable = new BABYLON.Observable();
  73575. /**
  73576. * An event triggered when the texture is unbind.
  73577. */
  73578. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73579. /**
  73580. * An event triggered before rendering the texture
  73581. */
  73582. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73583. /**
  73584. * An event triggered after rendering the texture
  73585. */
  73586. _this.onAfterRenderObservable = new BABYLON.Observable();
  73587. /**
  73588. * An event triggered after the texture clear
  73589. */
  73590. _this.onClearObservable = new BABYLON.Observable();
  73591. _this._currentRefreshId = -1;
  73592. _this._refreshRate = 1;
  73593. _this._samples = 1;
  73594. /**
  73595. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73596. * It must define where the camera used to render the texture is set
  73597. */
  73598. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73599. scene = _this.getScene();
  73600. if (!scene) {
  73601. return _this;
  73602. }
  73603. _this.renderList = new Array();
  73604. _this._engine = scene.getEngine();
  73605. _this.name = name;
  73606. _this.isRenderTarget = true;
  73607. _this._initialSizeParameter = size;
  73608. _this._processSizeParameter(size);
  73609. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73610. });
  73611. _this._generateMipMaps = generateMipMaps ? true : false;
  73612. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73613. // Rendering groups
  73614. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73615. _this._renderingManager._useSceneAutoClearSetup = true;
  73616. if (isMulti) {
  73617. return _this;
  73618. }
  73619. _this._renderTargetOptions = {
  73620. generateMipMaps: generateMipMaps,
  73621. type: type,
  73622. format: format,
  73623. samplingMode: samplingMode,
  73624. generateDepthBuffer: generateDepthBuffer,
  73625. generateStencilBuffer: generateStencilBuffer
  73626. };
  73627. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73628. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73629. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73630. }
  73631. if (!delayAllocation) {
  73632. if (isCube) {
  73633. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73634. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73635. _this._textureMatrix = BABYLON.Matrix.Identity();
  73636. }
  73637. else {
  73638. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73639. }
  73640. }
  73641. return _this;
  73642. }
  73643. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73644. /**
  73645. * Use this list to define the list of mesh you want to render.
  73646. */
  73647. get: function () {
  73648. return this._renderList;
  73649. },
  73650. set: function (value) {
  73651. this._renderList = value;
  73652. if (this._renderList) {
  73653. this._hookArray(this._renderList);
  73654. }
  73655. },
  73656. enumerable: true,
  73657. configurable: true
  73658. });
  73659. RenderTargetTexture.prototype._hookArray = function (array) {
  73660. var _this = this;
  73661. var oldPush = array.push;
  73662. array.push = function () {
  73663. var items = [];
  73664. for (var _i = 0; _i < arguments.length; _i++) {
  73665. items[_i] = arguments[_i];
  73666. }
  73667. var wasEmpty = array.length === 0;
  73668. var result = oldPush.apply(array, items);
  73669. if (wasEmpty) {
  73670. _this.getScene().meshes.forEach(function (mesh) {
  73671. mesh._markSubMeshesAsLightDirty();
  73672. });
  73673. }
  73674. return result;
  73675. };
  73676. var oldSplice = array.splice;
  73677. array.splice = function (index, deleteCount) {
  73678. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73679. if (array.length === 0) {
  73680. _this.getScene().meshes.forEach(function (mesh) {
  73681. mesh._markSubMeshesAsLightDirty();
  73682. });
  73683. }
  73684. return deleted;
  73685. };
  73686. };
  73687. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73688. /**
  73689. * Set a after unbind callback in the texture.
  73690. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73691. */
  73692. set: function (callback) {
  73693. if (this._onAfterUnbindObserver) {
  73694. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73695. }
  73696. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73697. },
  73698. enumerable: true,
  73699. configurable: true
  73700. });
  73701. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73702. /**
  73703. * Set a before render callback in the texture.
  73704. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73705. */
  73706. set: function (callback) {
  73707. if (this._onBeforeRenderObserver) {
  73708. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73709. }
  73710. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73711. },
  73712. enumerable: true,
  73713. configurable: true
  73714. });
  73715. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73716. /**
  73717. * Set a after render callback in the texture.
  73718. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73719. */
  73720. set: function (callback) {
  73721. if (this._onAfterRenderObserver) {
  73722. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73723. }
  73724. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73725. },
  73726. enumerable: true,
  73727. configurable: true
  73728. });
  73729. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73730. /**
  73731. * Set a clear callback in the texture.
  73732. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73733. */
  73734. set: function (callback) {
  73735. if (this._onClearObserver) {
  73736. this.onClearObservable.remove(this._onClearObserver);
  73737. }
  73738. this._onClearObserver = this.onClearObservable.add(callback);
  73739. },
  73740. enumerable: true,
  73741. configurable: true
  73742. });
  73743. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73744. /**
  73745. * Gets render target creation options that were used.
  73746. */
  73747. get: function () {
  73748. return this._renderTargetOptions;
  73749. },
  73750. enumerable: true,
  73751. configurable: true
  73752. });
  73753. RenderTargetTexture.prototype._onRatioRescale = function () {
  73754. if (this._sizeRatio) {
  73755. this.resize(this._initialSizeParameter);
  73756. }
  73757. };
  73758. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73759. get: function () {
  73760. return this._boundingBoxSize;
  73761. },
  73762. /**
  73763. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73764. * When defined, the cubemap will switch to local mode
  73765. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73766. * @example https://www.babylonjs-playground.com/#RNASML
  73767. */
  73768. set: function (value) {
  73769. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73770. return;
  73771. }
  73772. this._boundingBoxSize = value;
  73773. var scene = this.getScene();
  73774. if (scene) {
  73775. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73776. }
  73777. },
  73778. enumerable: true,
  73779. configurable: true
  73780. });
  73781. /**
  73782. * Creates a depth stencil texture.
  73783. * This is only available in WebGL 2 or with the depth texture extension available.
  73784. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73785. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73786. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73787. */
  73788. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73789. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73790. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73791. if (generateStencil === void 0) { generateStencil = false; }
  73792. if (!this.getScene()) {
  73793. return;
  73794. }
  73795. var engine = this.getScene().getEngine();
  73796. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73797. bilinearFiltering: bilinearFiltering,
  73798. comparisonFunction: comparisonFunction,
  73799. generateStencil: generateStencil,
  73800. isCube: this.isCube
  73801. });
  73802. engine.setFrameBufferDepthStencilTexture(this);
  73803. };
  73804. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73805. if (size.ratio) {
  73806. this._sizeRatio = size.ratio;
  73807. this._size = {
  73808. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73809. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73810. };
  73811. }
  73812. else {
  73813. this._size = size;
  73814. }
  73815. };
  73816. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73817. /**
  73818. * Define the number of samples to use in case of MSAA.
  73819. * It defaults to one meaning no MSAA has been enabled.
  73820. */
  73821. get: function () {
  73822. return this._samples;
  73823. },
  73824. set: function (value) {
  73825. if (this._samples === value) {
  73826. return;
  73827. }
  73828. var scene = this.getScene();
  73829. if (!scene) {
  73830. return;
  73831. }
  73832. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73833. },
  73834. enumerable: true,
  73835. configurable: true
  73836. });
  73837. /**
  73838. * Resets the refresh counter of the texture and start bak from scratch.
  73839. * Could be useful to regenerate the texture if it is setup to render only once.
  73840. */
  73841. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73842. this._currentRefreshId = -1;
  73843. };
  73844. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73845. /**
  73846. * Define the refresh rate of the texture or the rendering frequency.
  73847. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73848. */
  73849. get: function () {
  73850. return this._refreshRate;
  73851. },
  73852. set: function (value) {
  73853. this._refreshRate = value;
  73854. this.resetRefreshCounter();
  73855. },
  73856. enumerable: true,
  73857. configurable: true
  73858. });
  73859. /**
  73860. * Adds a post process to the render target rendering passes.
  73861. * @param postProcess define the post process to add
  73862. */
  73863. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73864. if (!this._postProcessManager) {
  73865. var scene = this.getScene();
  73866. if (!scene) {
  73867. return;
  73868. }
  73869. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73870. this._postProcesses = new Array();
  73871. }
  73872. this._postProcesses.push(postProcess);
  73873. this._postProcesses[0].autoClear = false;
  73874. };
  73875. /**
  73876. * Clear all the post processes attached to the render target
  73877. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73878. */
  73879. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73880. if (dispose === void 0) { dispose = false; }
  73881. if (!this._postProcesses) {
  73882. return;
  73883. }
  73884. if (dispose) {
  73885. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73886. var postProcess = _a[_i];
  73887. postProcess.dispose();
  73888. }
  73889. }
  73890. this._postProcesses = [];
  73891. };
  73892. /**
  73893. * Remove one of the post process from the list of attached post processes to the texture
  73894. * @param postProcess define the post process to remove from the list
  73895. */
  73896. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73897. if (!this._postProcesses) {
  73898. return;
  73899. }
  73900. var index = this._postProcesses.indexOf(postProcess);
  73901. if (index === -1) {
  73902. return;
  73903. }
  73904. this._postProcesses.splice(index, 1);
  73905. if (this._postProcesses.length > 0) {
  73906. this._postProcesses[0].autoClear = false;
  73907. }
  73908. };
  73909. /** @hidden */
  73910. RenderTargetTexture.prototype._shouldRender = function () {
  73911. if (this._currentRefreshId === -1) { // At least render once
  73912. this._currentRefreshId = 1;
  73913. return true;
  73914. }
  73915. if (this.refreshRate === this._currentRefreshId) {
  73916. this._currentRefreshId = 1;
  73917. return true;
  73918. }
  73919. this._currentRefreshId++;
  73920. return false;
  73921. };
  73922. /**
  73923. * Gets the actual render size of the texture.
  73924. * @returns the width of the render size
  73925. */
  73926. RenderTargetTexture.prototype.getRenderSize = function () {
  73927. return this.getRenderWidth();
  73928. };
  73929. /**
  73930. * Gets the actual render width of the texture.
  73931. * @returns the width of the render size
  73932. */
  73933. RenderTargetTexture.prototype.getRenderWidth = function () {
  73934. if (this._size.width) {
  73935. return this._size.width;
  73936. }
  73937. return this._size;
  73938. };
  73939. /**
  73940. * Gets the actual render height of the texture.
  73941. * @returns the height of the render size
  73942. */
  73943. RenderTargetTexture.prototype.getRenderHeight = function () {
  73944. if (this._size.width) {
  73945. return this._size.height;
  73946. }
  73947. return this._size;
  73948. };
  73949. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73950. /**
  73951. * Get if the texture can be rescaled or not.
  73952. */
  73953. get: function () {
  73954. return true;
  73955. },
  73956. enumerable: true,
  73957. configurable: true
  73958. });
  73959. /**
  73960. * Resize the texture using a ratio.
  73961. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73962. */
  73963. RenderTargetTexture.prototype.scale = function (ratio) {
  73964. var newSize = this.getRenderSize() * ratio;
  73965. this.resize(newSize);
  73966. };
  73967. /**
  73968. * Get the texture reflection matrix used to rotate/transform the reflection.
  73969. * @returns the reflection matrix
  73970. */
  73971. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73972. if (this.isCube) {
  73973. return this._textureMatrix;
  73974. }
  73975. return _super.prototype.getReflectionTextureMatrix.call(this);
  73976. };
  73977. /**
  73978. * Resize the texture to a new desired size.
  73979. * Be carrefull as it will recreate all the data in the new texture.
  73980. * @param size Define the new size. It can be:
  73981. * - a number for squared texture,
  73982. * - an object containing { width: number, height: number }
  73983. * - or an object containing a ratio { ratio: number }
  73984. */
  73985. RenderTargetTexture.prototype.resize = function (size) {
  73986. this.releaseInternalTexture();
  73987. var scene = this.getScene();
  73988. if (!scene) {
  73989. return;
  73990. }
  73991. this._processSizeParameter(size);
  73992. if (this.isCube) {
  73993. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73994. }
  73995. else {
  73996. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73997. }
  73998. };
  73999. /**
  74000. * Renders all the objects from the render list into the texture.
  74001. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  74002. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  74003. */
  74004. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  74005. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  74006. if (dumpForDebug === void 0) { dumpForDebug = false; }
  74007. var scene = this.getScene();
  74008. if (!scene) {
  74009. return;
  74010. }
  74011. var engine = scene.getEngine();
  74012. if (this.useCameraPostProcesses !== undefined) {
  74013. useCameraPostProcess = this.useCameraPostProcesses;
  74014. }
  74015. if (this._waitingRenderList) {
  74016. this.renderList = [];
  74017. for (var index = 0; index < this._waitingRenderList.length; index++) {
  74018. var id = this._waitingRenderList[index];
  74019. var mesh_1 = scene.getMeshByID(id);
  74020. if (mesh_1) {
  74021. this.renderList.push(mesh_1);
  74022. }
  74023. }
  74024. delete this._waitingRenderList;
  74025. }
  74026. // Is predicate defined?
  74027. if (this.renderListPredicate) {
  74028. if (this.renderList) {
  74029. this.renderList.length = 0; // Clear previous renderList
  74030. }
  74031. else {
  74032. this.renderList = [];
  74033. }
  74034. var scene = this.getScene();
  74035. if (!scene) {
  74036. return;
  74037. }
  74038. var sceneMeshes = scene.meshes;
  74039. for (var index = 0; index < sceneMeshes.length; index++) {
  74040. var mesh = sceneMeshes[index];
  74041. if (this.renderListPredicate(mesh)) {
  74042. this.renderList.push(mesh);
  74043. }
  74044. }
  74045. }
  74046. this.onBeforeBindObservable.notifyObservers(this);
  74047. // Set custom projection.
  74048. // Needs to be before binding to prevent changing the aspect ratio.
  74049. var camera;
  74050. if (this.activeCamera) {
  74051. camera = this.activeCamera;
  74052. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74053. if (this.activeCamera !== scene.activeCamera) {
  74054. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  74055. }
  74056. }
  74057. else {
  74058. camera = scene.activeCamera;
  74059. if (camera) {
  74060. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74061. }
  74062. }
  74063. // Prepare renderingManager
  74064. this._renderingManager.reset();
  74065. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  74066. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  74067. var sceneRenderId = scene.getRenderId();
  74068. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  74069. var mesh = currentRenderList[meshIndex];
  74070. if (mesh) {
  74071. if (!mesh.isReady(this.refreshRate === 0)) {
  74072. this.resetRefreshCounter();
  74073. continue;
  74074. }
  74075. mesh._preActivateForIntermediateRendering(sceneRenderId);
  74076. var isMasked = void 0;
  74077. if (!this.renderList && camera) {
  74078. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  74079. }
  74080. else {
  74081. isMasked = false;
  74082. }
  74083. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  74084. mesh._activate(sceneRenderId);
  74085. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  74086. var subMesh = mesh.subMeshes[subIndex];
  74087. scene._activeIndices.addCount(subMesh.indexCount, false);
  74088. this._renderingManager.dispatch(subMesh, mesh);
  74089. }
  74090. }
  74091. }
  74092. }
  74093. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  74094. var particleSystem = scene.particleSystems[particleIndex];
  74095. var emitter = particleSystem.emitter;
  74096. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  74097. continue;
  74098. }
  74099. if (currentRenderList.indexOf(emitter) >= 0) {
  74100. this._renderingManager.dispatchParticles(particleSystem);
  74101. }
  74102. }
  74103. if (this.isCube) {
  74104. for (var face = 0; face < 6; face++) {
  74105. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74106. scene.incrementRenderId();
  74107. scene.resetCachedMaterial();
  74108. }
  74109. }
  74110. else {
  74111. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74112. }
  74113. this.onAfterUnbindObservable.notifyObservers(this);
  74114. if (scene.activeCamera) {
  74115. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  74116. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  74117. }
  74118. engine.setViewport(scene.activeCamera.viewport);
  74119. }
  74120. scene.resetCachedMaterial();
  74121. };
  74122. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74123. var minimum = 128;
  74124. var x = renderDimension * scale;
  74125. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74126. // Ensure we don't exceed the render dimension (while staying POT)
  74127. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74128. };
  74129. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74130. var _this = this;
  74131. if (!this._texture) {
  74132. return;
  74133. }
  74134. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74135. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74136. });
  74137. };
  74138. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74139. var scene = this.getScene();
  74140. if (!scene) {
  74141. return;
  74142. }
  74143. var engine = scene.getEngine();
  74144. if (!this._texture) {
  74145. return;
  74146. }
  74147. // Bind
  74148. if (this._postProcessManager) {
  74149. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74150. }
  74151. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74152. if (this._texture) {
  74153. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74154. }
  74155. }
  74156. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74157. // Clear
  74158. if (this.onClearObservable.hasObservers()) {
  74159. this.onClearObservable.notifyObservers(engine);
  74160. }
  74161. else {
  74162. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74163. }
  74164. if (!this._doNotChangeAspectRatio) {
  74165. scene.updateTransformMatrix(true);
  74166. }
  74167. // Before Camera Draw
  74168. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74169. var step = _a[_i];
  74170. step.action(this);
  74171. }
  74172. // Render
  74173. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74174. // After Camera Draw
  74175. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74176. var step = _c[_b];
  74177. step.action(this);
  74178. }
  74179. if (this._postProcessManager) {
  74180. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74181. }
  74182. else if (useCameraPostProcess) {
  74183. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74184. }
  74185. if (!this._doNotChangeAspectRatio) {
  74186. scene.updateTransformMatrix(true);
  74187. }
  74188. // Dump ?
  74189. if (dumpForDebug) {
  74190. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74191. }
  74192. // Unbind
  74193. if (!this.isCube || faceIndex === 5) {
  74194. if (this.isCube) {
  74195. if (faceIndex === 5) {
  74196. engine.generateMipMapsForCubemap(this._texture);
  74197. }
  74198. }
  74199. this.unbindFrameBuffer(engine, faceIndex);
  74200. }
  74201. else {
  74202. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74203. }
  74204. };
  74205. /**
  74206. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74207. * This allowed control for front to back rendering or reversly depending of the special needs.
  74208. *
  74209. * @param renderingGroupId The rendering group id corresponding to its index
  74210. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74211. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74212. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74213. */
  74214. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74215. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74216. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74217. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74218. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74219. };
  74220. /**
  74221. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74222. *
  74223. * @param renderingGroupId The rendering group id corresponding to its index
  74224. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74225. */
  74226. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74227. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74228. this._renderingManager._useSceneAutoClearSetup = false;
  74229. };
  74230. /**
  74231. * Clones the texture.
  74232. * @returns the cloned texture
  74233. */
  74234. RenderTargetTexture.prototype.clone = function () {
  74235. var textureSize = this.getSize();
  74236. 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);
  74237. // Base texture
  74238. newTexture.hasAlpha = this.hasAlpha;
  74239. newTexture.level = this.level;
  74240. // RenderTarget Texture
  74241. newTexture.coordinatesMode = this.coordinatesMode;
  74242. if (this.renderList) {
  74243. newTexture.renderList = this.renderList.slice(0);
  74244. }
  74245. return newTexture;
  74246. };
  74247. /**
  74248. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74249. * @returns The JSON representation of the texture
  74250. */
  74251. RenderTargetTexture.prototype.serialize = function () {
  74252. if (!this.name) {
  74253. return null;
  74254. }
  74255. var serializationObject = _super.prototype.serialize.call(this);
  74256. serializationObject.renderTargetSize = this.getRenderSize();
  74257. serializationObject.renderList = [];
  74258. if (this.renderList) {
  74259. for (var index = 0; index < this.renderList.length; index++) {
  74260. serializationObject.renderList.push(this.renderList[index].id);
  74261. }
  74262. }
  74263. return serializationObject;
  74264. };
  74265. /**
  74266. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74267. */
  74268. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74269. var objBuffer = this.getInternalTexture();
  74270. var scene = this.getScene();
  74271. if (objBuffer && scene) {
  74272. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74273. }
  74274. };
  74275. /**
  74276. * Dispose the texture and release its associated resources.
  74277. */
  74278. RenderTargetTexture.prototype.dispose = function () {
  74279. if (this._postProcessManager) {
  74280. this._postProcessManager.dispose();
  74281. this._postProcessManager = null;
  74282. }
  74283. this.clearPostProcesses(true);
  74284. if (this._resizeObserver) {
  74285. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74286. this._resizeObserver = null;
  74287. }
  74288. this.renderList = null;
  74289. // Remove from custom render targets
  74290. var scene = this.getScene();
  74291. if (!scene) {
  74292. return;
  74293. }
  74294. var index = scene.customRenderTargets.indexOf(this);
  74295. if (index >= 0) {
  74296. scene.customRenderTargets.splice(index, 1);
  74297. }
  74298. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74299. var camera = _a[_i];
  74300. index = camera.customRenderTargets.indexOf(this);
  74301. if (index >= 0) {
  74302. camera.customRenderTargets.splice(index, 1);
  74303. }
  74304. }
  74305. _super.prototype.dispose.call(this);
  74306. };
  74307. /** @hidden */
  74308. RenderTargetTexture.prototype._rebuild = function () {
  74309. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74310. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74311. }
  74312. if (this._postProcessManager) {
  74313. this._postProcessManager._rebuild();
  74314. }
  74315. };
  74316. /**
  74317. * Clear the info related to rendering groups preventing retention point in material dispose.
  74318. */
  74319. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74320. if (this._renderingManager) {
  74321. this._renderingManager.freeRenderingGroups();
  74322. }
  74323. };
  74324. /**
  74325. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74326. */
  74327. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74328. /**
  74329. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74330. */
  74331. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74332. /**
  74333. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74334. * the central point of your effect and can save a lot of performances.
  74335. */
  74336. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74337. return RenderTargetTexture;
  74338. }(BABYLON.Texture));
  74339. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74340. })(BABYLON || (BABYLON = {}));
  74341. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74342. var BABYLON;
  74343. (function (BABYLON) {
  74344. /**
  74345. * A multi render target, like a render target provides the ability to render to a texture.
  74346. * Unlike the render target, it can render to several draw buffers in one draw.
  74347. * This is specially interesting in deferred rendering or for any effects requiring more than
  74348. * just one color from a single pass.
  74349. */
  74350. var MultiRenderTarget = /** @class */ (function (_super) {
  74351. __extends(MultiRenderTarget, _super);
  74352. /**
  74353. * Instantiate a new multi render target texture.
  74354. * A multi render target, like a render target provides the ability to render to a texture.
  74355. * Unlike the render target, it can render to several draw buffers in one draw.
  74356. * This is specially interesting in deferred rendering or for any effects requiring more than
  74357. * just one color from a single pass.
  74358. * @param name Define the name of the texture
  74359. * @param size Define the size of the buffers to render to
  74360. * @param count Define the number of target we are rendering into
  74361. * @param scene Define the scene the texture belongs to
  74362. * @param options Define the options used to create the multi render target
  74363. */
  74364. function MultiRenderTarget(name, size, count, scene, options) {
  74365. var _this = this;
  74366. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74367. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74368. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74369. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74370. _this._engine = scene.getEngine();
  74371. if (!_this.isSupported) {
  74372. _this.dispose();
  74373. return;
  74374. }
  74375. var types = [];
  74376. var samplingModes = [];
  74377. for (var i = 0; i < count; i++) {
  74378. if (options && options.types && options.types[i] !== undefined) {
  74379. types.push(options.types[i]);
  74380. }
  74381. else {
  74382. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74383. }
  74384. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74385. samplingModes.push(options.samplingModes[i]);
  74386. }
  74387. else {
  74388. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74389. }
  74390. }
  74391. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74392. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74393. _this._size = size;
  74394. _this._multiRenderTargetOptions = {
  74395. samplingModes: samplingModes,
  74396. generateMipMaps: generateMipMaps,
  74397. generateDepthBuffer: generateDepthBuffer,
  74398. generateStencilBuffer: generateStencilBuffer,
  74399. generateDepthTexture: generateDepthTexture,
  74400. types: types,
  74401. textureCount: count
  74402. };
  74403. _this._createInternalTextures();
  74404. _this._createTextures();
  74405. return _this;
  74406. }
  74407. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74408. /**
  74409. * Get if draw buffers are currently supported by the used hardware and browser.
  74410. */
  74411. get: function () {
  74412. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74413. },
  74414. enumerable: true,
  74415. configurable: true
  74416. });
  74417. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74418. /**
  74419. * Get the list of textures generated by the multi render target.
  74420. */
  74421. get: function () {
  74422. return this._textures;
  74423. },
  74424. enumerable: true,
  74425. configurable: true
  74426. });
  74427. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74428. /**
  74429. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74430. */
  74431. get: function () {
  74432. return this._textures[this._textures.length - 1];
  74433. },
  74434. enumerable: true,
  74435. configurable: true
  74436. });
  74437. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74438. /**
  74439. * Set the wrapping mode on U of all the textures we are rendering to.
  74440. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74441. */
  74442. set: function (wrap) {
  74443. if (this._textures) {
  74444. for (var i = 0; i < this._textures.length; i++) {
  74445. this._textures[i].wrapU = wrap;
  74446. }
  74447. }
  74448. },
  74449. enumerable: true,
  74450. configurable: true
  74451. });
  74452. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74453. /**
  74454. * Set the wrapping mode on V of all the textures we are rendering to.
  74455. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74456. */
  74457. set: function (wrap) {
  74458. if (this._textures) {
  74459. for (var i = 0; i < this._textures.length; i++) {
  74460. this._textures[i].wrapV = wrap;
  74461. }
  74462. }
  74463. },
  74464. enumerable: true,
  74465. configurable: true
  74466. });
  74467. /** @hidden */
  74468. MultiRenderTarget.prototype._rebuild = function () {
  74469. this.releaseInternalTextures();
  74470. this._createInternalTextures();
  74471. for (var i = 0; i < this._internalTextures.length; i++) {
  74472. var texture = this._textures[i];
  74473. texture._texture = this._internalTextures[i];
  74474. }
  74475. // Keeps references to frame buffer and stencil/depth buffer
  74476. this._texture = this._internalTextures[0];
  74477. };
  74478. MultiRenderTarget.prototype._createInternalTextures = function () {
  74479. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74480. };
  74481. MultiRenderTarget.prototype._createTextures = function () {
  74482. this._textures = [];
  74483. for (var i = 0; i < this._internalTextures.length; i++) {
  74484. var texture = new BABYLON.Texture(null, this.getScene());
  74485. texture._texture = this._internalTextures[i];
  74486. this._textures.push(texture);
  74487. }
  74488. // Keeps references to frame buffer and stencil/depth buffer
  74489. this._texture = this._internalTextures[0];
  74490. };
  74491. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74492. /**
  74493. * Define the number of samples used if MSAA is enabled.
  74494. */
  74495. get: function () {
  74496. return this._samples;
  74497. },
  74498. set: function (value) {
  74499. if (this._samples === value) {
  74500. return;
  74501. }
  74502. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74503. },
  74504. enumerable: true,
  74505. configurable: true
  74506. });
  74507. /**
  74508. * Resize all the textures in the multi render target.
  74509. * Be carrefull as it will recreate all the data in the new texture.
  74510. * @param size Define the new size
  74511. */
  74512. MultiRenderTarget.prototype.resize = function (size) {
  74513. this.releaseInternalTextures();
  74514. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74515. this._createInternalTextures();
  74516. };
  74517. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74518. var _this = this;
  74519. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74520. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74521. });
  74522. };
  74523. /**
  74524. * Dispose the render targets and their associated resources
  74525. */
  74526. MultiRenderTarget.prototype.dispose = function () {
  74527. this.releaseInternalTextures();
  74528. _super.prototype.dispose.call(this);
  74529. };
  74530. /**
  74531. * Release all the underlying texture used as draw buffers.
  74532. */
  74533. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74534. if (!this._internalTextures) {
  74535. return;
  74536. }
  74537. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74538. if (this._internalTextures[i] !== undefined) {
  74539. this._internalTextures[i].dispose();
  74540. this._internalTextures.splice(i, 1);
  74541. }
  74542. }
  74543. };
  74544. return MultiRenderTarget;
  74545. }(BABYLON.RenderTargetTexture));
  74546. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74547. })(BABYLON || (BABYLON = {}));
  74548. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74549. var BABYLON;
  74550. (function (BABYLON) {
  74551. /**
  74552. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74553. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74554. * You can then easily use it as a reflectionTexture on a flat surface.
  74555. * In case the surface is not a plane, please consider relying on reflection probes.
  74556. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74557. */
  74558. var MirrorTexture = /** @class */ (function (_super) {
  74559. __extends(MirrorTexture, _super);
  74560. /**
  74561. * Instantiates a Mirror Texture.
  74562. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74563. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74564. * You can then easily use it as a reflectionTexture on a flat surface.
  74565. * In case the surface is not a plane, please consider relying on reflection probes.
  74566. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74567. * @param name
  74568. * @param size
  74569. * @param scene
  74570. * @param generateMipMaps
  74571. * @param type
  74572. * @param samplingMode
  74573. * @param generateDepthBuffer
  74574. */
  74575. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74576. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74577. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74578. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74579. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74580. _this.scene = scene;
  74581. /**
  74582. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74583. * 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.
  74584. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74585. */
  74586. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74587. _this._transformMatrix = BABYLON.Matrix.Zero();
  74588. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74589. _this._adaptiveBlurKernel = 0;
  74590. _this._blurKernelX = 0;
  74591. _this._blurKernelY = 0;
  74592. _this._blurRatio = 1.0;
  74593. _this.ignoreCameraViewport = true;
  74594. _this._updateGammaSpace();
  74595. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74596. _this._updateGammaSpace;
  74597. });
  74598. _this.onBeforeRenderObservable.add(function () {
  74599. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74600. _this._savedViewMatrix = scene.getViewMatrix();
  74601. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74602. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74603. scene.clipPlane = _this.mirrorPlane;
  74604. scene.getEngine().cullBackFaces = false;
  74605. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74606. });
  74607. _this.onAfterRenderObservable.add(function () {
  74608. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74609. scene.getEngine().cullBackFaces = true;
  74610. scene._mirroredCameraPosition = null;
  74611. delete scene.clipPlane;
  74612. });
  74613. return _this;
  74614. }
  74615. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74616. get: function () {
  74617. return this._blurRatio;
  74618. },
  74619. /**
  74620. * Define the blur ratio used to blur the reflection if needed.
  74621. */
  74622. set: function (value) {
  74623. if (this._blurRatio === value) {
  74624. return;
  74625. }
  74626. this._blurRatio = value;
  74627. this._preparePostProcesses();
  74628. },
  74629. enumerable: true,
  74630. configurable: true
  74631. });
  74632. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74633. /**
  74634. * Define the adaptive blur kernel used to blur the reflection if needed.
  74635. * This will autocompute the closest best match for the `blurKernel`
  74636. */
  74637. set: function (value) {
  74638. this._adaptiveBlurKernel = value;
  74639. this._autoComputeBlurKernel();
  74640. },
  74641. enumerable: true,
  74642. configurable: true
  74643. });
  74644. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74645. /**
  74646. * Define the blur kernel used to blur the reflection if needed.
  74647. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74648. */
  74649. set: function (value) {
  74650. this.blurKernelX = value;
  74651. this.blurKernelY = value;
  74652. },
  74653. enumerable: true,
  74654. configurable: true
  74655. });
  74656. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74657. get: function () {
  74658. return this._blurKernelX;
  74659. },
  74660. /**
  74661. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74662. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74663. */
  74664. set: function (value) {
  74665. if (this._blurKernelX === value) {
  74666. return;
  74667. }
  74668. this._blurKernelX = value;
  74669. this._preparePostProcesses();
  74670. },
  74671. enumerable: true,
  74672. configurable: true
  74673. });
  74674. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74675. get: function () {
  74676. return this._blurKernelY;
  74677. },
  74678. /**
  74679. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74680. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74681. */
  74682. set: function (value) {
  74683. if (this._blurKernelY === value) {
  74684. return;
  74685. }
  74686. this._blurKernelY = value;
  74687. this._preparePostProcesses();
  74688. },
  74689. enumerable: true,
  74690. configurable: true
  74691. });
  74692. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74693. var engine = this.getScene().getEngine();
  74694. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74695. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74696. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74697. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74698. };
  74699. MirrorTexture.prototype._onRatioRescale = function () {
  74700. if (this._sizeRatio) {
  74701. this.resize(this._initialSizeParameter);
  74702. if (!this._adaptiveBlurKernel) {
  74703. this._preparePostProcesses();
  74704. }
  74705. }
  74706. if (this._adaptiveBlurKernel) {
  74707. this._autoComputeBlurKernel();
  74708. }
  74709. };
  74710. MirrorTexture.prototype._updateGammaSpace = function () {
  74711. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74712. };
  74713. MirrorTexture.prototype._preparePostProcesses = function () {
  74714. this.clearPostProcesses(true);
  74715. if (this._blurKernelX && this._blurKernelY) {
  74716. var engine = this.getScene().getEngine();
  74717. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74718. 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);
  74719. this._blurX.autoClear = false;
  74720. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74721. this._blurX.inputTexture = this._texture;
  74722. }
  74723. else {
  74724. this._blurX.alwaysForcePOT = true;
  74725. }
  74726. 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);
  74727. this._blurY.autoClear = false;
  74728. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74729. this.addPostProcess(this._blurX);
  74730. this.addPostProcess(this._blurY);
  74731. }
  74732. else {
  74733. if (this._blurY) {
  74734. this.removePostProcess(this._blurY);
  74735. this._blurY.dispose();
  74736. this._blurY = null;
  74737. }
  74738. if (this._blurX) {
  74739. this.removePostProcess(this._blurX);
  74740. this._blurX.dispose();
  74741. this._blurX = null;
  74742. }
  74743. }
  74744. };
  74745. /**
  74746. * Clone the mirror texture.
  74747. * @returns the cloned texture
  74748. */
  74749. MirrorTexture.prototype.clone = function () {
  74750. var scene = this.getScene();
  74751. if (!scene) {
  74752. return this;
  74753. }
  74754. var textureSize = this.getSize();
  74755. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74756. // Base texture
  74757. newTexture.hasAlpha = this.hasAlpha;
  74758. newTexture.level = this.level;
  74759. // Mirror Texture
  74760. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74761. if (this.renderList) {
  74762. newTexture.renderList = this.renderList.slice(0);
  74763. }
  74764. return newTexture;
  74765. };
  74766. /**
  74767. * Serialize the texture to a JSON representation you could use in Parse later on
  74768. * @returns the serialized JSON representation
  74769. */
  74770. MirrorTexture.prototype.serialize = function () {
  74771. if (!this.name) {
  74772. return null;
  74773. }
  74774. var serializationObject = _super.prototype.serialize.call(this);
  74775. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74776. return serializationObject;
  74777. };
  74778. /**
  74779. * Dispose the texture and release its associated resources.
  74780. */
  74781. MirrorTexture.prototype.dispose = function () {
  74782. _super.prototype.dispose.call(this);
  74783. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74784. };
  74785. return MirrorTexture;
  74786. }(BABYLON.RenderTargetTexture));
  74787. BABYLON.MirrorTexture = MirrorTexture;
  74788. })(BABYLON || (BABYLON = {}));
  74789. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74790. var BABYLON;
  74791. (function (BABYLON) {
  74792. /**
  74793. * Creates a refraction texture used by refraction channel of the standard material.
  74794. * It is like a mirror but to see through a material.
  74795. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74796. */
  74797. var RefractionTexture = /** @class */ (function (_super) {
  74798. __extends(RefractionTexture, _super);
  74799. /**
  74800. * Creates a refraction texture used by refraction channel of the standard material.
  74801. * It is like a mirror but to see through a material.
  74802. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74803. * @param name Define the texture name
  74804. * @param size Define the size of the underlying texture
  74805. * @param scene Define the scene the refraction belongs to
  74806. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74807. */
  74808. function RefractionTexture(name, size, scene, generateMipMaps) {
  74809. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74810. /**
  74811. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74812. * 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.
  74813. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74814. */
  74815. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74816. /**
  74817. * Define how deep under the surface we should see.
  74818. */
  74819. _this.depth = 2.0;
  74820. _this.onBeforeRenderObservable.add(function () {
  74821. scene.clipPlane = _this.refractionPlane;
  74822. });
  74823. _this.onAfterRenderObservable.add(function () {
  74824. delete scene.clipPlane;
  74825. });
  74826. return _this;
  74827. }
  74828. /**
  74829. * Clone the refraction texture.
  74830. * @returns the cloned texture
  74831. */
  74832. RefractionTexture.prototype.clone = function () {
  74833. var scene = this.getScene();
  74834. if (!scene) {
  74835. return this;
  74836. }
  74837. var textureSize = this.getSize();
  74838. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74839. // Base texture
  74840. newTexture.hasAlpha = this.hasAlpha;
  74841. newTexture.level = this.level;
  74842. // Refraction Texture
  74843. newTexture.refractionPlane = this.refractionPlane.clone();
  74844. if (this.renderList) {
  74845. newTexture.renderList = this.renderList.slice(0);
  74846. }
  74847. newTexture.depth = this.depth;
  74848. return newTexture;
  74849. };
  74850. /**
  74851. * Serialize the texture to a JSON representation you could use in Parse later on
  74852. * @returns the serialized JSON representation
  74853. */
  74854. RefractionTexture.prototype.serialize = function () {
  74855. if (!this.name) {
  74856. return null;
  74857. }
  74858. var serializationObject = _super.prototype.serialize.call(this);
  74859. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74860. serializationObject.depth = this.depth;
  74861. return serializationObject;
  74862. };
  74863. return RefractionTexture;
  74864. }(BABYLON.RenderTargetTexture));
  74865. BABYLON.RefractionTexture = RefractionTexture;
  74866. })(BABYLON || (BABYLON = {}));
  74867. //# sourceMappingURL=babylon.refractionTexture.js.map
  74868. var BABYLON;
  74869. (function (BABYLON) {
  74870. /**
  74871. * A class extending Texture allowing drawing on a texture
  74872. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74873. */
  74874. var DynamicTexture = /** @class */ (function (_super) {
  74875. __extends(DynamicTexture, _super);
  74876. /**
  74877. * Creates a DynamicTexture
  74878. * @param name defines the name of the texture
  74879. * @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
  74880. * @param scene defines the scene where you want the texture
  74881. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74882. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74883. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74884. */
  74885. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74886. if (scene === void 0) { scene = null; }
  74887. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74888. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74889. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74890. _this.name = name;
  74891. _this._engine = _this.getScene().getEngine();
  74892. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74893. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74894. _this._generateMipMaps = generateMipMaps;
  74895. if (options.getContext) {
  74896. _this._canvas = options;
  74897. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74898. }
  74899. else {
  74900. _this._canvas = document.createElement("canvas");
  74901. if (options.width || options.width === 0) {
  74902. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74903. }
  74904. else {
  74905. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74906. }
  74907. }
  74908. var textureSize = _this.getSize();
  74909. _this._canvas.width = textureSize.width;
  74910. _this._canvas.height = textureSize.height;
  74911. _this._context = _this._canvas.getContext("2d");
  74912. return _this;
  74913. }
  74914. /**
  74915. * Get the current class name of the texture useful for serialization or dynamic coding.
  74916. * @returns "DynamicTexture"
  74917. */
  74918. DynamicTexture.prototype.getClassName = function () {
  74919. return "DynamicTexture";
  74920. };
  74921. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74922. /**
  74923. * Gets the current state of canRescale
  74924. */
  74925. get: function () {
  74926. return true;
  74927. },
  74928. enumerable: true,
  74929. configurable: true
  74930. });
  74931. DynamicTexture.prototype._recreate = function (textureSize) {
  74932. this._canvas.width = textureSize.width;
  74933. this._canvas.height = textureSize.height;
  74934. this.releaseInternalTexture();
  74935. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74936. };
  74937. /**
  74938. * Scales the texture
  74939. * @param ratio the scale factor to apply to both width and height
  74940. */
  74941. DynamicTexture.prototype.scale = function (ratio) {
  74942. var textureSize = this.getSize();
  74943. textureSize.width *= ratio;
  74944. textureSize.height *= ratio;
  74945. this._recreate(textureSize);
  74946. };
  74947. /**
  74948. * Resizes the texture
  74949. * @param width the new width
  74950. * @param height the new height
  74951. */
  74952. DynamicTexture.prototype.scaleTo = function (width, height) {
  74953. var textureSize = this.getSize();
  74954. textureSize.width = width;
  74955. textureSize.height = height;
  74956. this._recreate(textureSize);
  74957. };
  74958. /**
  74959. * Gets the context of the canvas used by the texture
  74960. * @returns the canvas context of the dynamic texture
  74961. */
  74962. DynamicTexture.prototype.getContext = function () {
  74963. return this._context;
  74964. };
  74965. /**
  74966. * Clears the texture
  74967. */
  74968. DynamicTexture.prototype.clear = function () {
  74969. var size = this.getSize();
  74970. this._context.fillRect(0, 0, size.width, size.height);
  74971. };
  74972. /**
  74973. * Updates the texture
  74974. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74975. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74976. */
  74977. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74978. if (premulAlpha === void 0) { premulAlpha = false; }
  74979. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74980. };
  74981. /**
  74982. * Draws text onto the texture
  74983. * @param text defines the text to be drawn
  74984. * @param x defines the placement of the text from the left
  74985. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74986. * @param font defines the font to be used with font-style, font-size, font-name
  74987. * @param color defines the color used for the text
  74988. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74989. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74990. * @param update defines whether texture is immediately update (default is true)
  74991. */
  74992. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74993. if (update === void 0) { update = true; }
  74994. var size = this.getSize();
  74995. if (clearColor) {
  74996. this._context.fillStyle = clearColor;
  74997. this._context.fillRect(0, 0, size.width, size.height);
  74998. }
  74999. this._context.font = font;
  75000. if (x === null || x === undefined) {
  75001. var textSize = this._context.measureText(text);
  75002. x = (size.width - textSize.width) / 2;
  75003. }
  75004. if (y === null || y === undefined) {
  75005. var fontSize = parseInt((font.replace(/\D/g, '')));
  75006. y = (size.height / 2) + (fontSize / 3.65);
  75007. }
  75008. this._context.fillStyle = color;
  75009. this._context.fillText(text, x, y);
  75010. if (update) {
  75011. this.update(invertY);
  75012. }
  75013. };
  75014. /**
  75015. * Clones the texture
  75016. * @returns the clone of the texture.
  75017. */
  75018. DynamicTexture.prototype.clone = function () {
  75019. var scene = this.getScene();
  75020. if (!scene) {
  75021. return this;
  75022. }
  75023. var textureSize = this.getSize();
  75024. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  75025. // Base texture
  75026. newTexture.hasAlpha = this.hasAlpha;
  75027. newTexture.level = this.level;
  75028. // Dynamic Texture
  75029. newTexture.wrapU = this.wrapU;
  75030. newTexture.wrapV = this.wrapV;
  75031. return newTexture;
  75032. };
  75033. /**
  75034. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  75035. * @returns a serialized dynamic texture object
  75036. */
  75037. DynamicTexture.prototype.serialize = function () {
  75038. var scene = this.getScene();
  75039. if (scene && !scene.isReady()) {
  75040. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  75041. }
  75042. var serializationObject = _super.prototype.serialize.call(this);
  75043. serializationObject.base64String = this._canvas.toDataURL();
  75044. serializationObject.invertY = this._invertY;
  75045. serializationObject.samplingMode = this.samplingMode;
  75046. return serializationObject;
  75047. };
  75048. /** @hidden */
  75049. DynamicTexture.prototype._rebuild = function () {
  75050. this.update();
  75051. };
  75052. return DynamicTexture;
  75053. }(BABYLON.Texture));
  75054. BABYLON.DynamicTexture = DynamicTexture;
  75055. })(BABYLON || (BABYLON = {}));
  75056. //# sourceMappingURL=babylon.dynamicTexture.js.map
  75057. var BABYLON;
  75058. (function (BABYLON) {
  75059. /**
  75060. * If you want to display a video in your scene, this is the special texture for that.
  75061. * This special texture works similar to other textures, with the exception of a few parameters.
  75062. * @see https://doc.babylonjs.com/how_to/video_texture
  75063. */
  75064. var VideoTexture = /** @class */ (function (_super) {
  75065. __extends(VideoTexture, _super);
  75066. /**
  75067. * Creates a video texture.
  75068. * If you want to display a video in your scene, this is the special texture for that.
  75069. * This special texture works similar to other textures, with the exception of a few parameters.
  75070. * @see https://doc.babylonjs.com/how_to/video_texture
  75071. * @param name optional name, will detect from video source, if not defined
  75072. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  75073. * @param scene is obviously the current scene.
  75074. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  75075. * @param invertY is false by default but can be used to invert video on Y axis
  75076. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  75077. * @param settings allows finer control over video usage
  75078. */
  75079. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  75080. if (generateMipMaps === void 0) { generateMipMaps = false; }
  75081. if (invertY === void 0) { invertY = false; }
  75082. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75083. if (settings === void 0) { settings = {
  75084. autoPlay: true,
  75085. loop: true,
  75086. autoUpdateTexture: true,
  75087. }; }
  75088. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75089. _this._onUserActionRequestedObservable = null;
  75090. _this._stillImageCaptured = false;
  75091. _this._displayingPosterTexture = false;
  75092. _this._createInternalTexture = function () {
  75093. if (_this._texture != null) {
  75094. if (_this._displayingPosterTexture) {
  75095. _this._texture.dispose();
  75096. _this._displayingPosterTexture = false;
  75097. }
  75098. else {
  75099. return;
  75100. }
  75101. }
  75102. if (!_this._engine.needPOTTextures ||
  75103. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  75104. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  75105. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  75106. }
  75107. else {
  75108. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75109. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75110. _this._generateMipMaps = false;
  75111. }
  75112. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  75113. if (!_this.video.autoplay && !_this._settings.poster) {
  75114. var oldHandler_1 = _this.video.onplaying;
  75115. var error_1 = false;
  75116. _this.video.onplaying = function () {
  75117. _this.video.onplaying = oldHandler_1;
  75118. _this._texture.isReady = true;
  75119. _this._updateInternalTexture();
  75120. if (!error_1) {
  75121. _this.video.pause();
  75122. }
  75123. if (_this.onLoadObservable.hasObservers()) {
  75124. _this.onLoadObservable.notifyObservers(_this);
  75125. }
  75126. };
  75127. var playing = _this.video.play();
  75128. if (playing) {
  75129. playing.then(function () {
  75130. // Everything is good.
  75131. })
  75132. .catch(function () {
  75133. error_1 = true;
  75134. // On Chrome for instance, new policies might prevent playing without user interaction.
  75135. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75136. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75137. }
  75138. });
  75139. }
  75140. else {
  75141. _this.video.onplaying = oldHandler_1;
  75142. _this._texture.isReady = true;
  75143. _this._updateInternalTexture();
  75144. if (_this.onLoadObservable.hasObservers()) {
  75145. _this.onLoadObservable.notifyObservers(_this);
  75146. }
  75147. }
  75148. }
  75149. else {
  75150. _this._texture.isReady = true;
  75151. _this._updateInternalTexture();
  75152. if (_this.onLoadObservable.hasObservers()) {
  75153. _this.onLoadObservable.notifyObservers(_this);
  75154. }
  75155. }
  75156. };
  75157. _this.reset = function () {
  75158. if (_this._texture == null) {
  75159. return;
  75160. }
  75161. if (!_this._displayingPosterTexture) {
  75162. _this._texture.dispose();
  75163. _this._texture = null;
  75164. }
  75165. };
  75166. _this._updateInternalTexture = function (e) {
  75167. if (_this._texture == null || !_this._texture.isReady) {
  75168. return;
  75169. }
  75170. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75171. return;
  75172. }
  75173. if (_this._displayingPosterTexture) {
  75174. return;
  75175. }
  75176. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75177. };
  75178. _this._engine = _this.getScene().getEngine();
  75179. _this._generateMipMaps = generateMipMaps;
  75180. _this._samplingMode = samplingMode;
  75181. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75182. _this.name = name || _this._getName(src);
  75183. _this.video = _this._getVideo(src);
  75184. _this._settings = settings;
  75185. if (settings.poster) {
  75186. _this.video.poster = settings.poster;
  75187. }
  75188. if (settings.autoPlay !== undefined) {
  75189. _this.video.autoplay = settings.autoPlay;
  75190. }
  75191. if (settings.loop !== undefined) {
  75192. _this.video.loop = settings.loop;
  75193. }
  75194. _this.video.setAttribute("playsinline", "");
  75195. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75196. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75197. _this.video.addEventListener("emptied", _this.reset);
  75198. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75199. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75200. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75201. if (settings.poster &&
  75202. (!settings.autoPlay || !videoHasEnoughData)) {
  75203. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75204. _this._displayingPosterTexture = true;
  75205. }
  75206. else if (videoHasEnoughData) {
  75207. _this._createInternalTexture();
  75208. }
  75209. return _this;
  75210. }
  75211. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75212. /**
  75213. * Event triggerd when a dom action is required by the user to play the video.
  75214. * This happens due to recent changes in browser policies preventing video to auto start.
  75215. */
  75216. get: function () {
  75217. if (!this._onUserActionRequestedObservable) {
  75218. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75219. }
  75220. return this._onUserActionRequestedObservable;
  75221. },
  75222. enumerable: true,
  75223. configurable: true
  75224. });
  75225. VideoTexture.prototype._getName = function (src) {
  75226. if (src instanceof HTMLVideoElement) {
  75227. return src.currentSrc;
  75228. }
  75229. if (typeof src === "object") {
  75230. return src.toString();
  75231. }
  75232. return src;
  75233. };
  75234. VideoTexture.prototype._getVideo = function (src) {
  75235. if (src instanceof HTMLVideoElement) {
  75236. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75237. return src;
  75238. }
  75239. var video = document.createElement("video");
  75240. if (typeof src === "string") {
  75241. BABYLON.Tools.SetCorsBehavior(src, video);
  75242. video.src = src;
  75243. }
  75244. else {
  75245. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75246. src.forEach(function (url) {
  75247. var source = document.createElement("source");
  75248. source.src = url;
  75249. video.appendChild(source);
  75250. });
  75251. }
  75252. return video;
  75253. };
  75254. /**
  75255. * @hidden Internal method to initiate `update`.
  75256. */
  75257. VideoTexture.prototype._rebuild = function () {
  75258. this.update();
  75259. };
  75260. /**
  75261. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75262. */
  75263. VideoTexture.prototype.update = function () {
  75264. if (!this.autoUpdateTexture) {
  75265. // Expecting user to call `updateTexture` manually
  75266. return;
  75267. }
  75268. this.updateTexture(true);
  75269. };
  75270. /**
  75271. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75272. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75273. */
  75274. VideoTexture.prototype.updateTexture = function (isVisible) {
  75275. if (!isVisible) {
  75276. return;
  75277. }
  75278. if (this.video.paused && this._stillImageCaptured) {
  75279. return;
  75280. }
  75281. this._stillImageCaptured = true;
  75282. this._updateInternalTexture();
  75283. };
  75284. /**
  75285. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75286. * @param url New url.
  75287. */
  75288. VideoTexture.prototype.updateURL = function (url) {
  75289. this.video.src = url;
  75290. };
  75291. /**
  75292. * Dispose the texture and release its associated resources.
  75293. */
  75294. VideoTexture.prototype.dispose = function () {
  75295. _super.prototype.dispose.call(this);
  75296. if (this._onUserActionRequestedObservable) {
  75297. this._onUserActionRequestedObservable.clear();
  75298. this._onUserActionRequestedObservable = null;
  75299. }
  75300. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75301. this.video.removeEventListener("paused", this._updateInternalTexture);
  75302. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75303. this.video.removeEventListener("emptied", this.reset);
  75304. this.video.pause();
  75305. };
  75306. /**
  75307. * Creates a video texture straight from your WebCam video feed.
  75308. * @param scene Define the scene the texture should be created in
  75309. * @param onReady Define a callback to triggered once the texture will be ready
  75310. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75311. */
  75312. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75313. var video = document.createElement("video");
  75314. video.setAttribute('autoplay', '');
  75315. video.setAttribute('muted', '');
  75316. video.setAttribute('playsinline', '');
  75317. var constraintsDeviceId;
  75318. if (constraints && constraints.deviceId) {
  75319. constraintsDeviceId = {
  75320. exact: constraints.deviceId,
  75321. };
  75322. }
  75323. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75324. if (navigator.mediaDevices) {
  75325. navigator.mediaDevices.getUserMedia({ video: constraints })
  75326. .then(function (stream) {
  75327. if (video.mozSrcObject !== undefined) {
  75328. // hack for Firefox < 19
  75329. video.mozSrcObject = stream;
  75330. }
  75331. else {
  75332. video.srcObject = stream;
  75333. }
  75334. var onPlaying = function () {
  75335. if (onReady) {
  75336. onReady(new VideoTexture("video", video, scene, true, true));
  75337. }
  75338. video.removeEventListener("playing", onPlaying);
  75339. };
  75340. video.addEventListener("playing", onPlaying);
  75341. video.play();
  75342. })
  75343. .catch(function (err) {
  75344. BABYLON.Tools.Error(err.name);
  75345. });
  75346. }
  75347. else {
  75348. navigator.getUserMedia =
  75349. navigator.getUserMedia ||
  75350. navigator.webkitGetUserMedia ||
  75351. navigator.mozGetUserMedia ||
  75352. navigator.msGetUserMedia;
  75353. if (navigator.getUserMedia) {
  75354. navigator.getUserMedia({
  75355. video: {
  75356. deviceId: constraintsDeviceId,
  75357. width: {
  75358. min: (constraints && constraints.minWidth) || 256,
  75359. max: (constraints && constraints.maxWidth) || 640,
  75360. },
  75361. height: {
  75362. min: (constraints && constraints.minHeight) || 256,
  75363. max: (constraints && constraints.maxHeight) || 480,
  75364. },
  75365. },
  75366. }, function (stream) {
  75367. if (video.mozSrcObject !== undefined) {
  75368. // hack for Firefox < 19
  75369. video.mozSrcObject = stream;
  75370. }
  75371. else {
  75372. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75373. }
  75374. video.play();
  75375. if (onReady) {
  75376. onReady(new VideoTexture("video", video, scene, true, true));
  75377. }
  75378. }, function (e) {
  75379. BABYLON.Tools.Error(e.name);
  75380. });
  75381. }
  75382. }
  75383. };
  75384. return VideoTexture;
  75385. }(BABYLON.Texture));
  75386. BABYLON.VideoTexture = VideoTexture;
  75387. })(BABYLON || (BABYLON = {}));
  75388. //# sourceMappingURL=babylon.videoTexture.js.map
  75389. var BABYLON;
  75390. (function (BABYLON) {
  75391. /**
  75392. * Raw texture can help creating a texture directly from an array of data.
  75393. * This can be super useful if you either get the data from an uncompressed source or
  75394. * if you wish to create your texture pixel by pixel.
  75395. */
  75396. var RawTexture = /** @class */ (function (_super) {
  75397. __extends(RawTexture, _super);
  75398. /**
  75399. * Instantiates a new RawTexture.
  75400. * Raw texture can help creating a texture directly from an array of data.
  75401. * This can be super useful if you either get the data from an uncompressed source or
  75402. * if you wish to create your texture pixel by pixel.
  75403. * @param data define the array of data to use to create the texture
  75404. * @param width define the width of the texture
  75405. * @param height define the height of the texture
  75406. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75407. * @param scene define the scene the texture belongs to
  75408. * @param generateMipMaps define whether mip maps should be generated or not
  75409. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75410. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75411. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75412. */
  75413. function RawTexture(data, width, height,
  75414. /**
  75415. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75416. */
  75417. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75418. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75419. if (invertY === void 0) { invertY = false; }
  75420. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75421. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75422. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75423. _this.format = format;
  75424. _this._engine = scene.getEngine();
  75425. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75426. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75427. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75428. return _this;
  75429. }
  75430. /**
  75431. * Updates the texture underlying data.
  75432. * @param data Define the new data of the texture
  75433. */
  75434. RawTexture.prototype.update = function (data) {
  75435. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75436. };
  75437. /**
  75438. * Creates a luminance texture from some data.
  75439. * @param data Define the texture data
  75440. * @param width Define the width of the texture
  75441. * @param height Define the height of the texture
  75442. * @param scene Define the scene the texture belongs to
  75443. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75444. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75445. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75446. * @returns the luminance texture
  75447. */
  75448. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75449. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75450. if (invertY === void 0) { invertY = false; }
  75451. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75452. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75453. };
  75454. /**
  75455. * Creates a luminance alpha texture from some data.
  75456. * @param data Define the texture data
  75457. * @param width Define the width of the texture
  75458. * @param height Define the height of the texture
  75459. * @param scene Define the scene the texture belongs to
  75460. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75461. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75462. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75463. * @returns the luminance alpha texture
  75464. */
  75465. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75466. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75467. if (invertY === void 0) { invertY = false; }
  75468. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75469. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75470. };
  75471. /**
  75472. * Creates an alpha texture from some data.
  75473. * @param data Define the texture data
  75474. * @param width Define the width of the texture
  75475. * @param height Define the height of the texture
  75476. * @param scene Define the scene the texture belongs to
  75477. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75478. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75479. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75480. * @returns the alpha texture
  75481. */
  75482. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75483. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75484. if (invertY === void 0) { invertY = false; }
  75485. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75486. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75487. };
  75488. /**
  75489. * Creates a RGB texture from some data.
  75490. * @param data Define the texture data
  75491. * @param width Define the width of the texture
  75492. * @param height Define the height of the texture
  75493. * @param scene Define the scene the texture belongs to
  75494. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75495. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75496. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75497. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75498. * @returns the RGB alpha texture
  75499. */
  75500. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75501. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75502. if (invertY === void 0) { invertY = false; }
  75503. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75504. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75505. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75506. };
  75507. /**
  75508. * Creates a RGBA texture from some data.
  75509. * @param data Define the texture data
  75510. * @param width Define the width of the texture
  75511. * @param height Define the height of the texture
  75512. * @param scene Define the scene the texture belongs to
  75513. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75514. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75515. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75516. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75517. * @returns the RGBA texture
  75518. */
  75519. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75520. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75521. if (invertY === void 0) { invertY = false; }
  75522. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75523. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75524. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75525. };
  75526. /**
  75527. * Creates a R texture from some data.
  75528. * @param data Define the texture data
  75529. * @param width Define the width of the texture
  75530. * @param height Define the height of the texture
  75531. * @param scene Define the scene the texture belongs to
  75532. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75533. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75534. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75535. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75536. * @returns the R texture
  75537. */
  75538. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75539. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75540. if (invertY === void 0) { invertY = false; }
  75541. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75542. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75543. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75544. };
  75545. return RawTexture;
  75546. }(BABYLON.Texture));
  75547. BABYLON.RawTexture = RawTexture;
  75548. })(BABYLON || (BABYLON = {}));
  75549. //# sourceMappingURL=babylon.rawTexture.js.map
  75550. var BABYLON;
  75551. (function (BABYLON) {
  75552. /**
  75553. * Class used to store 3D textures containing user data
  75554. */
  75555. var RawTexture3D = /** @class */ (function (_super) {
  75556. __extends(RawTexture3D, _super);
  75557. /**
  75558. * Create a new RawTexture3D
  75559. * @param data defines the data of the texture
  75560. * @param width defines the width of the texture
  75561. * @param height defines the height of the texture
  75562. * @param depth defines the depth of the texture
  75563. * @param format defines the texture format to use
  75564. * @param scene defines the hosting scene
  75565. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75566. * @param invertY defines if texture must be stored with Y axis inverted
  75567. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75568. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75569. */
  75570. function RawTexture3D(data, width, height, depth,
  75571. /** Gets or sets the texture format to use */
  75572. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75573. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75574. if (invertY === void 0) { invertY = false; }
  75575. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75576. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75577. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75578. _this.format = format;
  75579. _this._engine = scene.getEngine();
  75580. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75581. _this.is3D = true;
  75582. return _this;
  75583. }
  75584. /**
  75585. * Update the texture with new data
  75586. * @param data defines the data to store in the texture
  75587. */
  75588. RawTexture3D.prototype.update = function (data) {
  75589. if (!this._texture) {
  75590. return;
  75591. }
  75592. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75593. };
  75594. return RawTexture3D;
  75595. }(BABYLON.Texture));
  75596. BABYLON.RawTexture3D = RawTexture3D;
  75597. })(BABYLON || (BABYLON = {}));
  75598. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75599. var BABYLON;
  75600. (function (BABYLON) {
  75601. /**
  75602. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75603. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75604. */
  75605. var PostProcessManager = /** @class */ (function () {
  75606. /**
  75607. * Creates a new instance PostProcess
  75608. * @param scene The scene that the post process is associated with.
  75609. */
  75610. function PostProcessManager(scene) {
  75611. this._vertexBuffers = {};
  75612. this._scene = scene;
  75613. }
  75614. PostProcessManager.prototype._prepareBuffers = function () {
  75615. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75616. return;
  75617. }
  75618. // VBO
  75619. var vertices = [];
  75620. vertices.push(1, 1);
  75621. vertices.push(-1, 1);
  75622. vertices.push(-1, -1);
  75623. vertices.push(1, -1);
  75624. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75625. this._buildIndexBuffer();
  75626. };
  75627. PostProcessManager.prototype._buildIndexBuffer = function () {
  75628. // Indices
  75629. var indices = [];
  75630. indices.push(0);
  75631. indices.push(1);
  75632. indices.push(2);
  75633. indices.push(0);
  75634. indices.push(2);
  75635. indices.push(3);
  75636. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75637. };
  75638. /**
  75639. * Rebuilds the vertex buffers of the manager.
  75640. * @hidden
  75641. */
  75642. PostProcessManager.prototype._rebuild = function () {
  75643. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75644. if (!vb) {
  75645. return;
  75646. }
  75647. vb._rebuild();
  75648. this._buildIndexBuffer();
  75649. };
  75650. // Methods
  75651. /**
  75652. * Prepares a frame to be run through a post process.
  75653. * @param sourceTexture The input texture to the post procesess. (default: null)
  75654. * @param postProcesses An array of post processes to be run. (default: null)
  75655. * @returns True if the post processes were able to be run.
  75656. * @hidden
  75657. */
  75658. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75659. if (sourceTexture === void 0) { sourceTexture = null; }
  75660. if (postProcesses === void 0) { postProcesses = null; }
  75661. var camera = this._scene.activeCamera;
  75662. if (!camera) {
  75663. return false;
  75664. }
  75665. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75666. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75667. return false;
  75668. }
  75669. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75670. return true;
  75671. };
  75672. /**
  75673. * Manually render a set of post processes to a texture.
  75674. * @param postProcesses An array of post processes to be run.
  75675. * @param targetTexture The target texture to render to.
  75676. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75677. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75678. * @param lodLevel defines which lod of the texture to render to
  75679. */
  75680. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75681. if (targetTexture === void 0) { targetTexture = null; }
  75682. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75683. if (faceIndex === void 0) { faceIndex = 0; }
  75684. if (lodLevel === void 0) { lodLevel = 0; }
  75685. var engine = this._scene.getEngine();
  75686. for (var index = 0; index < postProcesses.length; index++) {
  75687. if (index < postProcesses.length - 1) {
  75688. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75689. }
  75690. else {
  75691. if (targetTexture) {
  75692. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75693. }
  75694. else {
  75695. engine.restoreDefaultFramebuffer();
  75696. }
  75697. }
  75698. var pp = postProcesses[index];
  75699. var effect = pp.apply();
  75700. if (effect) {
  75701. pp.onBeforeRenderObservable.notifyObservers(effect);
  75702. // VBOs
  75703. this._prepareBuffers();
  75704. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75705. // Draw order
  75706. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75707. pp.onAfterRenderObservable.notifyObservers(effect);
  75708. }
  75709. }
  75710. // Restore depth buffer
  75711. engine.setDepthBuffer(true);
  75712. engine.setDepthWrite(true);
  75713. };
  75714. /**
  75715. * Finalize the result of the output of the postprocesses.
  75716. * @param doNotPresent If true the result will not be displayed to the screen.
  75717. * @param targetTexture The target texture to render to.
  75718. * @param faceIndex The index of the face to bind the target texture to.
  75719. * @param postProcesses The array of post processes to render.
  75720. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75721. * @hidden
  75722. */
  75723. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75724. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75725. var camera = this._scene.activeCamera;
  75726. if (!camera) {
  75727. return;
  75728. }
  75729. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75730. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75731. return;
  75732. }
  75733. var engine = this._scene.getEngine();
  75734. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75735. var pp = postProcesses[index];
  75736. if (index < len - 1) {
  75737. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75738. }
  75739. else {
  75740. if (targetTexture) {
  75741. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75742. pp._outputTexture = targetTexture;
  75743. }
  75744. else {
  75745. engine.restoreDefaultFramebuffer();
  75746. pp._outputTexture = null;
  75747. }
  75748. }
  75749. if (doNotPresent) {
  75750. break;
  75751. }
  75752. var effect = pp.apply();
  75753. if (effect) {
  75754. pp.onBeforeRenderObservable.notifyObservers(effect);
  75755. // VBOs
  75756. this._prepareBuffers();
  75757. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75758. // Draw order
  75759. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75760. pp.onAfterRenderObservable.notifyObservers(effect);
  75761. }
  75762. }
  75763. // Restore states
  75764. engine.setDepthBuffer(true);
  75765. engine.setDepthWrite(true);
  75766. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75767. };
  75768. /**
  75769. * Disposes of the post process manager.
  75770. */
  75771. PostProcessManager.prototype.dispose = function () {
  75772. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75773. if (buffer) {
  75774. buffer.dispose();
  75775. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75776. }
  75777. if (this._indexBuffer) {
  75778. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75779. this._indexBuffer = null;
  75780. }
  75781. };
  75782. return PostProcessManager;
  75783. }());
  75784. BABYLON.PostProcessManager = PostProcessManager;
  75785. })(BABYLON || (BABYLON = {}));
  75786. //# sourceMappingURL=babylon.postProcessManager.js.map
  75787. var BABYLON;
  75788. (function (BABYLON) {
  75789. /**
  75790. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75791. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75792. */
  75793. var PostProcess = /** @class */ (function () {
  75794. /**
  75795. * Creates a new instance PostProcess
  75796. * @param name The name of the PostProcess.
  75797. * @param fragmentUrl The url of the fragment shader to be used.
  75798. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75799. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75800. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75801. * @param camera The camera to apply the render pass to.
  75802. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75803. * @param engine The engine which the post process will be applied. (default: current engine)
  75804. * @param reusable If the post process can be reused on the same frame. (default: false)
  75805. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75806. * @param textureType Type of textures used when performing the post process. (default: 0)
  75807. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75808. * @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
  75809. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75810. */
  75811. function PostProcess(
  75812. /** Name of the PostProcess. */
  75813. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75814. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75815. if (defines === void 0) { defines = null; }
  75816. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75817. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75818. if (blockCompilation === void 0) { blockCompilation = false; }
  75819. this.name = name;
  75820. /**
  75821. * Width of the texture to apply the post process on
  75822. */
  75823. this.width = -1;
  75824. /**
  75825. * Height of the texture to apply the post process on
  75826. */
  75827. this.height = -1;
  75828. /**
  75829. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75830. * @hidden
  75831. */
  75832. this._outputTexture = null;
  75833. /**
  75834. * If the buffer needs to be cleared before applying the post process. (default: true)
  75835. * Should be set to false if shader will overwrite all previous pixels.
  75836. */
  75837. this.autoClear = true;
  75838. /**
  75839. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75840. */
  75841. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75842. /**
  75843. * Animations to be used for the post processing
  75844. */
  75845. this.animations = new Array();
  75846. /**
  75847. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75848. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75849. */
  75850. this.enablePixelPerfectMode = false;
  75851. /**
  75852. * Force the postprocess to be applied without taking in account viewport
  75853. */
  75854. this.forceFullscreenViewport = true;
  75855. /**
  75856. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75857. *
  75858. * | Value | Type | Description |
  75859. * | ----- | ----------------------------------- | ----------- |
  75860. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75861. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75862. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75863. *
  75864. */
  75865. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75866. /**
  75867. * Force textures to be a power of two (default: false)
  75868. */
  75869. this.alwaysForcePOT = false;
  75870. this._samples = 1;
  75871. /**
  75872. * Modify the scale of the post process to be the same as the viewport (default: false)
  75873. */
  75874. this.adaptScaleToCurrentViewport = false;
  75875. this._reusable = false;
  75876. /**
  75877. * Smart array of input and output textures for the post process.
  75878. * @hidden
  75879. */
  75880. this._textures = new BABYLON.SmartArray(2);
  75881. /**
  75882. * The index in _textures that corresponds to the output texture.
  75883. * @hidden
  75884. */
  75885. this._currentRenderTextureInd = 0;
  75886. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75887. this._texelSize = BABYLON.Vector2.Zero();
  75888. // Events
  75889. /**
  75890. * An event triggered when the postprocess is activated.
  75891. */
  75892. this.onActivateObservable = new BABYLON.Observable();
  75893. /**
  75894. * An event triggered when the postprocess changes its size.
  75895. */
  75896. this.onSizeChangedObservable = new BABYLON.Observable();
  75897. /**
  75898. * An event triggered when the postprocess applies its effect.
  75899. */
  75900. this.onApplyObservable = new BABYLON.Observable();
  75901. /**
  75902. * An event triggered before rendering the postprocess
  75903. */
  75904. this.onBeforeRenderObservable = new BABYLON.Observable();
  75905. /**
  75906. * An event triggered after rendering the postprocess
  75907. */
  75908. this.onAfterRenderObservable = new BABYLON.Observable();
  75909. if (camera != null) {
  75910. this._camera = camera;
  75911. this._scene = camera.getScene();
  75912. camera.attachPostProcess(this);
  75913. this._engine = this._scene.getEngine();
  75914. this._scene.postProcesses.push(this);
  75915. }
  75916. else if (engine) {
  75917. this._engine = engine;
  75918. this._engine.postProcesses.push(this);
  75919. }
  75920. this._options = options;
  75921. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75922. this._reusable = reusable || false;
  75923. this._textureType = textureType;
  75924. this._samplers = samplers || [];
  75925. this._samplers.push("textureSampler");
  75926. this._fragmentUrl = fragmentUrl;
  75927. this._vertexUrl = vertexUrl;
  75928. this._parameters = parameters || [];
  75929. this._parameters.push("scale");
  75930. this._indexParameters = indexParameters;
  75931. if (!blockCompilation) {
  75932. this.updateEffect(defines);
  75933. }
  75934. }
  75935. Object.defineProperty(PostProcess.prototype, "samples", {
  75936. /**
  75937. * Number of sample textures (default: 1)
  75938. */
  75939. get: function () {
  75940. return this._samples;
  75941. },
  75942. set: function (n) {
  75943. var _this = this;
  75944. this._samples = n;
  75945. this._textures.forEach(function (texture) {
  75946. if (texture.samples !== _this._samples) {
  75947. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75948. }
  75949. });
  75950. },
  75951. enumerable: true,
  75952. configurable: true
  75953. });
  75954. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75955. /**
  75956. * A function that is added to the onActivateObservable
  75957. */
  75958. set: function (callback) {
  75959. if (this._onActivateObserver) {
  75960. this.onActivateObservable.remove(this._onActivateObserver);
  75961. }
  75962. if (callback) {
  75963. this._onActivateObserver = this.onActivateObservable.add(callback);
  75964. }
  75965. },
  75966. enumerable: true,
  75967. configurable: true
  75968. });
  75969. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75970. /**
  75971. * A function that is added to the onSizeChangedObservable
  75972. */
  75973. set: function (callback) {
  75974. if (this._onSizeChangedObserver) {
  75975. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75976. }
  75977. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75978. },
  75979. enumerable: true,
  75980. configurable: true
  75981. });
  75982. Object.defineProperty(PostProcess.prototype, "onApply", {
  75983. /**
  75984. * A function that is added to the onApplyObservable
  75985. */
  75986. set: function (callback) {
  75987. if (this._onApplyObserver) {
  75988. this.onApplyObservable.remove(this._onApplyObserver);
  75989. }
  75990. this._onApplyObserver = this.onApplyObservable.add(callback);
  75991. },
  75992. enumerable: true,
  75993. configurable: true
  75994. });
  75995. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75996. /**
  75997. * A function that is added to the onBeforeRenderObservable
  75998. */
  75999. set: function (callback) {
  76000. if (this._onBeforeRenderObserver) {
  76001. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  76002. }
  76003. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  76004. },
  76005. enumerable: true,
  76006. configurable: true
  76007. });
  76008. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  76009. /**
  76010. * A function that is added to the onAfterRenderObservable
  76011. */
  76012. set: function (callback) {
  76013. if (this._onAfterRenderObserver) {
  76014. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  76015. }
  76016. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  76017. },
  76018. enumerable: true,
  76019. configurable: true
  76020. });
  76021. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  76022. /**
  76023. * 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
  76024. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  76025. */
  76026. get: function () {
  76027. return this._textures.data[this._currentRenderTextureInd];
  76028. },
  76029. set: function (value) {
  76030. this._forcedOutputTexture = value;
  76031. },
  76032. enumerable: true,
  76033. configurable: true
  76034. });
  76035. /**
  76036. * Gets the camera which post process is applied to.
  76037. * @returns The camera the post process is applied to.
  76038. */
  76039. PostProcess.prototype.getCamera = function () {
  76040. return this._camera;
  76041. };
  76042. Object.defineProperty(PostProcess.prototype, "texelSize", {
  76043. /**
  76044. * Gets the texel size of the postprocess.
  76045. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  76046. */
  76047. get: function () {
  76048. if (this._shareOutputWithPostProcess) {
  76049. return this._shareOutputWithPostProcess.texelSize;
  76050. }
  76051. if (this._forcedOutputTexture) {
  76052. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  76053. }
  76054. return this._texelSize;
  76055. },
  76056. enumerable: true,
  76057. configurable: true
  76058. });
  76059. /**
  76060. * Gets the engine which this post process belongs to.
  76061. * @returns The engine the post process was enabled with.
  76062. */
  76063. PostProcess.prototype.getEngine = function () {
  76064. return this._engine;
  76065. };
  76066. /**
  76067. * The effect that is created when initializing the post process.
  76068. * @returns The created effect corrisponding the the postprocess.
  76069. */
  76070. PostProcess.prototype.getEffect = function () {
  76071. return this._effect;
  76072. };
  76073. /**
  76074. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  76075. * @param postProcess The post process to share the output with.
  76076. * @returns This post process.
  76077. */
  76078. PostProcess.prototype.shareOutputWith = function (postProcess) {
  76079. this._disposeTextures();
  76080. this._shareOutputWithPostProcess = postProcess;
  76081. return this;
  76082. };
  76083. /**
  76084. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  76085. * This should be called if the post process that shares output with this post process is disabled/disposed.
  76086. */
  76087. PostProcess.prototype.useOwnOutput = function () {
  76088. if (this._textures.length == 0) {
  76089. this._textures = new BABYLON.SmartArray(2);
  76090. }
  76091. this._shareOutputWithPostProcess = null;
  76092. };
  76093. /**
  76094. * Updates the effect with the current post process compile time values and recompiles the shader.
  76095. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  76096. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  76097. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  76098. * @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
  76099. * @param onCompiled Called when the shader has been compiled.
  76100. * @param onError Called if there is an error when compiling a shader.
  76101. */
  76102. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  76103. if (defines === void 0) { defines = null; }
  76104. if (uniforms === void 0) { uniforms = null; }
  76105. if (samplers === void 0) { samplers = null; }
  76106. 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);
  76107. };
  76108. /**
  76109. * The post process is reusable if it can be used multiple times within one frame.
  76110. * @returns If the post process is reusable
  76111. */
  76112. PostProcess.prototype.isReusable = function () {
  76113. return this._reusable;
  76114. };
  76115. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  76116. PostProcess.prototype.markTextureDirty = function () {
  76117. this.width = -1;
  76118. };
  76119. /**
  76120. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76121. * 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.
  76122. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76123. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76124. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76125. * @returns The target texture that was bound to be written to.
  76126. */
  76127. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76128. var _this = this;
  76129. if (sourceTexture === void 0) { sourceTexture = null; }
  76130. camera = camera || this._camera;
  76131. var scene = camera.getScene();
  76132. var engine = scene.getEngine();
  76133. var maxSize = engine.getCaps().maxTextureSize;
  76134. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76135. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76136. // 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
  76137. var webVRCamera = camera.parent;
  76138. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76139. requiredWidth /= 2;
  76140. }
  76141. var desiredWidth = (this._options.width || requiredWidth);
  76142. var desiredHeight = this._options.height || requiredHeight;
  76143. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76144. if (this.adaptScaleToCurrentViewport) {
  76145. var currentViewport = engine.currentViewport;
  76146. if (currentViewport) {
  76147. desiredWidth *= currentViewport.width;
  76148. desiredHeight *= currentViewport.height;
  76149. }
  76150. }
  76151. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76152. if (!this._options.width) {
  76153. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76154. }
  76155. if (!this._options.height) {
  76156. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76157. }
  76158. }
  76159. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76160. if (this._textures.length > 0) {
  76161. for (var i = 0; i < this._textures.length; i++) {
  76162. this._engine._releaseTexture(this._textures.data[i]);
  76163. }
  76164. this._textures.reset();
  76165. }
  76166. this.width = desiredWidth;
  76167. this.height = desiredHeight;
  76168. var textureSize = { width: this.width, height: this.height };
  76169. var textureOptions = {
  76170. generateMipMaps: false,
  76171. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76172. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76173. samplingMode: this.renderTargetSamplingMode,
  76174. type: this._textureType
  76175. };
  76176. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76177. if (this._reusable) {
  76178. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76179. }
  76180. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76181. this.onSizeChangedObservable.notifyObservers(this);
  76182. }
  76183. this._textures.forEach(function (texture) {
  76184. if (texture.samples !== _this.samples) {
  76185. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76186. }
  76187. });
  76188. }
  76189. var target;
  76190. if (this._shareOutputWithPostProcess) {
  76191. target = this._shareOutputWithPostProcess.inputTexture;
  76192. }
  76193. else if (this._forcedOutputTexture) {
  76194. target = this._forcedOutputTexture;
  76195. this.width = this._forcedOutputTexture.width;
  76196. this.height = this._forcedOutputTexture.height;
  76197. }
  76198. else {
  76199. target = this.inputTexture;
  76200. }
  76201. // Bind the input of this post process to be used as the output of the previous post process.
  76202. if (this.enablePixelPerfectMode) {
  76203. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76204. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76205. }
  76206. else {
  76207. this._scaleRatio.copyFromFloats(1, 1);
  76208. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76209. }
  76210. this.onActivateObservable.notifyObservers(camera);
  76211. // Clear
  76212. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76213. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76214. }
  76215. if (this._reusable) {
  76216. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76217. }
  76218. return target;
  76219. };
  76220. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76221. /**
  76222. * If the post process is supported.
  76223. */
  76224. get: function () {
  76225. return this._effect.isSupported;
  76226. },
  76227. enumerable: true,
  76228. configurable: true
  76229. });
  76230. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76231. /**
  76232. * The aspect ratio of the output texture.
  76233. */
  76234. get: function () {
  76235. if (this._shareOutputWithPostProcess) {
  76236. return this._shareOutputWithPostProcess.aspectRatio;
  76237. }
  76238. if (this._forcedOutputTexture) {
  76239. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76240. }
  76241. return this.width / this.height;
  76242. },
  76243. enumerable: true,
  76244. configurable: true
  76245. });
  76246. /**
  76247. * Get a value indicating if the post-process is ready to be used
  76248. * @returns true if the post-process is ready (shader is compiled)
  76249. */
  76250. PostProcess.prototype.isReady = function () {
  76251. return this._effect && this._effect.isReady();
  76252. };
  76253. /**
  76254. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76255. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76256. */
  76257. PostProcess.prototype.apply = function () {
  76258. // Check
  76259. if (!this._effect || !this._effect.isReady()) {
  76260. return null;
  76261. }
  76262. // States
  76263. this._engine.enableEffect(this._effect);
  76264. this._engine.setState(false);
  76265. this._engine.setDepthBuffer(false);
  76266. this._engine.setDepthWrite(false);
  76267. // Alpha
  76268. this._engine.setAlphaMode(this.alphaMode);
  76269. if (this.alphaConstants) {
  76270. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76271. }
  76272. // Bind the output texture of the preivous post process as the input to this post process.
  76273. var source;
  76274. if (this._shareOutputWithPostProcess) {
  76275. source = this._shareOutputWithPostProcess.inputTexture;
  76276. }
  76277. else if (this._forcedOutputTexture) {
  76278. source = this._forcedOutputTexture;
  76279. }
  76280. else {
  76281. source = this.inputTexture;
  76282. }
  76283. this._effect._bindTexture("textureSampler", source);
  76284. // Parameters
  76285. this._effect.setVector2("scale", this._scaleRatio);
  76286. this.onApplyObservable.notifyObservers(this._effect);
  76287. return this._effect;
  76288. };
  76289. PostProcess.prototype._disposeTextures = function () {
  76290. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76291. return;
  76292. }
  76293. if (this._textures.length > 0) {
  76294. for (var i = 0; i < this._textures.length; i++) {
  76295. this._engine._releaseTexture(this._textures.data[i]);
  76296. }
  76297. }
  76298. this._textures.dispose();
  76299. };
  76300. /**
  76301. * Disposes the post process.
  76302. * @param camera The camera to dispose the post process on.
  76303. */
  76304. PostProcess.prototype.dispose = function (camera) {
  76305. camera = camera || this._camera;
  76306. this._disposeTextures();
  76307. if (this._scene) {
  76308. var index_1 = this._scene.postProcesses.indexOf(this);
  76309. if (index_1 !== -1) {
  76310. this._scene.postProcesses.splice(index_1, 1);
  76311. }
  76312. }
  76313. else {
  76314. var index_2 = this._engine.postProcesses.indexOf(this);
  76315. if (index_2 !== -1) {
  76316. this._engine.postProcesses.splice(index_2, 1);
  76317. }
  76318. }
  76319. if (!camera) {
  76320. return;
  76321. }
  76322. camera.detachPostProcess(this);
  76323. var index = camera._postProcesses.indexOf(this);
  76324. if (index === 0 && camera._postProcesses.length > 0) {
  76325. var firstPostProcess = this._camera._getFirstPostProcess();
  76326. if (firstPostProcess) {
  76327. firstPostProcess.markTextureDirty();
  76328. }
  76329. }
  76330. this.onActivateObservable.clear();
  76331. this.onAfterRenderObservable.clear();
  76332. this.onApplyObservable.clear();
  76333. this.onBeforeRenderObservable.clear();
  76334. this.onSizeChangedObservable.clear();
  76335. };
  76336. return PostProcess;
  76337. }());
  76338. BABYLON.PostProcess = PostProcess;
  76339. })(BABYLON || (BABYLON = {}));
  76340. //# sourceMappingURL=babylon.postProcess.js.map
  76341. var BABYLON;
  76342. (function (BABYLON) {
  76343. /**
  76344. * PassPostProcess which produces an output the same as it's input
  76345. */
  76346. var PassPostProcess = /** @class */ (function (_super) {
  76347. __extends(PassPostProcess, _super);
  76348. /**
  76349. * Creates the PassPostProcess
  76350. * @param name The name of the effect.
  76351. * @param options The required width/height ratio to downsize to before computing the render pass.
  76352. * @param camera The camera to apply the render pass to.
  76353. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76354. * @param engine The engine which the post process will be applied. (default: current engine)
  76355. * @param reusable If the post process can be reused on the same frame. (default: false)
  76356. * @param textureType The type of texture to be used when performing the post processing.
  76357. * @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)
  76358. */
  76359. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76360. if (camera === void 0) { camera = null; }
  76361. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76362. if (blockCompilation === void 0) { blockCompilation = false; }
  76363. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76364. }
  76365. return PassPostProcess;
  76366. }(BABYLON.PostProcess));
  76367. BABYLON.PassPostProcess = PassPostProcess;
  76368. /**
  76369. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76370. */
  76371. var PassCubePostProcess = /** @class */ (function (_super) {
  76372. __extends(PassCubePostProcess, _super);
  76373. /**
  76374. * Creates the PassCubePostProcess
  76375. * @param name The name of the effect.
  76376. * @param options The required width/height ratio to downsize to before computing the render pass.
  76377. * @param camera The camera to apply the render pass to.
  76378. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76379. * @param engine The engine which the post process will be applied. (default: current engine)
  76380. * @param reusable If the post process can be reused on the same frame. (default: false)
  76381. * @param textureType The type of texture to be used when performing the post processing.
  76382. * @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)
  76383. */
  76384. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76385. if (camera === void 0) { camera = null; }
  76386. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76387. if (blockCompilation === void 0) { blockCompilation = false; }
  76388. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76389. _this._face = 0;
  76390. return _this;
  76391. }
  76392. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76393. /**
  76394. * Gets or sets the cube face to display.
  76395. * * 0 is +X
  76396. * * 1 is -X
  76397. * * 2 is +Y
  76398. * * 3 is -Y
  76399. * * 4 is +Z
  76400. * * 5 is -Z
  76401. */
  76402. get: function () {
  76403. return this._face;
  76404. },
  76405. set: function (value) {
  76406. if (value < 0 || value > 5) {
  76407. return;
  76408. }
  76409. this._face = value;
  76410. switch (this._face) {
  76411. case 0:
  76412. this.updateEffect("#define POSITIVEX");
  76413. break;
  76414. case 1:
  76415. this.updateEffect("#define NEGATIVEX");
  76416. break;
  76417. case 2:
  76418. this.updateEffect("#define POSITIVEY");
  76419. break;
  76420. case 3:
  76421. this.updateEffect("#define NEGATIVEY");
  76422. break;
  76423. case 4:
  76424. this.updateEffect("#define POSITIVEZ");
  76425. break;
  76426. case 5:
  76427. this.updateEffect("#define NEGATIVEZ");
  76428. break;
  76429. }
  76430. },
  76431. enumerable: true,
  76432. configurable: true
  76433. });
  76434. return PassCubePostProcess;
  76435. }(BABYLON.PostProcess));
  76436. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76437. })(BABYLON || (BABYLON = {}));
  76438. //# sourceMappingURL=babylon.passPostProcess.js.map
  76439. var __assign = (this && this.__assign) || function () {
  76440. __assign = Object.assign || function(t) {
  76441. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76442. s = arguments[i];
  76443. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76444. t[p] = s[p];
  76445. }
  76446. return t;
  76447. };
  76448. return __assign.apply(this, arguments);
  76449. };
  76450. var BABYLON;
  76451. (function (BABYLON) {
  76452. /**
  76453. * Default implementation IShadowGenerator.
  76454. * This is the main object responsible of generating shadows in the framework.
  76455. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76456. */
  76457. var ShadowGenerator = /** @class */ (function () {
  76458. /**
  76459. * Creates a ShadowGenerator object.
  76460. * A ShadowGenerator is the required tool to use the shadows.
  76461. * Each light casting shadows needs to use its own ShadowGenerator.
  76462. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  76463. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76464. * @param light The light object generating the shadows.
  76465. * @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.
  76466. */
  76467. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76468. this._bias = 0.00005;
  76469. this._normalBias = 0;
  76470. this._blurBoxOffset = 1;
  76471. this._blurScale = 2;
  76472. this._blurKernel = 1;
  76473. this._useKernelBlur = false;
  76474. this._filter = ShadowGenerator.FILTER_NONE;
  76475. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76476. this._contactHardeningLightSizeUVRatio = 0.1;
  76477. this._darkness = 0;
  76478. this._transparencyShadow = false;
  76479. /**
  76480. * Controls the extent to which the shadows fade out at the edge of the frustum
  76481. * Used only by directionals and spots
  76482. */
  76483. this.frustumEdgeFalloff = 0;
  76484. /**
  76485. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76486. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76487. * It might on the other hand introduce peter panning.
  76488. */
  76489. this.forceBackFacesOnly = false;
  76490. this._lightDirection = BABYLON.Vector3.Zero();
  76491. this._viewMatrix = BABYLON.Matrix.Zero();
  76492. this._projectionMatrix = BABYLON.Matrix.Zero();
  76493. this._transformMatrix = BABYLON.Matrix.Zero();
  76494. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76495. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76496. this._currentFaceIndex = 0;
  76497. this._currentFaceIndexCache = 0;
  76498. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76499. this._mapSize = mapSize;
  76500. this._light = light;
  76501. this._scene = light.getScene();
  76502. light._shadowGenerator = this;
  76503. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76504. if (!component) {
  76505. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76506. this._scene._addComponent(component);
  76507. }
  76508. // Texture type fallback from float to int if not supported.
  76509. var caps = this._scene.getEngine().getCaps();
  76510. if (!usefulFloatFirst) {
  76511. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76512. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76513. }
  76514. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76515. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76516. }
  76517. else {
  76518. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76519. }
  76520. }
  76521. else {
  76522. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76523. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76524. }
  76525. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76526. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76527. }
  76528. else {
  76529. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76530. }
  76531. }
  76532. this._initializeGenerator();
  76533. this._applyFilterValues();
  76534. }
  76535. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76536. /**
  76537. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76538. */
  76539. get: function () {
  76540. return this._bias;
  76541. },
  76542. /**
  76543. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76544. */
  76545. set: function (bias) {
  76546. this._bias = bias;
  76547. },
  76548. enumerable: true,
  76549. configurable: true
  76550. });
  76551. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76552. /**
  76553. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76554. */
  76555. get: function () {
  76556. return this._normalBias;
  76557. },
  76558. /**
  76559. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76560. */
  76561. set: function (normalBias) {
  76562. this._normalBias = normalBias;
  76563. },
  76564. enumerable: true,
  76565. configurable: true
  76566. });
  76567. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76568. /**
  76569. * Gets the blur box offset: offset applied during the blur pass.
  76570. * Only useful if useKernelBlur = false
  76571. */
  76572. get: function () {
  76573. return this._blurBoxOffset;
  76574. },
  76575. /**
  76576. * Sets the blur box offset: offset applied during the blur pass.
  76577. * Only useful if useKernelBlur = false
  76578. */
  76579. set: function (value) {
  76580. if (this._blurBoxOffset === value) {
  76581. return;
  76582. }
  76583. this._blurBoxOffset = value;
  76584. this._disposeBlurPostProcesses();
  76585. },
  76586. enumerable: true,
  76587. configurable: true
  76588. });
  76589. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76590. /**
  76591. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76592. * 2 means half of the size.
  76593. */
  76594. get: function () {
  76595. return this._blurScale;
  76596. },
  76597. /**
  76598. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76599. * 2 means half of the size.
  76600. */
  76601. set: function (value) {
  76602. if (this._blurScale === value) {
  76603. return;
  76604. }
  76605. this._blurScale = value;
  76606. this._disposeBlurPostProcesses();
  76607. },
  76608. enumerable: true,
  76609. configurable: true
  76610. });
  76611. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76612. /**
  76613. * Gets the blur kernel: kernel size of the blur pass.
  76614. * Only useful if useKernelBlur = true
  76615. */
  76616. get: function () {
  76617. return this._blurKernel;
  76618. },
  76619. /**
  76620. * Sets the blur kernel: kernel size of the blur pass.
  76621. * Only useful if useKernelBlur = true
  76622. */
  76623. set: function (value) {
  76624. if (this._blurKernel === value) {
  76625. return;
  76626. }
  76627. this._blurKernel = value;
  76628. this._disposeBlurPostProcesses();
  76629. },
  76630. enumerable: true,
  76631. configurable: true
  76632. });
  76633. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76634. /**
  76635. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76636. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76637. */
  76638. get: function () {
  76639. return this._useKernelBlur;
  76640. },
  76641. /**
  76642. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76643. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76644. */
  76645. set: function (value) {
  76646. if (this._useKernelBlur === value) {
  76647. return;
  76648. }
  76649. this._useKernelBlur = value;
  76650. this._disposeBlurPostProcesses();
  76651. },
  76652. enumerable: true,
  76653. configurable: true
  76654. });
  76655. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76656. /**
  76657. * Gets the depth scale used in ESM mode.
  76658. */
  76659. get: function () {
  76660. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76661. },
  76662. /**
  76663. * Sets the depth scale used in ESM mode.
  76664. * This can override the scale stored on the light.
  76665. */
  76666. set: function (value) {
  76667. this._depthScale = value;
  76668. },
  76669. enumerable: true,
  76670. configurable: true
  76671. });
  76672. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76673. /**
  76674. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76675. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76676. */
  76677. get: function () {
  76678. return this._filter;
  76679. },
  76680. /**
  76681. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76682. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76683. */
  76684. set: function (value) {
  76685. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76686. if (this._light.needCube()) {
  76687. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76688. this.useExponentialShadowMap = true;
  76689. return;
  76690. }
  76691. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76692. this.useCloseExponentialShadowMap = true;
  76693. return;
  76694. }
  76695. // PCF on cubemap would also be expensive
  76696. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76697. this.usePoissonSampling = true;
  76698. return;
  76699. }
  76700. }
  76701. // Weblg1 fallback for PCF.
  76702. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76703. if (this._scene.getEngine().webGLVersion === 1) {
  76704. this.usePoissonSampling = true;
  76705. return;
  76706. }
  76707. }
  76708. if (this._filter === value) {
  76709. return;
  76710. }
  76711. this._filter = value;
  76712. this._disposeBlurPostProcesses();
  76713. this._applyFilterValues();
  76714. this._light._markMeshesAsLightDirty();
  76715. },
  76716. enumerable: true,
  76717. configurable: true
  76718. });
  76719. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76720. /**
  76721. * Gets if the current filter is set to Poisson Sampling.
  76722. */
  76723. get: function () {
  76724. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76725. },
  76726. /**
  76727. * Sets the current filter to Poisson Sampling.
  76728. */
  76729. set: function (value) {
  76730. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76731. return;
  76732. }
  76733. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76734. },
  76735. enumerable: true,
  76736. configurable: true
  76737. });
  76738. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76739. /**
  76740. * Gets if the current filter is set to ESM.
  76741. */
  76742. get: function () {
  76743. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76744. },
  76745. /**
  76746. * Sets the current filter is to ESM.
  76747. */
  76748. set: function (value) {
  76749. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76750. return;
  76751. }
  76752. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76753. },
  76754. enumerable: true,
  76755. configurable: true
  76756. });
  76757. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76758. /**
  76759. * Gets if the current filter is set to filtered ESM.
  76760. */
  76761. get: function () {
  76762. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76763. },
  76764. /**
  76765. * Gets if the current filter is set to filtered ESM.
  76766. */
  76767. set: function (value) {
  76768. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76769. return;
  76770. }
  76771. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76772. },
  76773. enumerable: true,
  76774. configurable: true
  76775. });
  76776. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76777. /**
  76778. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76779. * exponential to prevent steep falloff artifacts).
  76780. */
  76781. get: function () {
  76782. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76783. },
  76784. /**
  76785. * Sets the current filter to "close ESM" (using the inverse of the
  76786. * exponential to prevent steep falloff artifacts).
  76787. */
  76788. set: function (value) {
  76789. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76790. return;
  76791. }
  76792. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76793. },
  76794. enumerable: true,
  76795. configurable: true
  76796. });
  76797. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76798. /**
  76799. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76800. * exponential to prevent steep falloff artifacts).
  76801. */
  76802. get: function () {
  76803. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76804. },
  76805. /**
  76806. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76807. * exponential to prevent steep falloff artifacts).
  76808. */
  76809. set: function (value) {
  76810. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76811. return;
  76812. }
  76813. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76814. },
  76815. enumerable: true,
  76816. configurable: true
  76817. });
  76818. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76819. /**
  76820. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76821. */
  76822. get: function () {
  76823. return this.filter === ShadowGenerator.FILTER_PCF;
  76824. },
  76825. /**
  76826. * Sets the current filter to "PCF" (percentage closer filtering).
  76827. */
  76828. set: function (value) {
  76829. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76830. return;
  76831. }
  76832. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76833. },
  76834. enumerable: true,
  76835. configurable: true
  76836. });
  76837. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76838. /**
  76839. * Gets the PCF or PCSS Quality.
  76840. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76841. */
  76842. get: function () {
  76843. return this._filteringQuality;
  76844. },
  76845. /**
  76846. * Sets the PCF or PCSS Quality.
  76847. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76848. */
  76849. set: function (filteringQuality) {
  76850. this._filteringQuality = filteringQuality;
  76851. },
  76852. enumerable: true,
  76853. configurable: true
  76854. });
  76855. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76856. /**
  76857. * Gets if the current filter is set to "PCSS" (contact hardening).
  76858. */
  76859. get: function () {
  76860. return this.filter === ShadowGenerator.FILTER_PCSS;
  76861. },
  76862. /**
  76863. * Sets the current filter to "PCSS" (contact hardening).
  76864. */
  76865. set: function (value) {
  76866. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76867. return;
  76868. }
  76869. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76870. },
  76871. enumerable: true,
  76872. configurable: true
  76873. });
  76874. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76875. /**
  76876. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76877. * Using a ratio helps keeping shape stability independently of the map size.
  76878. *
  76879. * It does not account for the light projection as it was having too much
  76880. * instability during the light setup or during light position changes.
  76881. *
  76882. * Only valid if useContactHardeningShadow is true.
  76883. */
  76884. get: function () {
  76885. return this._contactHardeningLightSizeUVRatio;
  76886. },
  76887. /**
  76888. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76889. * Using a ratio helps keeping shape stability independently of the map size.
  76890. *
  76891. * It does not account for the light projection as it was having too much
  76892. * instability during the light setup or during light position changes.
  76893. *
  76894. * Only valid if useContactHardeningShadow is true.
  76895. */
  76896. set: function (contactHardeningLightSizeUVRatio) {
  76897. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76898. },
  76899. enumerable: true,
  76900. configurable: true
  76901. });
  76902. /**
  76903. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76904. * 0 means strongest and 1 would means no shadow.
  76905. * @returns the darkness.
  76906. */
  76907. ShadowGenerator.prototype.getDarkness = function () {
  76908. return this._darkness;
  76909. };
  76910. /**
  76911. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76912. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76913. * @returns the shadow generator allowing fluent coding.
  76914. */
  76915. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76916. if (darkness >= 1.0) {
  76917. this._darkness = 1.0;
  76918. }
  76919. else if (darkness <= 0.0) {
  76920. this._darkness = 0.0;
  76921. }
  76922. else {
  76923. this._darkness = darkness;
  76924. }
  76925. return this;
  76926. };
  76927. /**
  76928. * Sets the ability to have transparent shadow (boolean).
  76929. * @param transparent True if transparent else False
  76930. * @returns the shadow generator allowing fluent coding
  76931. */
  76932. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76933. this._transparencyShadow = transparent;
  76934. return this;
  76935. };
  76936. /**
  76937. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76938. * @returns The render target texture if present otherwise, null
  76939. */
  76940. ShadowGenerator.prototype.getShadowMap = function () {
  76941. return this._shadowMap;
  76942. };
  76943. /**
  76944. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76945. * @returns The render target texture if the shadow map is present otherwise, null
  76946. */
  76947. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76948. if (this._shadowMap2) {
  76949. return this._shadowMap2;
  76950. }
  76951. return this._shadowMap;
  76952. };
  76953. /**
  76954. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76955. * @param mesh Mesh to add
  76956. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76957. * @returns the Shadow Generator itself
  76958. */
  76959. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76960. if (includeDescendants === void 0) { includeDescendants = true; }
  76961. var _a;
  76962. if (!this._shadowMap) {
  76963. return this;
  76964. }
  76965. if (!this._shadowMap.renderList) {
  76966. this._shadowMap.renderList = [];
  76967. }
  76968. this._shadowMap.renderList.push(mesh);
  76969. if (includeDescendants) {
  76970. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76971. }
  76972. return this;
  76973. };
  76974. /**
  76975. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76976. * @param mesh Mesh to remove
  76977. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76978. * @returns the Shadow Generator itself
  76979. */
  76980. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76981. if (includeDescendants === void 0) { includeDescendants = true; }
  76982. if (!this._shadowMap || !this._shadowMap.renderList) {
  76983. return this;
  76984. }
  76985. var index = this._shadowMap.renderList.indexOf(mesh);
  76986. if (index !== -1) {
  76987. this._shadowMap.renderList.splice(index, 1);
  76988. }
  76989. if (includeDescendants) {
  76990. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76991. var child = _a[_i];
  76992. this.removeShadowCaster(child);
  76993. }
  76994. }
  76995. return this;
  76996. };
  76997. /**
  76998. * Returns the associated light object.
  76999. * @returns the light generating the shadow
  77000. */
  77001. ShadowGenerator.prototype.getLight = function () {
  77002. return this._light;
  77003. };
  77004. ShadowGenerator.prototype._initializeGenerator = function () {
  77005. this._light._markMeshesAsLightDirty();
  77006. this._initializeShadowMap();
  77007. };
  77008. ShadowGenerator.prototype._initializeShadowMap = function () {
  77009. var _this = this;
  77010. // Render target
  77011. var engine = this._scene.getEngine();
  77012. if (engine.webGLVersion > 1) {
  77013. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  77014. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  77015. }
  77016. else {
  77017. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  77018. }
  77019. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77020. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77021. this._shadowMap.anisotropicFilteringLevel = 1;
  77022. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77023. this._shadowMap.renderParticles = false;
  77024. this._shadowMap.ignoreCameraViewport = true;
  77025. // Record Face Index before render.
  77026. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  77027. _this._currentFaceIndex = faceIndex;
  77028. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77029. engine.setColorWrite(false);
  77030. }
  77031. });
  77032. // Custom render function.
  77033. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  77034. // Blur if required afer render.
  77035. this._shadowMap.onAfterUnbindObservable.add(function () {
  77036. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77037. engine.setColorWrite(true);
  77038. }
  77039. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  77040. return;
  77041. }
  77042. var shadowMap = _this.getShadowMapForRendering();
  77043. if (shadowMap) {
  77044. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  77045. }
  77046. });
  77047. // Clear according to the chosen filter.
  77048. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  77049. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  77050. this._shadowMap.onClearObservable.add(function (engine) {
  77051. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77052. engine.clear(clearOne, false, true, false);
  77053. }
  77054. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  77055. engine.clear(clearZero, true, true, false);
  77056. }
  77057. else {
  77058. engine.clear(clearOne, true, true, false);
  77059. }
  77060. });
  77061. };
  77062. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  77063. var _this = this;
  77064. var engine = this._scene.getEngine();
  77065. var targetSize = this._mapSize / this.blurScale;
  77066. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  77067. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  77068. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77069. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77070. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77071. }
  77072. if (this.useKernelBlur) {
  77073. 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);
  77074. this._kernelBlurXPostprocess.width = targetSize;
  77075. this._kernelBlurXPostprocess.height = targetSize;
  77076. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  77077. effect.setTexture("textureSampler", _this._shadowMap);
  77078. });
  77079. 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);
  77080. this._kernelBlurXPostprocess.autoClear = false;
  77081. this._kernelBlurYPostprocess.autoClear = false;
  77082. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77083. this._kernelBlurXPostprocess.packedFloat = true;
  77084. this._kernelBlurYPostprocess.packedFloat = true;
  77085. }
  77086. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  77087. }
  77088. else {
  77089. 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);
  77090. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  77091. effect.setFloat2("screenSize", targetSize, targetSize);
  77092. effect.setTexture("textureSampler", _this._shadowMap);
  77093. });
  77094. this._boxBlurPostprocess.autoClear = false;
  77095. this._blurPostProcesses = [this._boxBlurPostprocess];
  77096. }
  77097. };
  77098. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  77099. var index;
  77100. var engine = this._scene.getEngine();
  77101. if (depthOnlySubMeshes.length) {
  77102. engine.setColorWrite(false);
  77103. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  77104. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  77105. }
  77106. engine.setColorWrite(true);
  77107. }
  77108. for (index = 0; index < opaqueSubMeshes.length; index++) {
  77109. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  77110. }
  77111. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  77112. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  77113. }
  77114. if (this._transparencyShadow) {
  77115. for (index = 0; index < transparentSubMeshes.length; index++) {
  77116. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  77117. }
  77118. }
  77119. };
  77120. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77121. var _this = this;
  77122. var mesh = subMesh.getRenderingMesh();
  77123. var scene = this._scene;
  77124. var engine = scene.getEngine();
  77125. var material = subMesh.getMaterial();
  77126. if (!material || subMesh.verticesCount === 0) {
  77127. return;
  77128. }
  77129. // Culling
  77130. engine.setState(material.backFaceCulling);
  77131. // Managing instances
  77132. var batch = mesh._getInstancesRenderList(subMesh._id);
  77133. if (batch.mustReturn) {
  77134. return;
  77135. }
  77136. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77137. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77138. engine.enableEffect(this._effect);
  77139. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77140. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77141. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77142. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77143. this._effect.setVector3("lightData", this._cachedDirection);
  77144. }
  77145. else {
  77146. this._effect.setVector3("lightData", this._cachedPosition);
  77147. }
  77148. if (scene.activeCamera) {
  77149. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77150. }
  77151. // Alpha test
  77152. if (material && material.needAlphaTesting()) {
  77153. var alphaTexture = material.getAlphaTestTexture();
  77154. if (alphaTexture) {
  77155. this._effect.setTexture("diffuseSampler", alphaTexture);
  77156. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77157. }
  77158. }
  77159. // Bones
  77160. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77161. var skeleton = mesh.skeleton;
  77162. if (skeleton.isUsingTextureForMatrices) {
  77163. var boneTexture = skeleton.getTransformMatrixTexture();
  77164. if (!boneTexture) {
  77165. return;
  77166. }
  77167. this._effect.setTexture("boneSampler", boneTexture);
  77168. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77169. }
  77170. else {
  77171. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77172. }
  77173. }
  77174. // Morph targets
  77175. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77176. if (this.forceBackFacesOnly) {
  77177. engine.setState(true, 0, false, true);
  77178. }
  77179. // Draw
  77180. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77181. if (this.forceBackFacesOnly) {
  77182. engine.setState(true, 0, false, false);
  77183. }
  77184. }
  77185. else {
  77186. // Need to reset refresh rate of the shadowMap
  77187. if (this._shadowMap) {
  77188. this._shadowMap.resetRefreshCounter();
  77189. }
  77190. }
  77191. };
  77192. ShadowGenerator.prototype._applyFilterValues = function () {
  77193. if (!this._shadowMap) {
  77194. return;
  77195. }
  77196. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77197. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77198. }
  77199. else {
  77200. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77201. }
  77202. };
  77203. /**
  77204. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77205. * @param onCompiled Callback triggered at the and of the effects compilation
  77206. * @param options Sets of optional options forcing the compilation with different modes
  77207. */
  77208. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77209. var _this = this;
  77210. var localOptions = __assign({ useInstances: false }, options);
  77211. var shadowMap = this.getShadowMap();
  77212. if (!shadowMap) {
  77213. if (onCompiled) {
  77214. onCompiled(this);
  77215. }
  77216. return;
  77217. }
  77218. var renderList = shadowMap.renderList;
  77219. if (!renderList) {
  77220. if (onCompiled) {
  77221. onCompiled(this);
  77222. }
  77223. return;
  77224. }
  77225. var subMeshes = new Array();
  77226. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77227. var mesh = renderList_1[_i];
  77228. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77229. }
  77230. if (subMeshes.length === 0) {
  77231. if (onCompiled) {
  77232. onCompiled(this);
  77233. }
  77234. return;
  77235. }
  77236. var currentIndex = 0;
  77237. var checkReady = function () {
  77238. if (!_this._scene || !_this._scene.getEngine()) {
  77239. return;
  77240. }
  77241. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77242. currentIndex++;
  77243. if (currentIndex >= subMeshes.length) {
  77244. if (onCompiled) {
  77245. onCompiled(_this);
  77246. }
  77247. return;
  77248. }
  77249. }
  77250. setTimeout(checkReady, 16);
  77251. };
  77252. checkReady();
  77253. };
  77254. /**
  77255. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77256. * @param options Sets of optional options forcing the compilation with different modes
  77257. * @returns A promise that resolves when the compilation completes
  77258. */
  77259. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77260. var _this = this;
  77261. return new Promise(function (resolve) {
  77262. _this.forceCompilation(function () {
  77263. resolve();
  77264. }, options);
  77265. });
  77266. };
  77267. /**
  77268. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77269. * @param subMesh The submesh we want to render in the shadow map
  77270. * @param useInstances Defines wether will draw in the map using instances
  77271. * @returns true if ready otherwise, false
  77272. */
  77273. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77274. var defines = [];
  77275. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77276. defines.push("#define FLOAT");
  77277. }
  77278. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77279. defines.push("#define ESM");
  77280. }
  77281. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77282. defines.push("#define DEPTHTEXTURE");
  77283. }
  77284. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77285. var mesh = subMesh.getMesh();
  77286. var material = subMesh.getMaterial();
  77287. // Normal bias.
  77288. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77289. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77290. defines.push("#define NORMAL");
  77291. if (mesh.nonUniformScaling) {
  77292. defines.push("#define NONUNIFORMSCALING");
  77293. }
  77294. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77295. defines.push("#define DIRECTIONINLIGHTDATA");
  77296. }
  77297. }
  77298. // Alpha test
  77299. if (material && material.needAlphaTesting()) {
  77300. var alphaTexture = material.getAlphaTestTexture();
  77301. if (alphaTexture) {
  77302. defines.push("#define ALPHATEST");
  77303. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77304. attribs.push(BABYLON.VertexBuffer.UVKind);
  77305. defines.push("#define UV1");
  77306. }
  77307. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77308. if (alphaTexture.coordinatesIndex === 1) {
  77309. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77310. defines.push("#define UV2");
  77311. }
  77312. }
  77313. }
  77314. }
  77315. // Bones
  77316. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77317. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77318. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77319. if (mesh.numBoneInfluencers > 4) {
  77320. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77321. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77322. }
  77323. var skeleton = mesh.skeleton;
  77324. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77325. if (skeleton.isUsingTextureForMatrices) {
  77326. defines.push("#define BONETEXTURE");
  77327. }
  77328. else {
  77329. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77330. }
  77331. }
  77332. else {
  77333. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77334. }
  77335. // Morph targets
  77336. var manager = mesh.morphTargetManager;
  77337. var morphInfluencers = 0;
  77338. if (manager) {
  77339. if (manager.numInfluencers > 0) {
  77340. defines.push("#define MORPHTARGETS");
  77341. morphInfluencers = manager.numInfluencers;
  77342. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77343. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77344. }
  77345. }
  77346. // Instances
  77347. if (useInstances) {
  77348. defines.push("#define INSTANCES");
  77349. attribs.push("world0");
  77350. attribs.push("world1");
  77351. attribs.push("world2");
  77352. attribs.push("world3");
  77353. }
  77354. // Get correct effect
  77355. var join = defines.join("\n");
  77356. if (this._cachedDefines !== join) {
  77357. this._cachedDefines = join;
  77358. 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 });
  77359. }
  77360. if (!this._effect.isReady()) {
  77361. return false;
  77362. }
  77363. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77364. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77365. this._initializeBlurRTTAndPostProcesses();
  77366. }
  77367. }
  77368. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77369. return false;
  77370. }
  77371. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77372. return false;
  77373. }
  77374. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77375. return false;
  77376. }
  77377. return true;
  77378. };
  77379. /**
  77380. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77381. * @param defines Defines of the material we want to update
  77382. * @param lightIndex Index of the light in the enabled light list of the material
  77383. */
  77384. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77385. var scene = this._scene;
  77386. var light = this._light;
  77387. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77388. return;
  77389. }
  77390. defines["SHADOW" + lightIndex] = true;
  77391. if (this.useContactHardeningShadow) {
  77392. defines["SHADOWPCSS" + lightIndex] = true;
  77393. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77394. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77395. }
  77396. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77397. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77398. }
  77399. // else default to high.
  77400. }
  77401. if (this.usePercentageCloserFiltering) {
  77402. defines["SHADOWPCF" + lightIndex] = true;
  77403. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77404. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77405. }
  77406. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77407. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77408. }
  77409. // else default to high.
  77410. }
  77411. else if (this.usePoissonSampling) {
  77412. defines["SHADOWPOISSON" + lightIndex] = true;
  77413. }
  77414. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77415. defines["SHADOWESM" + lightIndex] = true;
  77416. }
  77417. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77418. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77419. }
  77420. if (light.needCube()) {
  77421. defines["SHADOWCUBE" + lightIndex] = true;
  77422. }
  77423. };
  77424. /**
  77425. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77426. * defined in the generator but impacting the effect).
  77427. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77428. * @param effect The effect we are binfing the information for
  77429. */
  77430. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77431. var light = this._light;
  77432. var scene = this._scene;
  77433. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77434. return;
  77435. }
  77436. var camera = scene.activeCamera;
  77437. if (!camera) {
  77438. return;
  77439. }
  77440. var shadowMap = this.getShadowMap();
  77441. if (!shadowMap) {
  77442. return;
  77443. }
  77444. if (!light.needCube()) {
  77445. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77446. }
  77447. // Only PCF uses depth stencil texture.
  77448. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77449. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77450. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77451. }
  77452. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77453. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77454. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77455. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77456. }
  77457. else {
  77458. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77459. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77460. }
  77461. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77462. };
  77463. /**
  77464. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77465. * (eq to shadow prjection matrix * light transform matrix)
  77466. * @returns The transform matrix used to create the shadow map
  77467. */
  77468. ShadowGenerator.prototype.getTransformMatrix = function () {
  77469. var scene = this._scene;
  77470. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77471. return this._transformMatrix;
  77472. }
  77473. this._currentRenderID = scene.getRenderId();
  77474. this._currentFaceIndexCache = this._currentFaceIndex;
  77475. var lightPosition = this._light.position;
  77476. if (this._light.computeTransformedInformation()) {
  77477. lightPosition = this._light.transformedPosition;
  77478. }
  77479. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77480. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77481. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77482. }
  77483. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77484. this._cachedPosition.copyFrom(lightPosition);
  77485. this._cachedDirection.copyFrom(this._lightDirection);
  77486. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77487. var shadowMap = this.getShadowMap();
  77488. if (shadowMap) {
  77489. var renderList = shadowMap.renderList;
  77490. if (renderList) {
  77491. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77492. }
  77493. }
  77494. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77495. }
  77496. return this._transformMatrix;
  77497. };
  77498. /**
  77499. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77500. * Cube and 2D textures for instance.
  77501. */
  77502. ShadowGenerator.prototype.recreateShadowMap = function () {
  77503. var shadowMap = this._shadowMap;
  77504. if (!shadowMap) {
  77505. return;
  77506. }
  77507. // Track render list.
  77508. var renderList = shadowMap.renderList;
  77509. // Clean up existing data.
  77510. this._disposeRTTandPostProcesses();
  77511. // Reinitializes.
  77512. this._initializeGenerator();
  77513. // Reaffect the filter to ensure a correct fallback if necessary.
  77514. this.filter = this.filter;
  77515. // Reaffect the filter.
  77516. this._applyFilterValues();
  77517. // Reaffect Render List.
  77518. this._shadowMap.renderList = renderList;
  77519. };
  77520. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77521. if (this._shadowMap2) {
  77522. this._shadowMap2.dispose();
  77523. this._shadowMap2 = null;
  77524. }
  77525. if (this._boxBlurPostprocess) {
  77526. this._boxBlurPostprocess.dispose();
  77527. this._boxBlurPostprocess = null;
  77528. }
  77529. if (this._kernelBlurXPostprocess) {
  77530. this._kernelBlurXPostprocess.dispose();
  77531. this._kernelBlurXPostprocess = null;
  77532. }
  77533. if (this._kernelBlurYPostprocess) {
  77534. this._kernelBlurYPostprocess.dispose();
  77535. this._kernelBlurYPostprocess = null;
  77536. }
  77537. this._blurPostProcesses = [];
  77538. };
  77539. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77540. if (this._shadowMap) {
  77541. this._shadowMap.dispose();
  77542. this._shadowMap = null;
  77543. }
  77544. this._disposeBlurPostProcesses();
  77545. };
  77546. /**
  77547. * Disposes the ShadowGenerator.
  77548. * Returns nothing.
  77549. */
  77550. ShadowGenerator.prototype.dispose = function () {
  77551. this._disposeRTTandPostProcesses();
  77552. if (this._light) {
  77553. this._light._shadowGenerator = null;
  77554. this._light._markMeshesAsLightDirty();
  77555. }
  77556. };
  77557. /**
  77558. * Serializes the shadow generator setup to a json object.
  77559. * @returns The serialized JSON object
  77560. */
  77561. ShadowGenerator.prototype.serialize = function () {
  77562. var serializationObject = {};
  77563. var shadowMap = this.getShadowMap();
  77564. if (!shadowMap) {
  77565. return serializationObject;
  77566. }
  77567. serializationObject.lightId = this._light.id;
  77568. serializationObject.mapSize = shadowMap.getRenderSize();
  77569. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77570. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77571. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77572. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77573. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77574. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77575. serializationObject.depthScale = this.depthScale;
  77576. serializationObject.darkness = this.getDarkness();
  77577. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77578. serializationObject.blurKernel = this.blurKernel;
  77579. serializationObject.blurScale = this.blurScale;
  77580. serializationObject.useKernelBlur = this.useKernelBlur;
  77581. serializationObject.transparencyShadow = this._transparencyShadow;
  77582. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77583. serializationObject.bias = this.bias;
  77584. serializationObject.normalBias = this.normalBias;
  77585. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77586. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77587. serializationObject.filteringQuality = this.filteringQuality;
  77588. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77589. serializationObject.renderList = [];
  77590. if (shadowMap.renderList) {
  77591. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77592. var mesh = shadowMap.renderList[meshIndex];
  77593. serializationObject.renderList.push(mesh.id);
  77594. }
  77595. }
  77596. return serializationObject;
  77597. };
  77598. /**
  77599. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77600. * @param parsedShadowGenerator The JSON object to parse
  77601. * @param scene The scene to create the shadow map for
  77602. * @returns The parsed shadow generator
  77603. */
  77604. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77605. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77606. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77607. var shadowMap = shadowGenerator.getShadowMap();
  77608. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77609. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77610. meshes.forEach(function (mesh) {
  77611. if (!shadowMap) {
  77612. return;
  77613. }
  77614. if (!shadowMap.renderList) {
  77615. shadowMap.renderList = [];
  77616. }
  77617. shadowMap.renderList.push(mesh);
  77618. });
  77619. }
  77620. if (parsedShadowGenerator.usePoissonSampling) {
  77621. shadowGenerator.usePoissonSampling = true;
  77622. }
  77623. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77624. shadowGenerator.useExponentialShadowMap = true;
  77625. }
  77626. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77627. shadowGenerator.useBlurExponentialShadowMap = true;
  77628. }
  77629. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77630. shadowGenerator.useCloseExponentialShadowMap = true;
  77631. }
  77632. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77633. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77634. }
  77635. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77636. shadowGenerator.usePercentageCloserFiltering = true;
  77637. }
  77638. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77639. shadowGenerator.useContactHardeningShadow = true;
  77640. }
  77641. if (parsedShadowGenerator.filteringQuality) {
  77642. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77643. }
  77644. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77645. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77646. }
  77647. // Backward compat
  77648. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77649. shadowGenerator.useExponentialShadowMap = true;
  77650. }
  77651. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77652. shadowGenerator.useBlurExponentialShadowMap = true;
  77653. }
  77654. if (parsedShadowGenerator.depthScale) {
  77655. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77656. }
  77657. if (parsedShadowGenerator.blurScale) {
  77658. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77659. }
  77660. if (parsedShadowGenerator.blurBoxOffset) {
  77661. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77662. }
  77663. if (parsedShadowGenerator.useKernelBlur) {
  77664. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77665. }
  77666. if (parsedShadowGenerator.blurKernel) {
  77667. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77668. }
  77669. if (parsedShadowGenerator.bias !== undefined) {
  77670. shadowGenerator.bias = parsedShadowGenerator.bias;
  77671. }
  77672. if (parsedShadowGenerator.normalBias !== undefined) {
  77673. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77674. }
  77675. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77676. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77677. }
  77678. if (parsedShadowGenerator.darkness) {
  77679. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77680. }
  77681. if (parsedShadowGenerator.transparencyShadow) {
  77682. shadowGenerator.setTransparencyShadow(true);
  77683. }
  77684. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77685. return shadowGenerator;
  77686. };
  77687. /**
  77688. * Shadow generator mode None: no filtering applied.
  77689. */
  77690. ShadowGenerator.FILTER_NONE = 0;
  77691. /**
  77692. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77693. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77694. */
  77695. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77696. /**
  77697. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77698. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77699. */
  77700. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77701. /**
  77702. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77703. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77704. */
  77705. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77706. /**
  77707. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77708. * edge artifacts on steep falloff.
  77709. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77710. */
  77711. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77712. /**
  77713. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77714. * edge artifacts on steep falloff.
  77715. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77716. */
  77717. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77718. /**
  77719. * Shadow generator mode PCF: Percentage Closer Filtering
  77720. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77721. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77722. */
  77723. ShadowGenerator.FILTER_PCF = 6;
  77724. /**
  77725. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77726. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77727. * Contact Hardening
  77728. */
  77729. ShadowGenerator.FILTER_PCSS = 7;
  77730. /**
  77731. * Reserved for PCF and PCSS
  77732. * Highest Quality.
  77733. *
  77734. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77735. *
  77736. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77737. */
  77738. ShadowGenerator.QUALITY_HIGH = 0;
  77739. /**
  77740. * Reserved for PCF and PCSS
  77741. * Good tradeoff for quality/perf cross devices
  77742. *
  77743. * Execute PCF on a 3*3 kernel.
  77744. *
  77745. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77746. */
  77747. ShadowGenerator.QUALITY_MEDIUM = 1;
  77748. /**
  77749. * Reserved for PCF and PCSS
  77750. * The lowest quality but the fastest.
  77751. *
  77752. * Execute PCF on a 1*1 kernel.
  77753. *
  77754. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77755. */
  77756. ShadowGenerator.QUALITY_LOW = 2;
  77757. return ShadowGenerator;
  77758. }());
  77759. BABYLON.ShadowGenerator = ShadowGenerator;
  77760. })(BABYLON || (BABYLON = {}));
  77761. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77762. var BABYLON;
  77763. (function (BABYLON) {
  77764. // Adds the parser to the scene parsers.
  77765. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77766. // Shadows
  77767. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77768. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77769. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77770. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77771. // SG would be available on their associated lights
  77772. }
  77773. }
  77774. });
  77775. /**
  77776. * Defines the shadow generator component responsible to manage any shadow generators
  77777. * in a given scene.
  77778. */
  77779. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77780. /**
  77781. * Creates a new instance of the component for the given scene
  77782. * @param scene Defines the scene to register the component in
  77783. */
  77784. function ShadowGeneratorSceneComponent(scene) {
  77785. /**
  77786. * The component name helpfull to identify the component in the list of scene components.
  77787. */
  77788. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77789. this.scene = scene;
  77790. }
  77791. /**
  77792. * Registers the component in a given scene
  77793. */
  77794. ShadowGeneratorSceneComponent.prototype.register = function () {
  77795. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77796. };
  77797. /**
  77798. * Rebuilds the elements related to this component in case of
  77799. * context lost for instance.
  77800. */
  77801. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77802. // Nothing To Do Here.
  77803. };
  77804. /**
  77805. * Serializes the component data to the specified json object
  77806. * @param serializationObject The object to serialize to
  77807. */
  77808. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77809. // Shadows
  77810. serializationObject.shadowGenerators = [];
  77811. var lights = this.scene.lights;
  77812. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77813. var light = lights_1[_i];
  77814. var shadowGenerator = light.getShadowGenerator();
  77815. if (shadowGenerator) {
  77816. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77817. }
  77818. }
  77819. };
  77820. /**
  77821. * Adds all the element from the container to the scene
  77822. * @param container the container holding the elements
  77823. */
  77824. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77825. // Nothing To Do Here. (directly attached to a light)
  77826. };
  77827. /**
  77828. * Removes all the elements in the container from the scene
  77829. * @param container contains the elements to remove
  77830. */
  77831. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77832. // Nothing To Do Here. (directly attached to a light)
  77833. };
  77834. /**
  77835. * Rebuilds the elements related to this component in case of
  77836. * context lost for instance.
  77837. */
  77838. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77839. // Nothing To Do Here.
  77840. };
  77841. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77842. // Shadows
  77843. var scene = this.scene;
  77844. if (this.scene.shadowsEnabled) {
  77845. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77846. var light = scene.lights[lightIndex];
  77847. var shadowGenerator = light.getShadowGenerator();
  77848. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77849. var shadowMap = (shadowGenerator.getShadowMap());
  77850. if (scene.textures.indexOf(shadowMap) !== -1) {
  77851. renderTargets.push(shadowMap);
  77852. }
  77853. }
  77854. }
  77855. }
  77856. };
  77857. return ShadowGeneratorSceneComponent;
  77858. }());
  77859. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77860. })(BABYLON || (BABYLON = {}));
  77861. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77862. var BABYLON;
  77863. (function (BABYLON) {
  77864. /**
  77865. * Class used for the default loading screen
  77866. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77867. */
  77868. var DefaultLoadingScreen = /** @class */ (function () {
  77869. /**
  77870. * Creates a new default loading screen
  77871. * @param _renderingCanvas defines the canvas used to render the scene
  77872. * @param _loadingText defines the default text to display
  77873. * @param _loadingDivBackgroundColor defines the default background color
  77874. */
  77875. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77876. if (_loadingText === void 0) { _loadingText = ""; }
  77877. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77878. var _this = this;
  77879. this._renderingCanvas = _renderingCanvas;
  77880. this._loadingText = _loadingText;
  77881. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77882. // Resize
  77883. this._resizeLoadingUI = function () {
  77884. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77885. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77886. if (!_this._loadingDiv) {
  77887. return;
  77888. }
  77889. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77890. _this._loadingDiv.style.left = canvasRect.left + "px";
  77891. _this._loadingDiv.style.top = canvasRect.top + "px";
  77892. _this._loadingDiv.style.width = canvasRect.width + "px";
  77893. _this._loadingDiv.style.height = canvasRect.height + "px";
  77894. };
  77895. }
  77896. /**
  77897. * Function called to display the loading screen
  77898. */
  77899. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77900. if (this._loadingDiv) {
  77901. // Do not add a loading screen if there is already one
  77902. return;
  77903. }
  77904. this._loadingDiv = document.createElement("div");
  77905. this._loadingDiv.id = "babylonjsLoadingDiv";
  77906. this._loadingDiv.style.opacity = "0";
  77907. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77908. this._loadingDiv.style.pointerEvents = "none";
  77909. // Loading text
  77910. this._loadingTextDiv = document.createElement("div");
  77911. this._loadingTextDiv.style.position = "absolute";
  77912. this._loadingTextDiv.style.left = "0";
  77913. this._loadingTextDiv.style.top = "50%";
  77914. this._loadingTextDiv.style.marginTop = "80px";
  77915. this._loadingTextDiv.style.width = "100%";
  77916. this._loadingTextDiv.style.height = "20px";
  77917. this._loadingTextDiv.style.fontFamily = "Arial";
  77918. this._loadingTextDiv.style.fontSize = "14px";
  77919. this._loadingTextDiv.style.color = "white";
  77920. this._loadingTextDiv.style.textAlign = "center";
  77921. this._loadingTextDiv.innerHTML = "Loading";
  77922. this._loadingDiv.appendChild(this._loadingTextDiv);
  77923. //set the predefined text
  77924. this._loadingTextDiv.innerHTML = this._loadingText;
  77925. // Generating keyframes
  77926. var style = document.createElement('style');
  77927. style.type = 'text/css';
  77928. 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 }";
  77929. style.innerHTML = keyFrames;
  77930. document.getElementsByTagName('head')[0].appendChild(style);
  77931. // Loading img
  77932. var imgBack = new Image();
  77933. imgBack.src = "data:image/png;base64,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";
  77934. imgBack.style.position = "absolute";
  77935. imgBack.style.left = "50%";
  77936. imgBack.style.top = "50%";
  77937. imgBack.style.marginLeft = "-60px";
  77938. imgBack.style.marginTop = "-60px";
  77939. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77940. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77941. imgBack.style.transformOrigin = "50% 50%";
  77942. imgBack.style.webkitTransformOrigin = "50% 50%";
  77943. this._loadingDiv.appendChild(imgBack);
  77944. this._resizeLoadingUI();
  77945. window.addEventListener("resize", this._resizeLoadingUI);
  77946. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77947. document.body.appendChild(this._loadingDiv);
  77948. this._loadingDiv.style.opacity = "1";
  77949. };
  77950. /**
  77951. * Function called to hide the loading screen
  77952. */
  77953. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77954. var _this = this;
  77955. if (!this._loadingDiv) {
  77956. return;
  77957. }
  77958. var onTransitionEnd = function () {
  77959. if (!_this._loadingDiv) {
  77960. return;
  77961. }
  77962. if (_this._loadingDiv.parentElement) {
  77963. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  77964. }
  77965. window.removeEventListener("resize", _this._resizeLoadingUI);
  77966. _this._loadingDiv = null;
  77967. };
  77968. this._loadingDiv.style.opacity = "0";
  77969. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77970. };
  77971. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77972. get: function () {
  77973. return this._loadingText;
  77974. },
  77975. /**
  77976. * Gets or sets the text to display while loading
  77977. */
  77978. set: function (text) {
  77979. this._loadingText = text;
  77980. if (this._loadingTextDiv) {
  77981. this._loadingTextDiv.innerHTML = this._loadingText;
  77982. }
  77983. },
  77984. enumerable: true,
  77985. configurable: true
  77986. });
  77987. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77988. /**
  77989. * Gets or sets the color to use for the background
  77990. */
  77991. get: function () {
  77992. return this._loadingDivBackgroundColor;
  77993. },
  77994. set: function (color) {
  77995. this._loadingDivBackgroundColor = color;
  77996. if (!this._loadingDiv) {
  77997. return;
  77998. }
  77999. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78000. },
  78001. enumerable: true,
  78002. configurable: true
  78003. });
  78004. return DefaultLoadingScreen;
  78005. }());
  78006. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  78007. })(BABYLON || (BABYLON = {}));
  78008. //# sourceMappingURL=babylon.loadingScreen.js.map
  78009. var BABYLON;
  78010. (function (BABYLON) {
  78011. /**
  78012. * Class used to represent data loading progression
  78013. */
  78014. var SceneLoaderProgressEvent = /** @class */ (function () {
  78015. /**
  78016. * Create a new progress event
  78017. * @param lengthComputable defines if data length to load can be evaluated
  78018. * @param loaded defines the loaded data length
  78019. * @param total defines the data length to load
  78020. */
  78021. function SceneLoaderProgressEvent(
  78022. /** defines if data length to load can be evaluated */
  78023. lengthComputable,
  78024. /** defines the loaded data length */
  78025. loaded,
  78026. /** defines the data length to load */
  78027. total) {
  78028. this.lengthComputable = lengthComputable;
  78029. this.loaded = loaded;
  78030. this.total = total;
  78031. }
  78032. /**
  78033. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  78034. * @param event defines the source event
  78035. * @returns a new SceneLoaderProgressEvent
  78036. */
  78037. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  78038. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  78039. };
  78040. return SceneLoaderProgressEvent;
  78041. }());
  78042. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  78043. /**
  78044. * Class used to load scene from various file formats using registered plugins
  78045. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  78046. */
  78047. var SceneLoader = /** @class */ (function () {
  78048. function SceneLoader() {
  78049. }
  78050. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  78051. /**
  78052. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  78053. */
  78054. get: function () {
  78055. return SceneLoader._ForceFullSceneLoadingForIncremental;
  78056. },
  78057. set: function (value) {
  78058. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  78059. },
  78060. enumerable: true,
  78061. configurable: true
  78062. });
  78063. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  78064. /**
  78065. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  78066. */
  78067. get: function () {
  78068. return SceneLoader._ShowLoadingScreen;
  78069. },
  78070. set: function (value) {
  78071. SceneLoader._ShowLoadingScreen = value;
  78072. },
  78073. enumerable: true,
  78074. configurable: true
  78075. });
  78076. Object.defineProperty(SceneLoader, "loggingLevel", {
  78077. /**
  78078. * Defines the current logging level (while loading the scene)
  78079. * @ignorenaming
  78080. */
  78081. get: function () {
  78082. return SceneLoader._loggingLevel;
  78083. },
  78084. set: function (value) {
  78085. SceneLoader._loggingLevel = value;
  78086. },
  78087. enumerable: true,
  78088. configurable: true
  78089. });
  78090. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  78091. /**
  78092. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  78093. */
  78094. get: function () {
  78095. return SceneLoader._CleanBoneMatrixWeights;
  78096. },
  78097. set: function (value) {
  78098. SceneLoader._CleanBoneMatrixWeights = value;
  78099. },
  78100. enumerable: true,
  78101. configurable: true
  78102. });
  78103. SceneLoader._getDefaultPlugin = function () {
  78104. return SceneLoader._registeredPlugins[".babylon"];
  78105. };
  78106. SceneLoader._getPluginForExtension = function (extension) {
  78107. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  78108. if (registeredPlugin) {
  78109. return registeredPlugin;
  78110. }
  78111. 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");
  78112. return SceneLoader._getDefaultPlugin();
  78113. };
  78114. SceneLoader._getPluginForDirectLoad = function (data) {
  78115. for (var extension in SceneLoader._registeredPlugins) {
  78116. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  78117. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  78118. return SceneLoader._registeredPlugins[extension];
  78119. }
  78120. }
  78121. return SceneLoader._getDefaultPlugin();
  78122. };
  78123. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78124. var queryStringPosition = sceneFilename.indexOf("?");
  78125. if (queryStringPosition !== -1) {
  78126. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78127. }
  78128. var dotPosition = sceneFilename.lastIndexOf(".");
  78129. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78130. return SceneLoader._getPluginForExtension(extension);
  78131. };
  78132. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78133. SceneLoader._getDirectLoad = function (sceneFilename) {
  78134. if (sceneFilename.substr(0, 5) === "data:") {
  78135. return sceneFilename.substr(5);
  78136. }
  78137. return null;
  78138. };
  78139. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78140. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78141. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78142. var plugin;
  78143. if (registeredPlugin.plugin.createPlugin) {
  78144. plugin = registeredPlugin.plugin.createPlugin();
  78145. }
  78146. else {
  78147. plugin = registeredPlugin.plugin;
  78148. }
  78149. var useArrayBuffer = registeredPlugin.isBinary;
  78150. var offlineProvider;
  78151. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78152. var dataCallback = function (data, responseURL) {
  78153. if (scene.isDisposed) {
  78154. onError("Scene has been disposed");
  78155. return;
  78156. }
  78157. scene.offlineProvider = offlineProvider;
  78158. onSuccess(plugin, data, responseURL);
  78159. };
  78160. var request = null;
  78161. var pluginDisposed = false;
  78162. var onDisposeObservable = plugin.onDisposeObservable;
  78163. if (onDisposeObservable) {
  78164. onDisposeObservable.add(function () {
  78165. pluginDisposed = true;
  78166. if (request) {
  78167. request.abort();
  78168. request = null;
  78169. }
  78170. onDispose();
  78171. });
  78172. }
  78173. var manifestChecked = function () {
  78174. if (pluginDisposed) {
  78175. return;
  78176. }
  78177. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78178. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78179. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78180. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78181. });
  78182. };
  78183. if (directLoad) {
  78184. dataCallback(directLoad);
  78185. return plugin;
  78186. }
  78187. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78188. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78189. var engine = scene.getEngine();
  78190. var canUseOfflineSupport = engine.enableOfflineSupport;
  78191. if (canUseOfflineSupport) {
  78192. // Also check for exceptions
  78193. var exceptionFound = false;
  78194. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78195. var regex = _a[_i];
  78196. if (regex.test(fileInfo.url)) {
  78197. exceptionFound = true;
  78198. break;
  78199. }
  78200. }
  78201. canUseOfflineSupport = !exceptionFound;
  78202. }
  78203. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78204. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78205. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78206. }
  78207. else {
  78208. manifestChecked();
  78209. }
  78210. }
  78211. // Loading file from disk via input file or drag'n'drop
  78212. else {
  78213. if (file) {
  78214. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78215. }
  78216. else {
  78217. onError("Unable to find file named " + fileInfo.name);
  78218. }
  78219. }
  78220. return plugin;
  78221. };
  78222. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78223. var url;
  78224. var name;
  78225. if (!sceneFilename) {
  78226. url = rootUrl;
  78227. name = BABYLON.Tools.GetFilename(rootUrl);
  78228. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78229. }
  78230. else {
  78231. if (sceneFilename.substr(0, 1) === "/") {
  78232. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78233. return null;
  78234. }
  78235. url = rootUrl + sceneFilename;
  78236. name = sceneFilename;
  78237. }
  78238. return {
  78239. url: url,
  78240. rootUrl: rootUrl,
  78241. name: name
  78242. };
  78243. };
  78244. // Public functions
  78245. /**
  78246. * Gets a plugin that can load the given extension
  78247. * @param extension defines the extension to load
  78248. * @returns a plugin or null if none works
  78249. */
  78250. SceneLoader.GetPluginForExtension = function (extension) {
  78251. return SceneLoader._getPluginForExtension(extension).plugin;
  78252. };
  78253. /**
  78254. * Gets a boolean indicating that the given extension can be loaded
  78255. * @param extension defines the extension to load
  78256. * @returns true if the extension is supported
  78257. */
  78258. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78259. return !!SceneLoader._registeredPlugins[extension];
  78260. };
  78261. /**
  78262. * Adds a new plugin to the list of registered plugins
  78263. * @param plugin defines the plugin to add
  78264. */
  78265. SceneLoader.RegisterPlugin = function (plugin) {
  78266. if (typeof plugin.extensions === "string") {
  78267. var extension = plugin.extensions;
  78268. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78269. plugin: plugin,
  78270. isBinary: false
  78271. };
  78272. }
  78273. else {
  78274. var extensions = plugin.extensions;
  78275. Object.keys(extensions).forEach(function (extension) {
  78276. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78277. plugin: plugin,
  78278. isBinary: extensions[extension].isBinary
  78279. };
  78280. });
  78281. }
  78282. };
  78283. /**
  78284. * Import meshes into a scene
  78285. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78286. * @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)
  78287. * @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)
  78288. * @param scene the instance of BABYLON.Scene to append to
  78289. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78290. * @param onProgress a callback with a progress event for each file being loaded
  78291. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78292. * @param pluginExtension the extension used to determine the plugin
  78293. * @returns The loaded plugin
  78294. */
  78295. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78296. if (sceneFilename === void 0) { sceneFilename = ""; }
  78297. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78298. if (onSuccess === void 0) { onSuccess = null; }
  78299. if (onProgress === void 0) { onProgress = null; }
  78300. if (onError === void 0) { onError = null; }
  78301. if (pluginExtension === void 0) { pluginExtension = null; }
  78302. if (!scene) {
  78303. BABYLON.Tools.Error("No scene available to import mesh to");
  78304. return null;
  78305. }
  78306. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78307. if (!fileInfo) {
  78308. return null;
  78309. }
  78310. var loadingToken = {};
  78311. scene._addPendingData(loadingToken);
  78312. var disposeHandler = function () {
  78313. scene._removePendingData(loadingToken);
  78314. };
  78315. var errorHandler = function (message, exception) {
  78316. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78317. if (onError) {
  78318. onError(scene, errorMessage, exception);
  78319. }
  78320. else {
  78321. BABYLON.Tools.Error(errorMessage);
  78322. // should the exception be thrown?
  78323. }
  78324. disposeHandler();
  78325. };
  78326. var progressHandler = onProgress ? function (event) {
  78327. try {
  78328. onProgress(event);
  78329. }
  78330. catch (e) {
  78331. errorHandler("Error in onProgress callback", e);
  78332. }
  78333. } : undefined;
  78334. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78335. scene.importedMeshesFiles.push(fileInfo.url);
  78336. if (onSuccess) {
  78337. try {
  78338. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78339. }
  78340. catch (e) {
  78341. errorHandler("Error in onSuccess callback", e);
  78342. }
  78343. }
  78344. scene._removePendingData(loadingToken);
  78345. };
  78346. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78347. if (plugin.rewriteRootURL) {
  78348. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78349. }
  78350. if (plugin.importMesh) {
  78351. var syncedPlugin = plugin;
  78352. var meshes = new Array();
  78353. var particleSystems = new Array();
  78354. var skeletons = new Array();
  78355. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78356. return;
  78357. }
  78358. scene.loadingPluginName = plugin.name;
  78359. successHandler(meshes, particleSystems, skeletons, []);
  78360. }
  78361. else {
  78362. var asyncedPlugin = plugin;
  78363. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78364. scene.loadingPluginName = plugin.name;
  78365. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78366. }).catch(function (error) {
  78367. errorHandler(error.message, error);
  78368. });
  78369. }
  78370. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78371. };
  78372. /**
  78373. * Import meshes into a scene
  78374. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78375. * @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)
  78376. * @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)
  78377. * @param scene the instance of BABYLON.Scene to append to
  78378. * @param onProgress a callback with a progress event for each file being loaded
  78379. * @param pluginExtension the extension used to determine the plugin
  78380. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78381. */
  78382. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78383. if (sceneFilename === void 0) { sceneFilename = ""; }
  78384. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78385. if (onProgress === void 0) { onProgress = null; }
  78386. if (pluginExtension === void 0) { pluginExtension = null; }
  78387. return new Promise(function (resolve, reject) {
  78388. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78389. resolve({
  78390. meshes: meshes,
  78391. particleSystems: particleSystems,
  78392. skeletons: skeletons,
  78393. animationGroups: animationGroups
  78394. });
  78395. }, onProgress, function (scene, message, exception) {
  78396. reject(exception || new Error(message));
  78397. }, pluginExtension);
  78398. });
  78399. };
  78400. /**
  78401. * Load a scene
  78402. * @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)
  78403. * @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)
  78404. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78405. * @param onSuccess a callback with the scene when import succeeds
  78406. * @param onProgress a callback with a progress event for each file being loaded
  78407. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78408. * @param pluginExtension the extension used to determine the plugin
  78409. * @returns The loaded plugin
  78410. */
  78411. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78412. if (onSuccess === void 0) { onSuccess = null; }
  78413. if (onProgress === void 0) { onProgress = null; }
  78414. if (onError === void 0) { onError = null; }
  78415. if (pluginExtension === void 0) { pluginExtension = null; }
  78416. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78417. };
  78418. /**
  78419. * Load a scene
  78420. * @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)
  78421. * @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)
  78422. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78423. * @param onProgress a callback with a progress event for each file being loaded
  78424. * @param pluginExtension the extension used to determine the plugin
  78425. * @returns The loaded scene
  78426. */
  78427. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78428. if (onProgress === void 0) { onProgress = null; }
  78429. if (pluginExtension === void 0) { pluginExtension = null; }
  78430. return new Promise(function (resolve, reject) {
  78431. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78432. resolve(scene);
  78433. }, onProgress, function (scene, message, exception) {
  78434. reject(exception || new Error(message));
  78435. }, pluginExtension);
  78436. });
  78437. };
  78438. /**
  78439. * Append a scene
  78440. * @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)
  78441. * @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)
  78442. * @param scene is the instance of BABYLON.Scene to append to
  78443. * @param onSuccess a callback with the scene when import succeeds
  78444. * @param onProgress a callback with a progress event for each file being loaded
  78445. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78446. * @param pluginExtension the extension used to determine the plugin
  78447. * @returns The loaded plugin
  78448. */
  78449. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78450. if (sceneFilename === void 0) { sceneFilename = ""; }
  78451. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78452. if (onSuccess === void 0) { onSuccess = null; }
  78453. if (onProgress === void 0) { onProgress = null; }
  78454. if (onError === void 0) { onError = null; }
  78455. if (pluginExtension === void 0) { pluginExtension = null; }
  78456. if (!scene) {
  78457. BABYLON.Tools.Error("No scene available to append to");
  78458. return null;
  78459. }
  78460. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78461. if (!fileInfo) {
  78462. return null;
  78463. }
  78464. if (SceneLoader.ShowLoadingScreen) {
  78465. scene.getEngine().displayLoadingUI();
  78466. }
  78467. var loadingToken = {};
  78468. scene._addPendingData(loadingToken);
  78469. var disposeHandler = function () {
  78470. scene._removePendingData(loadingToken);
  78471. scene.getEngine().hideLoadingUI();
  78472. };
  78473. var errorHandler = function (message, exception) {
  78474. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78475. if (onError) {
  78476. onError(scene, errorMessage, exception);
  78477. }
  78478. else {
  78479. BABYLON.Tools.Error(errorMessage);
  78480. // should the exception be thrown?
  78481. }
  78482. disposeHandler();
  78483. };
  78484. var progressHandler = onProgress ? function (event) {
  78485. try {
  78486. onProgress(event);
  78487. }
  78488. catch (e) {
  78489. errorHandler("Error in onProgress callback", e);
  78490. }
  78491. } : undefined;
  78492. var successHandler = function () {
  78493. if (onSuccess) {
  78494. try {
  78495. onSuccess(scene);
  78496. }
  78497. catch (e) {
  78498. errorHandler("Error in onSuccess callback", e);
  78499. }
  78500. }
  78501. scene._removePendingData(loadingToken);
  78502. };
  78503. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78504. if (plugin.load) {
  78505. var syncedPlugin = plugin;
  78506. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78507. return;
  78508. }
  78509. scene.loadingPluginName = plugin.name;
  78510. successHandler();
  78511. }
  78512. else {
  78513. var asyncedPlugin = plugin;
  78514. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78515. scene.loadingPluginName = plugin.name;
  78516. successHandler();
  78517. }).catch(function (error) {
  78518. errorHandler(error.message, error);
  78519. });
  78520. }
  78521. if (SceneLoader.ShowLoadingScreen) {
  78522. scene.executeWhenReady(function () {
  78523. scene.getEngine().hideLoadingUI();
  78524. });
  78525. }
  78526. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78527. };
  78528. /**
  78529. * Append a scene
  78530. * @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)
  78531. * @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)
  78532. * @param scene is the instance of BABYLON.Scene to append to
  78533. * @param onProgress a callback with a progress event for each file being loaded
  78534. * @param pluginExtension the extension used to determine the plugin
  78535. * @returns The given scene
  78536. */
  78537. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78538. if (sceneFilename === void 0) { sceneFilename = ""; }
  78539. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78540. if (onProgress === void 0) { onProgress = null; }
  78541. if (pluginExtension === void 0) { pluginExtension = null; }
  78542. return new Promise(function (resolve, reject) {
  78543. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78544. resolve(scene);
  78545. }, onProgress, function (scene, message, exception) {
  78546. reject(exception || new Error(message));
  78547. }, pluginExtension);
  78548. });
  78549. };
  78550. /**
  78551. * Load a scene into an asset container
  78552. * @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)
  78553. * @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)
  78554. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78555. * @param onSuccess a callback with the scene when import succeeds
  78556. * @param onProgress a callback with a progress event for each file being loaded
  78557. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78558. * @param pluginExtension the extension used to determine the plugin
  78559. * @returns The loaded plugin
  78560. */
  78561. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78562. if (sceneFilename === void 0) { sceneFilename = ""; }
  78563. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78564. if (onSuccess === void 0) { onSuccess = null; }
  78565. if (onProgress === void 0) { onProgress = null; }
  78566. if (onError === void 0) { onError = null; }
  78567. if (pluginExtension === void 0) { pluginExtension = null; }
  78568. if (!scene) {
  78569. BABYLON.Tools.Error("No scene available to load asset container to");
  78570. return null;
  78571. }
  78572. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78573. if (!fileInfo) {
  78574. return null;
  78575. }
  78576. var loadingToken = {};
  78577. scene._addPendingData(loadingToken);
  78578. var disposeHandler = function () {
  78579. scene._removePendingData(loadingToken);
  78580. };
  78581. var errorHandler = function (message, exception) {
  78582. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78583. if (onError) {
  78584. onError(scene, errorMessage, exception);
  78585. }
  78586. else {
  78587. BABYLON.Tools.Error(errorMessage);
  78588. // should the exception be thrown?
  78589. }
  78590. disposeHandler();
  78591. };
  78592. var progressHandler = onProgress ? function (event) {
  78593. try {
  78594. onProgress(event);
  78595. }
  78596. catch (e) {
  78597. errorHandler("Error in onProgress callback", e);
  78598. }
  78599. } : undefined;
  78600. var successHandler = function (assets) {
  78601. if (onSuccess) {
  78602. try {
  78603. onSuccess(assets);
  78604. }
  78605. catch (e) {
  78606. errorHandler("Error in onSuccess callback", e);
  78607. }
  78608. }
  78609. scene._removePendingData(loadingToken);
  78610. };
  78611. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78612. if (plugin.loadAssetContainer) {
  78613. var syncedPlugin = plugin;
  78614. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78615. if (!assetContainer) {
  78616. return;
  78617. }
  78618. scene.loadingPluginName = plugin.name;
  78619. successHandler(assetContainer);
  78620. }
  78621. else if (plugin.loadAssetContainerAsync) {
  78622. var asyncedPlugin = plugin;
  78623. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78624. scene.loadingPluginName = plugin.name;
  78625. successHandler(assetContainer);
  78626. }).catch(function (error) {
  78627. errorHandler(error.message, error);
  78628. });
  78629. }
  78630. else {
  78631. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78632. }
  78633. if (SceneLoader.ShowLoadingScreen) {
  78634. scene.executeWhenReady(function () {
  78635. scene.getEngine().hideLoadingUI();
  78636. });
  78637. }
  78638. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78639. };
  78640. /**
  78641. * Load a scene into an asset container
  78642. * @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)
  78643. * @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)
  78644. * @param scene is the instance of BABYLON.Scene to append to
  78645. * @param onProgress a callback with a progress event for each file being loaded
  78646. * @param pluginExtension the extension used to determine the plugin
  78647. * @returns The loaded asset container
  78648. */
  78649. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78650. if (sceneFilename === void 0) { sceneFilename = ""; }
  78651. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78652. if (onProgress === void 0) { onProgress = null; }
  78653. if (pluginExtension === void 0) { pluginExtension = null; }
  78654. return new Promise(function (resolve, reject) {
  78655. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78656. resolve(assetContainer);
  78657. }, onProgress, function (scene, message, exception) {
  78658. reject(exception || new Error(message));
  78659. }, pluginExtension);
  78660. });
  78661. };
  78662. // Flags
  78663. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78664. SceneLoader._ShowLoadingScreen = true;
  78665. SceneLoader._CleanBoneMatrixWeights = false;
  78666. /**
  78667. * No logging while loading
  78668. */
  78669. SceneLoader.NO_LOGGING = 0;
  78670. /**
  78671. * Minimal logging while loading
  78672. */
  78673. SceneLoader.MINIMAL_LOGGING = 1;
  78674. /**
  78675. * Summary logging while loading
  78676. */
  78677. SceneLoader.SUMMARY_LOGGING = 2;
  78678. /**
  78679. * Detailled logging while loading
  78680. */
  78681. SceneLoader.DETAILED_LOGGING = 3;
  78682. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78683. // Members
  78684. /**
  78685. * Event raised when a plugin is used to load a scene
  78686. */
  78687. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78688. SceneLoader._registeredPlugins = {};
  78689. return SceneLoader;
  78690. }());
  78691. BABYLON.SceneLoader = SceneLoader;
  78692. })(BABYLON || (BABYLON = {}));
  78693. //# sourceMappingURL=babylon.sceneLoader.js.map
  78694. var BABYLON;
  78695. (function (BABYLON) {
  78696. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78697. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78698. var parsedMaterial = parsedData.materials[index];
  78699. if (parsedMaterial.id === id) {
  78700. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78701. }
  78702. }
  78703. return null;
  78704. };
  78705. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78706. for (var i in names) {
  78707. if (mesh.name === names[i]) {
  78708. hierarchyIds.push(mesh.id);
  78709. return true;
  78710. }
  78711. }
  78712. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78713. hierarchyIds.push(mesh.id);
  78714. return true;
  78715. }
  78716. return false;
  78717. };
  78718. var logOperation = function (operation, producer) {
  78719. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78720. };
  78721. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78722. if (addToScene === void 0) { addToScene = false; }
  78723. var container = new BABYLON.AssetContainer(scene);
  78724. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78725. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78726. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78727. // and avoid problems with multiple concurrent .babylon loads.
  78728. var log = "importScene has failed JSON parse";
  78729. try {
  78730. var parsedData = JSON.parse(data);
  78731. log = "";
  78732. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78733. var index;
  78734. var cache;
  78735. // Lights
  78736. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78737. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78738. var parsedLight = parsedData.lights[index];
  78739. var light = BABYLON.Light.Parse(parsedLight, scene);
  78740. if (light) {
  78741. container.lights.push(light);
  78742. log += (index === 0 ? "\n\tLights:" : "");
  78743. log += "\n\t\t" + light.toString(fullDetails);
  78744. }
  78745. }
  78746. }
  78747. // Reflection probes
  78748. if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {
  78749. for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {
  78750. var parsedReflectionProbe = parsedData.reflectionProbes[index];
  78751. var reflectionProbe = BABYLON.ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);
  78752. if (reflectionProbe) {
  78753. container.reflectionProbes.push(reflectionProbe);
  78754. log += (index === 0 ? "\n\tReflection Probes:" : "");
  78755. log += "\n\t\t" + reflectionProbe.toString(fullDetails);
  78756. }
  78757. }
  78758. }
  78759. // Animations
  78760. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78761. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78762. var parsedAnimation = parsedData.animations[index];
  78763. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78764. scene.animations.push(animation);
  78765. container.animations.push(animation);
  78766. log += (index === 0 ? "\n\tAnimations:" : "");
  78767. log += "\n\t\t" + animation.toString(fullDetails);
  78768. }
  78769. }
  78770. // Materials
  78771. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78772. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78773. var parsedMaterial = parsedData.materials[index];
  78774. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78775. container.materials.push(mat);
  78776. log += (index === 0 ? "\n\tMaterials:" : "");
  78777. log += "\n\t\t" + mat.toString(fullDetails);
  78778. }
  78779. }
  78780. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78781. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78782. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78783. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78784. container.multiMaterials.push(mmat);
  78785. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78786. log += "\n\t\t" + mmat.toString(fullDetails);
  78787. }
  78788. }
  78789. // Morph targets
  78790. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78791. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78792. var managerData = _a[_i];
  78793. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78794. }
  78795. }
  78796. // Skeletons
  78797. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78798. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78799. var parsedSkeleton = parsedData.skeletons[index];
  78800. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78801. container.skeletons.push(skeleton);
  78802. log += (index === 0 ? "\n\tSkeletons:" : "");
  78803. log += "\n\t\t" + skeleton.toString(fullDetails);
  78804. }
  78805. }
  78806. // Geometries
  78807. var geometries = parsedData.geometries;
  78808. if (geometries !== undefined && geometries !== null) {
  78809. var addedGeometry = new Array();
  78810. // Boxes
  78811. var boxes = geometries.boxes;
  78812. if (boxes !== undefined && boxes !== null) {
  78813. for (index = 0, cache = boxes.length; index < cache; index++) {
  78814. var parsedBox = boxes[index];
  78815. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  78816. }
  78817. }
  78818. // Spheres
  78819. var spheres = geometries.spheres;
  78820. if (spheres !== undefined && spheres !== null) {
  78821. for (index = 0, cache = spheres.length; index < cache; index++) {
  78822. var parsedSphere = spheres[index];
  78823. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78824. }
  78825. }
  78826. // Cylinders
  78827. var cylinders = geometries.cylinders;
  78828. if (cylinders !== undefined && cylinders !== null) {
  78829. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78830. var parsedCylinder = cylinders[index];
  78831. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78832. }
  78833. }
  78834. // Toruses
  78835. var toruses = geometries.toruses;
  78836. if (toruses !== undefined && toruses !== null) {
  78837. for (index = 0, cache = toruses.length; index < cache; index++) {
  78838. var parsedTorus = toruses[index];
  78839. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78840. }
  78841. }
  78842. // Grounds
  78843. var grounds = geometries.grounds;
  78844. if (grounds !== undefined && grounds !== null) {
  78845. for (index = 0, cache = grounds.length; index < cache; index++) {
  78846. var parsedGround = grounds[index];
  78847. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78848. }
  78849. }
  78850. // Planes
  78851. var planes = geometries.planes;
  78852. if (planes !== undefined && planes !== null) {
  78853. for (index = 0, cache = planes.length; index < cache; index++) {
  78854. var parsedPlane = planes[index];
  78855. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78856. }
  78857. }
  78858. // TorusKnots
  78859. var torusKnots = geometries.torusKnots;
  78860. if (torusKnots !== undefined && torusKnots !== null) {
  78861. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78862. var parsedTorusKnot = torusKnots[index];
  78863. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78864. }
  78865. }
  78866. // VertexData
  78867. var vertexData = geometries.vertexData;
  78868. if (vertexData !== undefined && vertexData !== null) {
  78869. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78870. var parsedVertexData = vertexData[index];
  78871. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78872. }
  78873. }
  78874. addedGeometry.forEach(function (g) {
  78875. if (g) {
  78876. container.geometries.push(g);
  78877. }
  78878. });
  78879. }
  78880. // Transform nodes
  78881. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78882. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78883. var parsedTransformNode = parsedData.transformNodes[index];
  78884. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78885. container.transformNodes.push(node);
  78886. }
  78887. }
  78888. // Meshes
  78889. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78890. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78891. var parsedMesh = parsedData.meshes[index];
  78892. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78893. container.meshes.push(mesh);
  78894. log += (index === 0 ? "\n\tMeshes:" : "");
  78895. log += "\n\t\t" + mesh.toString(fullDetails);
  78896. }
  78897. }
  78898. // Cameras
  78899. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78900. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78901. var parsedCamera = parsedData.cameras[index];
  78902. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78903. container.cameras.push(camera);
  78904. log += (index === 0 ? "\n\tCameras:" : "");
  78905. log += "\n\t\t" + camera.toString(fullDetails);
  78906. }
  78907. }
  78908. // Animation Groups
  78909. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78910. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78911. var parsedAnimationGroup = parsedData.animationGroups[index];
  78912. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78913. container.animationGroups.push(animationGroup);
  78914. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78915. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78916. }
  78917. }
  78918. // Browsing all the graph to connect the dots
  78919. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78920. var camera = scene.cameras[index];
  78921. if (camera._waitingParentId) {
  78922. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78923. camera._waitingParentId = null;
  78924. }
  78925. }
  78926. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78927. var light_1 = scene.lights[index];
  78928. if (light_1 && light_1._waitingParentId) {
  78929. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78930. light_1._waitingParentId = null;
  78931. }
  78932. }
  78933. // Connect parents & children and parse actions
  78934. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78935. var transformNode = scene.transformNodes[index];
  78936. if (transformNode._waitingParentId) {
  78937. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78938. transformNode._waitingParentId = null;
  78939. }
  78940. }
  78941. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78942. var mesh = scene.meshes[index];
  78943. if (mesh._waitingParentId) {
  78944. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78945. mesh._waitingParentId = null;
  78946. }
  78947. }
  78948. // freeze world matrix application
  78949. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78950. var currentMesh = scene.meshes[index];
  78951. if (currentMesh._waitingFreezeWorldMatrix) {
  78952. currentMesh.freezeWorldMatrix();
  78953. currentMesh._waitingFreezeWorldMatrix = null;
  78954. }
  78955. else {
  78956. currentMesh.computeWorldMatrix(true);
  78957. }
  78958. }
  78959. // Lights exclusions / inclusions
  78960. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78961. var light_2 = scene.lights[index];
  78962. // Excluded check
  78963. if (light_2._excludedMeshesIds.length > 0) {
  78964. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78965. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78966. if (excludedMesh) {
  78967. light_2.excludedMeshes.push(excludedMesh);
  78968. }
  78969. }
  78970. light_2._excludedMeshesIds = [];
  78971. }
  78972. // Included check
  78973. if (light_2._includedOnlyMeshesIds.length > 0) {
  78974. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78975. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78976. if (includedOnlyMesh) {
  78977. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78978. }
  78979. }
  78980. light_2._includedOnlyMeshesIds = [];
  78981. }
  78982. }
  78983. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78984. // Actions (scene) Done last as it can access other objects.
  78985. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78986. var mesh = scene.meshes[index];
  78987. if (mesh._waitingActions) {
  78988. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78989. mesh._waitingActions = null;
  78990. }
  78991. }
  78992. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78993. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78994. }
  78995. if (!addToScene) {
  78996. container.removeAllFromScene();
  78997. }
  78998. }
  78999. catch (err) {
  79000. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  79001. if (onError) {
  79002. onError(msg, err);
  79003. }
  79004. else {
  79005. BABYLON.Tools.Log(msg);
  79006. throw err;
  79007. }
  79008. }
  79009. finally {
  79010. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79011. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79012. }
  79013. }
  79014. return container;
  79015. };
  79016. BABYLON.SceneLoader.RegisterPlugin({
  79017. name: "babylon.js",
  79018. extensions: ".babylon",
  79019. canDirectLoad: function (data) {
  79020. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  79021. return true;
  79022. }
  79023. return false;
  79024. },
  79025. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  79026. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79027. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79028. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79029. // and avoid problems with multiple concurrent .babylon loads.
  79030. var log = "importMesh has failed JSON parse";
  79031. try {
  79032. var parsedData = JSON.parse(data);
  79033. log = "";
  79034. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  79035. if (!meshesNames) {
  79036. meshesNames = null;
  79037. }
  79038. else if (!Array.isArray(meshesNames)) {
  79039. meshesNames = [meshesNames];
  79040. }
  79041. var hierarchyIds = new Array();
  79042. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79043. var loadedSkeletonsIds = [];
  79044. var loadedMaterialsIds = [];
  79045. var index;
  79046. var cache;
  79047. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79048. var parsedMesh = parsedData.meshes[index];
  79049. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  79050. if (meshesNames !== null) {
  79051. // Remove found mesh name from list.
  79052. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  79053. }
  79054. //Geometry?
  79055. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  79056. //does the file contain geometries?
  79057. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  79058. //find the correct geometry and add it to the scene
  79059. var found = false;
  79060. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  79061. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  79062. return;
  79063. }
  79064. else {
  79065. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  79066. if (parsedGeometryData.id === parsedMesh.geometryId) {
  79067. switch (geometryType) {
  79068. case "boxes":
  79069. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  79070. break;
  79071. case "spheres":
  79072. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  79073. break;
  79074. case "cylinders":
  79075. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  79076. break;
  79077. case "toruses":
  79078. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  79079. break;
  79080. case "grounds":
  79081. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  79082. break;
  79083. case "planes":
  79084. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  79085. break;
  79086. case "torusKnots":
  79087. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  79088. break;
  79089. case "vertexData":
  79090. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  79091. break;
  79092. }
  79093. found = true;
  79094. }
  79095. });
  79096. }
  79097. });
  79098. if (found === false) {
  79099. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  79100. }
  79101. }
  79102. }
  79103. // Material ?
  79104. if (parsedMesh.materialId) {
  79105. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  79106. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79107. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  79108. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  79109. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  79110. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  79111. var subMatId = parsedMultiMaterial.materials[matIndex];
  79112. loadedMaterialsIds.push(subMatId);
  79113. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  79114. if (mat) {
  79115. log += "\n\tMaterial " + mat.toString(fullDetails);
  79116. }
  79117. }
  79118. loadedMaterialsIds.push(parsedMultiMaterial.id);
  79119. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79120. if (mmat) {
  79121. materialFound = true;
  79122. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  79123. }
  79124. break;
  79125. }
  79126. }
  79127. }
  79128. if (materialFound === false) {
  79129. loadedMaterialsIds.push(parsedMesh.materialId);
  79130. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  79131. if (!mat) {
  79132. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79133. }
  79134. else {
  79135. log += "\n\tMaterial " + mat.toString(fullDetails);
  79136. }
  79137. }
  79138. }
  79139. // Skeleton ?
  79140. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79141. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79142. if (skeletonAlreadyLoaded === false) {
  79143. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79144. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79145. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79146. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79147. skeletons.push(skeleton);
  79148. loadedSkeletonsIds.push(parsedSkeleton.id);
  79149. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79150. }
  79151. }
  79152. }
  79153. }
  79154. // Morph targets ?
  79155. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79156. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79157. var managerData = _a[_i];
  79158. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79159. }
  79160. }
  79161. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79162. meshes.push(mesh);
  79163. log += "\n\tMesh " + mesh.toString(fullDetails);
  79164. }
  79165. }
  79166. // Connecting parents
  79167. var currentMesh;
  79168. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79169. currentMesh = scene.meshes[index];
  79170. if (currentMesh._waitingParentId) {
  79171. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79172. currentMesh._waitingParentId = null;
  79173. }
  79174. }
  79175. // freeze and compute world matrix application
  79176. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79177. currentMesh = scene.meshes[index];
  79178. if (currentMesh._waitingFreezeWorldMatrix) {
  79179. currentMesh.freezeWorldMatrix();
  79180. currentMesh._waitingFreezeWorldMatrix = null;
  79181. }
  79182. else {
  79183. currentMesh.computeWorldMatrix(true);
  79184. }
  79185. }
  79186. }
  79187. // Particles
  79188. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79189. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79190. if (parser) {
  79191. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79192. var parsedParticleSystem = parsedData.particleSystems[index];
  79193. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79194. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79195. }
  79196. }
  79197. }
  79198. }
  79199. return true;
  79200. }
  79201. catch (err) {
  79202. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79203. if (onError) {
  79204. onError(msg, err);
  79205. }
  79206. else {
  79207. BABYLON.Tools.Log(msg);
  79208. throw err;
  79209. }
  79210. }
  79211. finally {
  79212. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79213. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79214. }
  79215. }
  79216. return false;
  79217. },
  79218. load: function (scene, data, rootUrl, onError) {
  79219. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79220. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79221. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79222. // and avoid problems with multiple concurrent .babylon loads.
  79223. var log = "importScene has failed JSON parse";
  79224. try {
  79225. var parsedData = JSON.parse(data);
  79226. log = "";
  79227. // Scene
  79228. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79229. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79230. }
  79231. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79232. scene.autoClear = parsedData.autoClear;
  79233. }
  79234. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79235. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79236. }
  79237. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79238. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79239. }
  79240. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79241. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79242. }
  79243. // Fog
  79244. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79245. scene.fogMode = parsedData.fogMode;
  79246. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79247. scene.fogStart = parsedData.fogStart;
  79248. scene.fogEnd = parsedData.fogEnd;
  79249. scene.fogDensity = parsedData.fogDensity;
  79250. log += "\tFog mode for scene: ";
  79251. switch (scene.fogMode) {
  79252. // getters not compiling, so using hardcoded
  79253. case 1:
  79254. log += "exp\n";
  79255. break;
  79256. case 2:
  79257. log += "exp2\n";
  79258. break;
  79259. case 3:
  79260. log += "linear\n";
  79261. break;
  79262. }
  79263. }
  79264. //Physics
  79265. if (parsedData.physicsEnabled) {
  79266. var physicsPlugin;
  79267. if (parsedData.physicsEngine === "cannon") {
  79268. physicsPlugin = new BABYLON.CannonJSPlugin();
  79269. }
  79270. else if (parsedData.physicsEngine === "oimo") {
  79271. physicsPlugin = new BABYLON.OimoJSPlugin();
  79272. }
  79273. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79274. //else - default engine, which is currently oimo
  79275. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79276. scene.enablePhysics(physicsGravity, physicsPlugin);
  79277. }
  79278. // Metadata
  79279. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79280. scene.metadata = parsedData.metadata;
  79281. }
  79282. //collisions, if defined. otherwise, default is true
  79283. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79284. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79285. }
  79286. scene.workerCollisions = !!parsedData.workerCollisions;
  79287. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79288. if (!container) {
  79289. return false;
  79290. }
  79291. if (parsedData.autoAnimate) {
  79292. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79293. }
  79294. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79295. scene.setActiveCameraByID(parsedData.activeCameraID);
  79296. }
  79297. // Environment texture
  79298. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79299. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79300. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79301. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  79302. if (parsedData.environmentTextureRotationY) {
  79303. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79304. }
  79305. scene.environmentTexture = hdrTexture;
  79306. }
  79307. else {
  79308. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79309. if (parsedData.environmentTextureRotationY) {
  79310. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79311. }
  79312. scene.environmentTexture = cubeTexture;
  79313. }
  79314. if (parsedData.createDefaultSkybox === true) {
  79315. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79316. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79317. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  79318. }
  79319. }
  79320. // Finish
  79321. return true;
  79322. }
  79323. catch (err) {
  79324. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79325. if (onError) {
  79326. onError(msg, err);
  79327. }
  79328. else {
  79329. BABYLON.Tools.Log(msg);
  79330. throw err;
  79331. }
  79332. }
  79333. finally {
  79334. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79335. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79336. }
  79337. }
  79338. return false;
  79339. },
  79340. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79341. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79342. return container;
  79343. }
  79344. });
  79345. })(BABYLON || (BABYLON = {}));
  79346. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79347. var BABYLON;
  79348. (function (BABYLON) {
  79349. /**
  79350. * Class used to help managing file picking and drag'n'drop
  79351. */
  79352. var FilesInput = /** @class */ (function () {
  79353. /**
  79354. * Creates a new FilesInput
  79355. * @param engine defines the rendering engine
  79356. * @param scene defines the hosting scene
  79357. * @param sceneLoadedCallback callback called when scene is loaded
  79358. * @param progressCallback callback called to track progress
  79359. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79360. * @param textureLoadingCallback callback called when a texture is loading
  79361. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79362. * @param onReloadCallback callback called when a reload is requested
  79363. * @param errorCallback callback call if an error occurs
  79364. */
  79365. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79366. /**
  79367. * Callback called when a file is processed
  79368. */
  79369. this.onProcessFileCallback = function () { return true; };
  79370. this._engine = engine;
  79371. this._currentScene = scene;
  79372. this._sceneLoadedCallback = sceneLoadedCallback;
  79373. this._progressCallback = progressCallback;
  79374. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79375. this._textureLoadingCallback = textureLoadingCallback;
  79376. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79377. this._onReloadCallback = onReloadCallback;
  79378. this._errorCallback = errorCallback;
  79379. }
  79380. /**
  79381. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79382. * @param elementToMonitor defines the DOM element to track
  79383. */
  79384. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79385. var _this = this;
  79386. if (elementToMonitor) {
  79387. this._elementToMonitor = elementToMonitor;
  79388. this._dragEnterHandler = function (e) { _this.drag(e); };
  79389. this._dragOverHandler = function (e) { _this.drag(e); };
  79390. this._dropHandler = function (e) { _this.drop(e); };
  79391. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79392. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79393. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79394. }
  79395. };
  79396. /**
  79397. * Release all associated resources
  79398. */
  79399. FilesInput.prototype.dispose = function () {
  79400. if (!this._elementToMonitor) {
  79401. return;
  79402. }
  79403. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79404. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79405. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79406. };
  79407. FilesInput.prototype.renderFunction = function () {
  79408. if (this._additionalRenderLoopLogicCallback) {
  79409. this._additionalRenderLoopLogicCallback();
  79410. }
  79411. if (this._currentScene) {
  79412. if (this._textureLoadingCallback) {
  79413. var remaining = this._currentScene.getWaitingItemsCount();
  79414. if (remaining > 0) {
  79415. this._textureLoadingCallback(remaining);
  79416. }
  79417. }
  79418. this._currentScene.render();
  79419. }
  79420. };
  79421. FilesInput.prototype.drag = function (e) {
  79422. e.stopPropagation();
  79423. e.preventDefault();
  79424. };
  79425. FilesInput.prototype.drop = function (eventDrop) {
  79426. eventDrop.stopPropagation();
  79427. eventDrop.preventDefault();
  79428. this.loadFiles(eventDrop);
  79429. };
  79430. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79431. var _this = this;
  79432. var reader = folder.createReader();
  79433. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79434. reader.readEntries(function (entries) {
  79435. remaining.count += entries.length;
  79436. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79437. var entry = entries_1[_i];
  79438. if (entry.isFile) {
  79439. entry.file(function (file) {
  79440. file.correctName = relativePath + file.name;
  79441. files.push(file);
  79442. if (--remaining.count === 0) {
  79443. callback();
  79444. }
  79445. });
  79446. }
  79447. else if (entry.isDirectory) {
  79448. _this._traverseFolder(entry, files, remaining, callback);
  79449. }
  79450. }
  79451. if (--remaining.count) {
  79452. callback();
  79453. }
  79454. });
  79455. };
  79456. FilesInput.prototype._processFiles = function (files) {
  79457. for (var i = 0; i < files.length; i++) {
  79458. var name = files[i].correctName.toLowerCase();
  79459. var extension = name.split('.').pop();
  79460. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79461. continue;
  79462. }
  79463. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79464. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79465. this._sceneFileToLoad = files[i];
  79466. }
  79467. FilesInput.FilesToLoad[name] = files[i];
  79468. }
  79469. };
  79470. /**
  79471. * Load files from a drop event
  79472. * @param event defines the drop event to use as source
  79473. */
  79474. FilesInput.prototype.loadFiles = function (event) {
  79475. var _this = this;
  79476. // Handling data transfer via drag'n'drop
  79477. if (event && event.dataTransfer && event.dataTransfer.files) {
  79478. this._filesToLoad = event.dataTransfer.files;
  79479. }
  79480. // Handling files from input files
  79481. if (event && event.target && event.target.files) {
  79482. this._filesToLoad = event.target.files;
  79483. }
  79484. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79485. return;
  79486. }
  79487. if (this._startingProcessingFilesCallback) {
  79488. this._startingProcessingFilesCallback(this._filesToLoad);
  79489. }
  79490. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79491. var files_1 = new Array();
  79492. var folders = [];
  79493. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79494. for (var i = 0; i < this._filesToLoad.length; i++) {
  79495. var fileToLoad = this._filesToLoad[i];
  79496. var name_1 = fileToLoad.name.toLowerCase();
  79497. var entry = void 0;
  79498. fileToLoad.correctName = name_1;
  79499. if (items) {
  79500. var item = items[i];
  79501. if (item.getAsEntry) {
  79502. entry = item.getAsEntry();
  79503. }
  79504. else if (item.webkitGetAsEntry) {
  79505. entry = item.webkitGetAsEntry();
  79506. }
  79507. }
  79508. if (!entry) {
  79509. files_1.push(fileToLoad);
  79510. }
  79511. else {
  79512. if (entry.isDirectory) {
  79513. folders.push(entry);
  79514. }
  79515. else {
  79516. files_1.push(fileToLoad);
  79517. }
  79518. }
  79519. }
  79520. if (folders.length === 0) {
  79521. this._processFiles(files_1);
  79522. this._processReload();
  79523. }
  79524. else {
  79525. var remaining = { count: folders.length };
  79526. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79527. var folder = folders_1[_i];
  79528. this._traverseFolder(folder, files_1, remaining, function () {
  79529. _this._processFiles(files_1);
  79530. if (remaining.count === 0) {
  79531. _this._processReload();
  79532. }
  79533. });
  79534. }
  79535. }
  79536. }
  79537. };
  79538. FilesInput.prototype._processReload = function () {
  79539. if (this._onReloadCallback) {
  79540. this._onReloadCallback(this._sceneFileToLoad);
  79541. }
  79542. else {
  79543. this.reload();
  79544. }
  79545. };
  79546. /**
  79547. * Reload the current scene from the loaded files
  79548. */
  79549. FilesInput.prototype.reload = function () {
  79550. var _this = this;
  79551. // If a scene file has been provided
  79552. if (this._sceneFileToLoad) {
  79553. if (this._currentScene) {
  79554. if (BABYLON.Tools.errorsCount > 0) {
  79555. BABYLON.Tools.ClearLogCache();
  79556. }
  79557. this._engine.stopRenderLoop();
  79558. }
  79559. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  79560. if (_this._progressCallback) {
  79561. _this._progressCallback(progress);
  79562. }
  79563. }).then(function (scene) {
  79564. if (_this._currentScene) {
  79565. _this._currentScene.dispose();
  79566. }
  79567. _this._currentScene = scene;
  79568. if (_this._sceneLoadedCallback) {
  79569. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79570. }
  79571. // Wait for textures and shaders to be ready
  79572. _this._currentScene.executeWhenReady(function () {
  79573. _this._engine.runRenderLoop(function () {
  79574. _this.renderFunction();
  79575. });
  79576. });
  79577. }).catch(function (error) {
  79578. if (_this._errorCallback) {
  79579. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79580. }
  79581. });
  79582. }
  79583. else {
  79584. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79585. }
  79586. };
  79587. /**
  79588. * List of files ready to be loaded
  79589. */
  79590. FilesInput.FilesToLoad = {};
  79591. return FilesInput;
  79592. }());
  79593. BABYLON.FilesInput = FilesInput;
  79594. })(BABYLON || (BABYLON = {}));
  79595. //# sourceMappingURL=babylon.filesInput.js.map
  79596. var BABYLON;
  79597. (function (BABYLON) {
  79598. /**
  79599. * Class used to store custom tags
  79600. */
  79601. var Tags = /** @class */ (function () {
  79602. function Tags() {
  79603. }
  79604. /**
  79605. * Adds support for tags on the given object
  79606. * @param obj defines the object to use
  79607. */
  79608. Tags.EnableFor = function (obj) {
  79609. obj._tags = obj._tags || {};
  79610. obj.hasTags = function () {
  79611. return Tags.HasTags(obj);
  79612. };
  79613. obj.addTags = function (tagsString) {
  79614. return Tags.AddTagsTo(obj, tagsString);
  79615. };
  79616. obj.removeTags = function (tagsString) {
  79617. return Tags.RemoveTagsFrom(obj, tagsString);
  79618. };
  79619. obj.matchesTagsQuery = function (tagsQuery) {
  79620. return Tags.MatchesQuery(obj, tagsQuery);
  79621. };
  79622. };
  79623. /**
  79624. * Removes tags support
  79625. * @param obj defines the object to use
  79626. */
  79627. Tags.DisableFor = function (obj) {
  79628. delete obj._tags;
  79629. delete obj.hasTags;
  79630. delete obj.addTags;
  79631. delete obj.removeTags;
  79632. delete obj.matchesTagsQuery;
  79633. };
  79634. /**
  79635. * Gets a boolean indicating if the given object has tags
  79636. * @param obj defines the object to use
  79637. * @returns a boolean
  79638. */
  79639. Tags.HasTags = function (obj) {
  79640. if (!obj._tags) {
  79641. return false;
  79642. }
  79643. return !BABYLON.Tools.IsEmpty(obj._tags);
  79644. };
  79645. /**
  79646. * Gets the tags available on a given object
  79647. * @param obj defines the object to use
  79648. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79649. * @returns the tags
  79650. */
  79651. Tags.GetTags = function (obj, asString) {
  79652. if (asString === void 0) { asString = true; }
  79653. if (!obj._tags) {
  79654. return null;
  79655. }
  79656. if (asString) {
  79657. var tagsArray = [];
  79658. for (var tag in obj._tags) {
  79659. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79660. tagsArray.push(tag);
  79661. }
  79662. }
  79663. return tagsArray.join(" ");
  79664. }
  79665. else {
  79666. return obj._tags;
  79667. }
  79668. };
  79669. /**
  79670. * Adds tags to an object
  79671. * @param obj defines the object to use
  79672. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79673. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79674. */
  79675. Tags.AddTagsTo = function (obj, tagsString) {
  79676. if (!tagsString) {
  79677. return;
  79678. }
  79679. if (typeof tagsString !== "string") {
  79680. return;
  79681. }
  79682. var tags = tagsString.split(" ");
  79683. tags.forEach(function (tag, index, array) {
  79684. Tags._AddTagTo(obj, tag);
  79685. });
  79686. };
  79687. /**
  79688. * @hidden
  79689. */
  79690. Tags._AddTagTo = function (obj, tag) {
  79691. tag = tag.trim();
  79692. if (tag === "" || tag === "true" || tag === "false") {
  79693. return;
  79694. }
  79695. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79696. return;
  79697. }
  79698. Tags.EnableFor(obj);
  79699. obj._tags[tag] = true;
  79700. };
  79701. /**
  79702. * Removes specific tags from a specific object
  79703. * @param obj defines the object to use
  79704. * @param tagsString defines the tags to remove
  79705. */
  79706. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79707. if (!Tags.HasTags(obj)) {
  79708. return;
  79709. }
  79710. var tags = tagsString.split(" ");
  79711. for (var t in tags) {
  79712. Tags._RemoveTagFrom(obj, tags[t]);
  79713. }
  79714. };
  79715. /**
  79716. * @hidden
  79717. */
  79718. Tags._RemoveTagFrom = function (obj, tag) {
  79719. delete obj._tags[tag];
  79720. };
  79721. /**
  79722. * Defines if tags hosted on an object match a given query
  79723. * @param obj defines the object to use
  79724. * @param tagsQuery defines the tag query
  79725. * @returns a boolean
  79726. */
  79727. Tags.MatchesQuery = function (obj, tagsQuery) {
  79728. if (tagsQuery === undefined) {
  79729. return true;
  79730. }
  79731. if (tagsQuery === "") {
  79732. return Tags.HasTags(obj);
  79733. }
  79734. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79735. };
  79736. return Tags;
  79737. }());
  79738. BABYLON.Tags = Tags;
  79739. })(BABYLON || (BABYLON = {}));
  79740. //# sourceMappingURL=babylon.tags.js.map
  79741. var BABYLON;
  79742. (function (BABYLON) {
  79743. /**
  79744. * Class used to evalaute queries containing `and` and `or` operators
  79745. */
  79746. var AndOrNotEvaluator = /** @class */ (function () {
  79747. function AndOrNotEvaluator() {
  79748. }
  79749. /**
  79750. * Evaluate a query
  79751. * @param query defines the query to evaluate
  79752. * @param evaluateCallback defines the callback used to filter result
  79753. * @returns true if the query matches
  79754. */
  79755. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79756. if (!query.match(/\([^\(\)]*\)/g)) {
  79757. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79758. }
  79759. else {
  79760. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79761. // remove parenthesis
  79762. r = r.slice(1, r.length - 1);
  79763. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79764. });
  79765. }
  79766. if (query === "true") {
  79767. return true;
  79768. }
  79769. if (query === "false") {
  79770. return false;
  79771. }
  79772. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79773. };
  79774. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79775. evaluateCallback = evaluateCallback || (function (r) {
  79776. return r === "true" ? true : false;
  79777. });
  79778. var result;
  79779. var or = parenthesisContent.split("||");
  79780. for (var i in or) {
  79781. if (or.hasOwnProperty(i)) {
  79782. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79783. var and = ori.split("&&");
  79784. if (and.length > 1) {
  79785. for (var j = 0; j < and.length; ++j) {
  79786. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79787. if (andj !== "true" && andj !== "false") {
  79788. if (andj[0] === "!") {
  79789. result = !evaluateCallback(andj.substring(1));
  79790. }
  79791. else {
  79792. result = evaluateCallback(andj);
  79793. }
  79794. }
  79795. else {
  79796. result = andj === "true" ? true : false;
  79797. }
  79798. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79799. ori = "false";
  79800. break;
  79801. }
  79802. }
  79803. }
  79804. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  79805. result = true;
  79806. break;
  79807. }
  79808. // result equals false (or undefined)
  79809. if (ori !== "true" && ori !== "false") {
  79810. if (ori[0] === "!") {
  79811. result = !evaluateCallback(ori.substring(1));
  79812. }
  79813. else {
  79814. result = evaluateCallback(ori);
  79815. }
  79816. }
  79817. else {
  79818. result = ori === "true" ? true : false;
  79819. }
  79820. }
  79821. }
  79822. // the whole parenthesis scope is replaced by 'true' or 'false'
  79823. return result ? "true" : "false";
  79824. };
  79825. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79826. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79827. // remove whitespaces
  79828. r = r.replace(/[\s]/g, function () { return ""; });
  79829. return r.length % 2 ? "!" : "";
  79830. });
  79831. booleanString = booleanString.trim();
  79832. if (booleanString === "!true") {
  79833. booleanString = "false";
  79834. }
  79835. else if (booleanString === "!false") {
  79836. booleanString = "true";
  79837. }
  79838. return booleanString;
  79839. };
  79840. return AndOrNotEvaluator;
  79841. }());
  79842. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79843. })(BABYLON || (BABYLON = {}));
  79844. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79845. var BABYLON;
  79846. (function (BABYLON) {
  79847. // Sets the default offline provider to Babylon.js
  79848. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79849. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79850. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79851. };
  79852. /**
  79853. * Class used to enable access to IndexedDB
  79854. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79855. */
  79856. var Database = /** @class */ (function () {
  79857. /**
  79858. * Creates a new Database
  79859. * @param urlToScene defines the url to load the scene
  79860. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79861. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79862. */
  79863. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79864. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79865. var _this = this;
  79866. // Handling various flavors of prefixed version of IndexedDB
  79867. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79868. this._callbackManifestChecked = callbackManifestChecked;
  79869. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79870. this._db = null;
  79871. this._enableSceneOffline = false;
  79872. this._enableTexturesOffline = false;
  79873. this._manifestVersionFound = 0;
  79874. this._mustUpdateRessources = false;
  79875. this._hasReachedQuota = false;
  79876. if (!Database.IDBStorageEnabled) {
  79877. this._callbackManifestChecked(true);
  79878. }
  79879. else {
  79880. if (disableManifestCheck) {
  79881. this._enableSceneOffline = true;
  79882. this._enableTexturesOffline = true;
  79883. this._manifestVersionFound = 1;
  79884. BABYLON.Tools.SetImmediate(function () {
  79885. _this._callbackManifestChecked(true);
  79886. });
  79887. }
  79888. else {
  79889. this._checkManifestFile();
  79890. }
  79891. }
  79892. }
  79893. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79894. /**
  79895. * Gets a boolean indicating if scene must be saved in the database
  79896. */
  79897. get: function () {
  79898. return this._enableSceneOffline;
  79899. },
  79900. enumerable: true,
  79901. configurable: true
  79902. });
  79903. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79904. /**
  79905. * Gets a boolean indicating if textures must be saved in the database
  79906. */
  79907. get: function () {
  79908. return this._enableTexturesOffline;
  79909. },
  79910. enumerable: true,
  79911. configurable: true
  79912. });
  79913. Database.prototype._checkManifestFile = function () {
  79914. var _this = this;
  79915. var noManifestFile = function () {
  79916. _this._enableSceneOffline = false;
  79917. _this._enableTexturesOffline = false;
  79918. _this._callbackManifestChecked(false);
  79919. };
  79920. var timeStampUsed = false;
  79921. var manifestURL = this._currentSceneUrl + ".manifest";
  79922. var xhr = new XMLHttpRequest();
  79923. if (navigator.onLine) {
  79924. // Adding a timestamp to by-pass browsers' cache
  79925. timeStampUsed = true;
  79926. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79927. }
  79928. xhr.open("GET", manifestURL, true);
  79929. xhr.addEventListener("load", function () {
  79930. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79931. try {
  79932. var manifestFile = JSON.parse(xhr.response);
  79933. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79934. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79935. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79936. _this._manifestVersionFound = manifestFile.version;
  79937. }
  79938. if (_this._callbackManifestChecked) {
  79939. _this._callbackManifestChecked(true);
  79940. }
  79941. }
  79942. catch (ex) {
  79943. noManifestFile();
  79944. }
  79945. }
  79946. else {
  79947. noManifestFile();
  79948. }
  79949. }, false);
  79950. xhr.addEventListener("error", function (event) {
  79951. if (timeStampUsed) {
  79952. timeStampUsed = false;
  79953. // Let's retry without the timeStamp
  79954. // It could fail when coupled with HTML5 Offline API
  79955. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79956. xhr.open("GET", retryManifestURL, true);
  79957. if (BABYLON.Tools.UseCustomRequestHeaders) {
  79958. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  79959. }
  79960. xhr.send();
  79961. }
  79962. else {
  79963. noManifestFile();
  79964. }
  79965. }, false);
  79966. try {
  79967. if (BABYLON.Tools.UseCustomRequestHeaders) {
  79968. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  79969. }
  79970. xhr.send();
  79971. }
  79972. catch (ex) {
  79973. BABYLON.Tools.Error("Error on XHR send request.");
  79974. this._callbackManifestChecked(false);
  79975. }
  79976. };
  79977. /**
  79978. * Open the database and make it available
  79979. * @param successCallback defines the callback to call on success
  79980. * @param errorCallback defines the callback to call on error
  79981. */
  79982. Database.prototype.open = function (successCallback, errorCallback) {
  79983. var _this = this;
  79984. var handleError = function () {
  79985. _this._isSupported = false;
  79986. if (errorCallback) {
  79987. errorCallback();
  79988. }
  79989. };
  79990. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79991. // Your browser doesn't support IndexedDB
  79992. this._isSupported = false;
  79993. if (errorCallback) {
  79994. errorCallback();
  79995. }
  79996. }
  79997. else {
  79998. // If the DB hasn't been opened or created yet
  79999. if (!this._db) {
  80000. this._hasReachedQuota = false;
  80001. this._isSupported = true;
  80002. var request = this._idbFactory.open("babylonjs", 1);
  80003. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  80004. request.onerror = function (event) {
  80005. handleError();
  80006. };
  80007. // executes when a version change transaction cannot complete due to other active transactions
  80008. request.onblocked = function (event) {
  80009. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  80010. handleError();
  80011. };
  80012. // DB has been opened successfully
  80013. request.onsuccess = function (event) {
  80014. _this._db = request.result;
  80015. successCallback();
  80016. };
  80017. // Initialization of the DB. Creating Scenes & Textures stores
  80018. request.onupgradeneeded = function (event) {
  80019. _this._db = (event.target).result;
  80020. if (_this._db) {
  80021. try {
  80022. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  80023. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  80024. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  80025. }
  80026. catch (ex) {
  80027. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  80028. handleError();
  80029. }
  80030. }
  80031. };
  80032. }
  80033. // DB has already been created and opened
  80034. else {
  80035. if (successCallback) {
  80036. successCallback();
  80037. }
  80038. }
  80039. }
  80040. };
  80041. /**
  80042. * Loads an image from the database
  80043. * @param url defines the url to load from
  80044. * @param image defines the target DOM image
  80045. */
  80046. Database.prototype.loadImage = function (url, image) {
  80047. var _this = this;
  80048. var completeURL = Database._ReturnFullUrlLocation(url);
  80049. var saveAndLoadImage = function () {
  80050. if (!_this._hasReachedQuota && _this._db !== null) {
  80051. // the texture is not yet in the DB, let's try to save it
  80052. _this._saveImageIntoDBAsync(completeURL, image);
  80053. }
  80054. // If the texture is not in the DB and we've reached the DB quota limit
  80055. // let's load it directly from the web
  80056. else {
  80057. image.src = url;
  80058. }
  80059. };
  80060. if (!this._mustUpdateRessources) {
  80061. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  80062. }
  80063. // First time we're download the images or update requested in the manifest file by a version change
  80064. else {
  80065. saveAndLoadImage();
  80066. }
  80067. };
  80068. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  80069. if (this._isSupported && this._db !== null) {
  80070. var texture;
  80071. var transaction = this._db.transaction(["textures"]);
  80072. transaction.onabort = function (event) {
  80073. image.src = url;
  80074. };
  80075. transaction.oncomplete = function (event) {
  80076. var blobTextureURL;
  80077. if (texture) {
  80078. var URL = window.URL || window.webkitURL;
  80079. blobTextureURL = URL.createObjectURL(texture.data);
  80080. image.onerror = function () {
  80081. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  80082. image.src = url;
  80083. };
  80084. image.src = blobTextureURL;
  80085. }
  80086. else {
  80087. notInDBCallback();
  80088. }
  80089. };
  80090. var getRequest = transaction.objectStore("textures").get(url);
  80091. getRequest.onsuccess = function (event) {
  80092. texture = (event.target).result;
  80093. };
  80094. getRequest.onerror = function (event) {
  80095. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  80096. image.src = url;
  80097. };
  80098. }
  80099. else {
  80100. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80101. image.src = url;
  80102. }
  80103. };
  80104. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  80105. var _this = this;
  80106. if (this._isSupported) {
  80107. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  80108. var generateBlobUrl = function () {
  80109. var blobTextureURL;
  80110. if (blob) {
  80111. var URL = window.URL || window.webkitURL;
  80112. try {
  80113. blobTextureURL = URL.createObjectURL(blob);
  80114. }
  80115. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  80116. catch (ex) {
  80117. blobTextureURL = URL.createObjectURL(blob);
  80118. }
  80119. }
  80120. if (blobTextureURL) {
  80121. image.src = blobTextureURL;
  80122. }
  80123. };
  80124. if (Database.IsUASupportingBlobStorage) { // Create XHR
  80125. var xhr = new XMLHttpRequest(), blob;
  80126. xhr.open("GET", url, true);
  80127. xhr.responseType = "blob";
  80128. xhr.addEventListener("load", function () {
  80129. if (xhr.status === 200 && _this._db) {
  80130. // Blob as response (XHR2)
  80131. blob = xhr.response;
  80132. var transaction = _this._db.transaction(["textures"], "readwrite");
  80133. // the transaction could abort because of a QuotaExceededError error
  80134. transaction.onabort = function (event) {
  80135. try {
  80136. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80137. var srcElement = (event.srcElement || event.target);
  80138. var error = srcElement.error;
  80139. if (error && error.name === "QuotaExceededError") {
  80140. _this._hasReachedQuota = true;
  80141. }
  80142. }
  80143. catch (ex) { }
  80144. generateBlobUrl();
  80145. };
  80146. transaction.oncomplete = function (event) {
  80147. generateBlobUrl();
  80148. };
  80149. var newTexture = { textureUrl: url, data: blob };
  80150. try {
  80151. // Put the blob into the dabase
  80152. var addRequest = transaction.objectStore("textures").put(newTexture);
  80153. addRequest.onsuccess = function (event) {
  80154. };
  80155. addRequest.onerror = function (event) {
  80156. generateBlobUrl();
  80157. };
  80158. }
  80159. catch (ex) {
  80160. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80161. if (ex.code === 25) {
  80162. Database.IsUASupportingBlobStorage = false;
  80163. _this._enableTexturesOffline = false;
  80164. }
  80165. image.src = url;
  80166. }
  80167. }
  80168. else {
  80169. image.src = url;
  80170. }
  80171. }, false);
  80172. xhr.addEventListener("error", function (event) {
  80173. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80174. image.src = url;
  80175. }, false);
  80176. if (BABYLON.Tools.CustomRequestHeaders) {
  80177. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80178. }
  80179. xhr.send();
  80180. }
  80181. else {
  80182. image.src = url;
  80183. }
  80184. }
  80185. else {
  80186. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80187. image.src = url;
  80188. }
  80189. };
  80190. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80191. var _this = this;
  80192. var updateVersion = function () {
  80193. // the version is not yet in the DB or we need to update it
  80194. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80195. };
  80196. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80197. };
  80198. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80199. var _this = this;
  80200. if (this._isSupported && this._db) {
  80201. var version;
  80202. try {
  80203. var transaction = this._db.transaction(["versions"]);
  80204. transaction.oncomplete = function (event) {
  80205. if (version) {
  80206. // If the version in the JSON file is different from the version in DB
  80207. if (_this._manifestVersionFound !== version.data) {
  80208. _this._mustUpdateRessources = true;
  80209. updateInDBCallback();
  80210. }
  80211. else {
  80212. callback(version.data);
  80213. }
  80214. }
  80215. // version was not found in DB
  80216. else {
  80217. _this._mustUpdateRessources = true;
  80218. updateInDBCallback();
  80219. }
  80220. };
  80221. transaction.onabort = function (event) {
  80222. callback(-1);
  80223. };
  80224. var getRequest = transaction.objectStore("versions").get(url);
  80225. getRequest.onsuccess = function (event) {
  80226. version = (event.target).result;
  80227. };
  80228. getRequest.onerror = function (event) {
  80229. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80230. callback(-1);
  80231. };
  80232. }
  80233. catch (ex) {
  80234. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80235. callback(-1);
  80236. }
  80237. }
  80238. else {
  80239. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80240. callback(-1);
  80241. }
  80242. };
  80243. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80244. var _this = this;
  80245. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80246. try {
  80247. // Open a transaction to the database
  80248. var transaction = this._db.transaction(["versions"], "readwrite");
  80249. // the transaction could abort because of a QuotaExceededError error
  80250. transaction.onabort = function (event) {
  80251. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80252. var error = event.srcElement['error'];
  80253. if (error && error.name === "QuotaExceededError") {
  80254. _this._hasReachedQuota = true;
  80255. }
  80256. }
  80257. catch (ex) { }
  80258. callback(-1);
  80259. };
  80260. transaction.oncomplete = function (event) {
  80261. callback(_this._manifestVersionFound);
  80262. };
  80263. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80264. // Put the scene into the database
  80265. var addRequest = transaction.objectStore("versions").put(newVersion);
  80266. addRequest.onsuccess = function (event) {
  80267. };
  80268. addRequest.onerror = function (event) {
  80269. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80270. };
  80271. }
  80272. catch (ex) {
  80273. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80274. callback(-1);
  80275. }
  80276. }
  80277. else {
  80278. callback(-1);
  80279. }
  80280. };
  80281. /**
  80282. * Loads a file from database
  80283. * @param url defines the URL to load from
  80284. * @param sceneLoaded defines a callback to call on success
  80285. * @param progressCallBack defines a callback to call when progress changed
  80286. * @param errorCallback defines a callback to call on error
  80287. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80288. */
  80289. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80290. var _this = this;
  80291. var completeUrl = Database._ReturnFullUrlLocation(url);
  80292. var saveAndLoadFile = function () {
  80293. // the scene is not yet in the DB, let's try to save it
  80294. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80295. };
  80296. this._checkVersionFromDB(completeUrl, function (version) {
  80297. if (version !== -1) {
  80298. if (!_this._mustUpdateRessources) {
  80299. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80300. }
  80301. else {
  80302. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80303. }
  80304. }
  80305. else {
  80306. if (errorCallback) {
  80307. errorCallback();
  80308. }
  80309. }
  80310. });
  80311. };
  80312. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80313. if (this._isSupported && this._db) {
  80314. var targetStore;
  80315. if (url.indexOf(".babylon") !== -1) {
  80316. targetStore = "scenes";
  80317. }
  80318. else {
  80319. targetStore = "textures";
  80320. }
  80321. var file;
  80322. var transaction = this._db.transaction([targetStore]);
  80323. transaction.oncomplete = function (event) {
  80324. if (file) {
  80325. callback(file.data);
  80326. }
  80327. // file was not found in DB
  80328. else {
  80329. notInDBCallback();
  80330. }
  80331. };
  80332. transaction.onabort = function (event) {
  80333. notInDBCallback();
  80334. };
  80335. var getRequest = transaction.objectStore(targetStore).get(url);
  80336. getRequest.onsuccess = function (event) {
  80337. file = (event.target).result;
  80338. };
  80339. getRequest.onerror = function (event) {
  80340. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80341. notInDBCallback();
  80342. };
  80343. }
  80344. else {
  80345. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80346. callback();
  80347. }
  80348. };
  80349. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80350. var _this = this;
  80351. if (this._isSupported) {
  80352. var targetStore;
  80353. if (url.indexOf(".babylon") !== -1) {
  80354. targetStore = "scenes";
  80355. }
  80356. else {
  80357. targetStore = "textures";
  80358. }
  80359. // Create XHR
  80360. var xhr = new XMLHttpRequest();
  80361. var fileData;
  80362. xhr.open("GET", url + "?" + Date.now(), true);
  80363. if (useArrayBuffer) {
  80364. xhr.responseType = "arraybuffer";
  80365. }
  80366. if (progressCallback) {
  80367. xhr.onprogress = progressCallback;
  80368. }
  80369. xhr.addEventListener("load", function () {
  80370. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80371. // Blob as response (XHR2)
  80372. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80373. if (!_this._hasReachedQuota && _this._db) {
  80374. // Open a transaction to the database
  80375. var transaction = _this._db.transaction([targetStore], "readwrite");
  80376. // the transaction could abort because of a QuotaExceededError error
  80377. transaction.onabort = function (event) {
  80378. try {
  80379. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80380. var error = event.srcElement['error'];
  80381. if (error && error.name === "QuotaExceededError") {
  80382. _this._hasReachedQuota = true;
  80383. }
  80384. }
  80385. catch (ex) { }
  80386. callback(fileData);
  80387. };
  80388. transaction.oncomplete = function (event) {
  80389. callback(fileData);
  80390. };
  80391. var newFile;
  80392. if (targetStore === "scenes") {
  80393. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80394. }
  80395. else {
  80396. newFile = { textureUrl: url, data: fileData };
  80397. }
  80398. try {
  80399. // Put the scene into the database
  80400. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80401. addRequest.onsuccess = function (event) {
  80402. };
  80403. addRequest.onerror = function (event) {
  80404. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80405. };
  80406. }
  80407. catch (ex) {
  80408. callback(fileData);
  80409. }
  80410. }
  80411. else {
  80412. callback(fileData);
  80413. }
  80414. }
  80415. else {
  80416. if (xhr.status >= 400 && errorCallback) {
  80417. errorCallback(xhr);
  80418. }
  80419. else {
  80420. callback();
  80421. }
  80422. }
  80423. }, false);
  80424. xhr.addEventListener("error", function (event) {
  80425. BABYLON.Tools.Error("error on XHR request.");
  80426. callback();
  80427. }, false);
  80428. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80429. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80430. }
  80431. xhr.send();
  80432. }
  80433. else {
  80434. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80435. callback();
  80436. }
  80437. };
  80438. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80439. Database.IsUASupportingBlobStorage = true;
  80440. /**
  80441. * Gets a boolean indicating if Database storate is enabled (off by default)
  80442. */
  80443. Database.IDBStorageEnabled = false;
  80444. Database._ParseURL = function (url) {
  80445. var a = document.createElement('a');
  80446. a.href = url;
  80447. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80448. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80449. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80450. return absLocation;
  80451. };
  80452. Database._ReturnFullUrlLocation = function (url) {
  80453. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80454. return (Database._ParseURL(window.location.href) + url);
  80455. }
  80456. else {
  80457. return url;
  80458. }
  80459. };
  80460. return Database;
  80461. }());
  80462. BABYLON.Database = Database;
  80463. })(BABYLON || (BABYLON = {}));
  80464. //# sourceMappingURL=babylon.database.js.map
  80465. var BABYLON;
  80466. (function (BABYLON) {
  80467. /**
  80468. * This represents all the required information to add a fresnel effect on a material:
  80469. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80470. */
  80471. var FresnelParameters = /** @class */ (function () {
  80472. function FresnelParameters() {
  80473. this._isEnabled = true;
  80474. /**
  80475. * Define the color used on edges (grazing angle)
  80476. */
  80477. this.leftColor = BABYLON.Color3.White();
  80478. /**
  80479. * Define the color used on center
  80480. */
  80481. this.rightColor = BABYLON.Color3.Black();
  80482. /**
  80483. * Define bias applied to computed fresnel term
  80484. */
  80485. this.bias = 0;
  80486. /**
  80487. * Defined the power exponent applied to fresnel term
  80488. */
  80489. this.power = 1;
  80490. }
  80491. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80492. /**
  80493. * Define if the fresnel effect is enable or not.
  80494. */
  80495. get: function () {
  80496. return this._isEnabled;
  80497. },
  80498. set: function (value) {
  80499. if (this._isEnabled === value) {
  80500. return;
  80501. }
  80502. this._isEnabled = value;
  80503. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80504. },
  80505. enumerable: true,
  80506. configurable: true
  80507. });
  80508. /**
  80509. * Clones the current fresnel and its valuues
  80510. * @returns a clone fresnel configuration
  80511. */
  80512. FresnelParameters.prototype.clone = function () {
  80513. var newFresnelParameters = new FresnelParameters();
  80514. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80515. return newFresnelParameters;
  80516. };
  80517. /**
  80518. * Serializes the current fresnel parameters to a JSON representation.
  80519. * @return the JSON serialization
  80520. */
  80521. FresnelParameters.prototype.serialize = function () {
  80522. var serializationObject = {};
  80523. serializationObject.isEnabled = this.isEnabled;
  80524. serializationObject.leftColor = this.leftColor.asArray();
  80525. serializationObject.rightColor = this.rightColor.asArray();
  80526. serializationObject.bias = this.bias;
  80527. serializationObject.power = this.power;
  80528. return serializationObject;
  80529. };
  80530. /**
  80531. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80532. * @param parsedFresnelParameters Define the JSON representation
  80533. * @returns the parsed parameters
  80534. */
  80535. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80536. var fresnelParameters = new FresnelParameters();
  80537. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80538. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80539. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80540. fresnelParameters.bias = parsedFresnelParameters.bias;
  80541. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80542. return fresnelParameters;
  80543. };
  80544. return FresnelParameters;
  80545. }());
  80546. BABYLON.FresnelParameters = FresnelParameters;
  80547. })(BABYLON || (BABYLON = {}));
  80548. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80549. var BABYLON;
  80550. (function (BABYLON) {
  80551. /**
  80552. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80553. * separate meshes. This can be use to improve performances.
  80554. * @see http://doc.babylonjs.com/how_to/multi_materials
  80555. */
  80556. var MultiMaterial = /** @class */ (function (_super) {
  80557. __extends(MultiMaterial, _super);
  80558. /**
  80559. * Instantiates a new Multi Material
  80560. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80561. * separate meshes. This can be use to improve performances.
  80562. * @see http://doc.babylonjs.com/how_to/multi_materials
  80563. * @param name Define the name in the scene
  80564. * @param scene Define the scene the material belongs to
  80565. */
  80566. function MultiMaterial(name, scene) {
  80567. var _this = _super.call(this, name, scene, true) || this;
  80568. scene.multiMaterials.push(_this);
  80569. _this.subMaterials = new Array();
  80570. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80571. return _this;
  80572. }
  80573. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80574. /**
  80575. * Gets or Sets the list of Materials used within the multi material.
  80576. * They need to be ordered according to the submeshes order in the associated mesh
  80577. */
  80578. get: function () {
  80579. return this._subMaterials;
  80580. },
  80581. set: function (value) {
  80582. this._subMaterials = value;
  80583. this._hookArray(value);
  80584. },
  80585. enumerable: true,
  80586. configurable: true
  80587. });
  80588. /**
  80589. * Function used to align with Node.getChildren()
  80590. * @returns the list of Materials used within the multi material
  80591. */
  80592. MultiMaterial.prototype.getChildren = function () {
  80593. return this.subMaterials;
  80594. };
  80595. MultiMaterial.prototype._hookArray = function (array) {
  80596. var _this = this;
  80597. var oldPush = array.push;
  80598. array.push = function () {
  80599. var items = [];
  80600. for (var _i = 0; _i < arguments.length; _i++) {
  80601. items[_i] = arguments[_i];
  80602. }
  80603. var result = oldPush.apply(array, items);
  80604. _this._markAllSubMeshesAsTexturesDirty();
  80605. return result;
  80606. };
  80607. var oldSplice = array.splice;
  80608. array.splice = function (index, deleteCount) {
  80609. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80610. _this._markAllSubMeshesAsTexturesDirty();
  80611. return deleted;
  80612. };
  80613. };
  80614. /**
  80615. * Get one of the submaterial by its index in the submaterials array
  80616. * @param index The index to look the sub material at
  80617. * @returns The Material if the index has been defined
  80618. */
  80619. MultiMaterial.prototype.getSubMaterial = function (index) {
  80620. if (index < 0 || index >= this.subMaterials.length) {
  80621. return this.getScene().defaultMaterial;
  80622. }
  80623. return this.subMaterials[index];
  80624. };
  80625. /**
  80626. * Get the list of active textures for the whole sub materials list.
  80627. * @returns All the textures that will be used during the rendering
  80628. */
  80629. MultiMaterial.prototype.getActiveTextures = function () {
  80630. var _a;
  80631. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80632. if (subMaterial) {
  80633. return subMaterial.getActiveTextures();
  80634. }
  80635. else {
  80636. return [];
  80637. }
  80638. }));
  80639. };
  80640. /**
  80641. * Gets the current class name of the material e.g. "MultiMaterial"
  80642. * Mainly use in serialization.
  80643. * @returns the class name
  80644. */
  80645. MultiMaterial.prototype.getClassName = function () {
  80646. return "MultiMaterial";
  80647. };
  80648. /**
  80649. * Checks if the material is ready to render the requested sub mesh
  80650. * @param mesh Define the mesh the submesh belongs to
  80651. * @param subMesh Define the sub mesh to look readyness for
  80652. * @param useInstances Define whether or not the material is used with instances
  80653. * @returns true if ready, otherwise false
  80654. */
  80655. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80656. for (var index = 0; index < this.subMaterials.length; index++) {
  80657. var subMaterial = this.subMaterials[index];
  80658. if (subMaterial) {
  80659. if (subMaterial._storeEffectOnSubMeshes) {
  80660. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80661. return false;
  80662. }
  80663. continue;
  80664. }
  80665. if (!subMaterial.isReady(mesh)) {
  80666. return false;
  80667. }
  80668. }
  80669. }
  80670. return true;
  80671. };
  80672. /**
  80673. * Clones the current material and its related sub materials
  80674. * @param name Define the name of the newly cloned material
  80675. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80676. * @returns the cloned material
  80677. */
  80678. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80679. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80680. for (var index = 0; index < this.subMaterials.length; index++) {
  80681. var subMaterial = null;
  80682. var current = this.subMaterials[index];
  80683. if (cloneChildren && current) {
  80684. subMaterial = current.clone(name + "-" + current.name);
  80685. }
  80686. else {
  80687. subMaterial = this.subMaterials[index];
  80688. }
  80689. newMultiMaterial.subMaterials.push(subMaterial);
  80690. }
  80691. return newMultiMaterial;
  80692. };
  80693. /**
  80694. * Serializes the materials into a JSON representation.
  80695. * @returns the JSON representation
  80696. */
  80697. MultiMaterial.prototype.serialize = function () {
  80698. var serializationObject = {};
  80699. serializationObject.name = this.name;
  80700. serializationObject.id = this.id;
  80701. if (BABYLON.Tags) {
  80702. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80703. }
  80704. serializationObject.materials = [];
  80705. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80706. var subMat = this.subMaterials[matIndex];
  80707. if (subMat) {
  80708. serializationObject.materials.push(subMat.id);
  80709. }
  80710. else {
  80711. serializationObject.materials.push(null);
  80712. }
  80713. }
  80714. return serializationObject;
  80715. };
  80716. /**
  80717. * Dispose the material and release its associated resources
  80718. * @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)
  80719. * @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)
  80720. */
  80721. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80722. var scene = this.getScene();
  80723. if (!scene) {
  80724. return;
  80725. }
  80726. var index = scene.multiMaterials.indexOf(this);
  80727. if (index >= 0) {
  80728. scene.multiMaterials.splice(index, 1);
  80729. }
  80730. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80731. };
  80732. return MultiMaterial;
  80733. }(BABYLON.Material));
  80734. BABYLON.MultiMaterial = MultiMaterial;
  80735. })(BABYLON || (BABYLON = {}));
  80736. //# sourceMappingURL=babylon.multiMaterial.js.map
  80737. var BABYLON;
  80738. (function (BABYLON) {
  80739. /**
  80740. * Manage the touch inputs to control the movement of a free camera.
  80741. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80742. */
  80743. var FreeCameraTouchInput = /** @class */ (function () {
  80744. function FreeCameraTouchInput() {
  80745. /**
  80746. * Defines the touch sensibility for rotation.
  80747. * The higher the faster.
  80748. */
  80749. this.touchAngularSensibility = 200000.0;
  80750. /**
  80751. * Defines the touch sensibility for move.
  80752. * The higher the faster.
  80753. */
  80754. this.touchMoveSensibility = 250.0;
  80755. this._offsetX = null;
  80756. this._offsetY = null;
  80757. this._pointerPressed = new Array();
  80758. }
  80759. /**
  80760. * Attach the input controls to a specific dom element to get the input from.
  80761. * @param element Defines the element the controls should be listened from
  80762. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80763. */
  80764. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80765. var _this = this;
  80766. var previousPosition = null;
  80767. if (this._pointerInput === undefined) {
  80768. this._onLostFocus = function (evt) {
  80769. _this._offsetX = null;
  80770. _this._offsetY = null;
  80771. };
  80772. this._pointerInput = function (p, s) {
  80773. var evt = p.event;
  80774. if (evt.pointerType === "mouse") {
  80775. return;
  80776. }
  80777. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80778. if (!noPreventDefault) {
  80779. evt.preventDefault();
  80780. }
  80781. _this._pointerPressed.push(evt.pointerId);
  80782. if (_this._pointerPressed.length !== 1) {
  80783. return;
  80784. }
  80785. previousPosition = {
  80786. x: evt.clientX,
  80787. y: evt.clientY
  80788. };
  80789. }
  80790. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80791. if (!noPreventDefault) {
  80792. evt.preventDefault();
  80793. }
  80794. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80795. if (index === -1) {
  80796. return;
  80797. }
  80798. _this._pointerPressed.splice(index, 1);
  80799. if (index != 0) {
  80800. return;
  80801. }
  80802. previousPosition = null;
  80803. _this._offsetX = null;
  80804. _this._offsetY = null;
  80805. }
  80806. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  80807. if (!noPreventDefault) {
  80808. evt.preventDefault();
  80809. }
  80810. if (!previousPosition) {
  80811. return;
  80812. }
  80813. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80814. if (index != 0) {
  80815. return;
  80816. }
  80817. _this._offsetX = evt.clientX - previousPosition.x;
  80818. _this._offsetY = -(evt.clientY - previousPosition.y);
  80819. }
  80820. };
  80821. }
  80822. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  80823. if (this._onLostFocus) {
  80824. element.addEventListener("blur", this._onLostFocus);
  80825. }
  80826. };
  80827. /**
  80828. * Detach the current controls from the specified dom element.
  80829. * @param element Defines the element to stop listening the inputs from
  80830. */
  80831. FreeCameraTouchInput.prototype.detachControl = function (element) {
  80832. if (this._pointerInput && element) {
  80833. if (this._observer) {
  80834. this.camera.getScene().onPointerObservable.remove(this._observer);
  80835. this._observer = null;
  80836. }
  80837. if (this._onLostFocus) {
  80838. element.removeEventListener("blur", this._onLostFocus);
  80839. this._onLostFocus = null;
  80840. }
  80841. this._pointerPressed = [];
  80842. this._offsetX = null;
  80843. this._offsetY = null;
  80844. }
  80845. };
  80846. /**
  80847. * Update the current camera state depending on the inputs that have been used this frame.
  80848. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80849. */
  80850. FreeCameraTouchInput.prototype.checkInputs = function () {
  80851. if (this._offsetX && this._offsetY) {
  80852. var camera = this.camera;
  80853. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80854. if (this._pointerPressed.length > 1) {
  80855. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80856. }
  80857. else {
  80858. var speed = camera._computeLocalCameraSpeed();
  80859. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80860. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80861. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80862. }
  80863. }
  80864. };
  80865. /**
  80866. * Gets the class name of the current intput.
  80867. * @returns the class name
  80868. */
  80869. FreeCameraTouchInput.prototype.getClassName = function () {
  80870. return "FreeCameraTouchInput";
  80871. };
  80872. /**
  80873. * Get the friendly name associated with the input class.
  80874. * @returns the input friendly name
  80875. */
  80876. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80877. return "touch";
  80878. };
  80879. __decorate([
  80880. BABYLON.serialize()
  80881. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80882. __decorate([
  80883. BABYLON.serialize()
  80884. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80885. return FreeCameraTouchInput;
  80886. }());
  80887. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80888. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80889. })(BABYLON || (BABYLON = {}));
  80890. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80891. var BABYLON;
  80892. (function (BABYLON) {
  80893. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80894. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80895. });
  80896. /**
  80897. * This represents a FPS type of camera controlled by touch.
  80898. * This is like a universal camera minus the Gamepad controls.
  80899. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80900. */
  80901. var TouchCamera = /** @class */ (function (_super) {
  80902. __extends(TouchCamera, _super);
  80903. /**
  80904. * Instantiates a new touch camera.
  80905. * This represents a FPS type of camera controlled by touch.
  80906. * This is like a universal camera minus the Gamepad controls.
  80907. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80908. * @param name Define the name of the camera in the scene
  80909. * @param position Define the start position of the camera in the scene
  80910. * @param scene Define the scene the camera belongs to
  80911. */
  80912. function TouchCamera(name, position, scene) {
  80913. var _this = _super.call(this, name, position, scene) || this;
  80914. _this.inputs.addTouch();
  80915. _this._setupInputs();
  80916. return _this;
  80917. }
  80918. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80919. /**
  80920. * Defines the touch sensibility for rotation.
  80921. * The higher the faster.
  80922. */
  80923. get: function () {
  80924. var touch = this.inputs.attached["touch"];
  80925. if (touch) {
  80926. return touch.touchAngularSensibility;
  80927. }
  80928. return 0;
  80929. },
  80930. set: function (value) {
  80931. var touch = this.inputs.attached["touch"];
  80932. if (touch) {
  80933. touch.touchAngularSensibility = value;
  80934. }
  80935. },
  80936. enumerable: true,
  80937. configurable: true
  80938. });
  80939. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80940. /**
  80941. * Defines the touch sensibility for move.
  80942. * The higher the faster.
  80943. */
  80944. get: function () {
  80945. var touch = this.inputs.attached["touch"];
  80946. if (touch) {
  80947. return touch.touchMoveSensibility;
  80948. }
  80949. return 0;
  80950. },
  80951. set: function (value) {
  80952. var touch = this.inputs.attached["touch"];
  80953. if (touch) {
  80954. touch.touchMoveSensibility = value;
  80955. }
  80956. },
  80957. enumerable: true,
  80958. configurable: true
  80959. });
  80960. /**
  80961. * Gets the current object class name.
  80962. * @return the class name
  80963. */
  80964. TouchCamera.prototype.getClassName = function () {
  80965. return "TouchCamera";
  80966. };
  80967. /** @hidden */
  80968. TouchCamera.prototype._setupInputs = function () {
  80969. var mouse = this.inputs.attached["mouse"];
  80970. if (mouse) {
  80971. mouse.touchEnabled = false;
  80972. }
  80973. };
  80974. return TouchCamera;
  80975. }(BABYLON.FreeCamera));
  80976. BABYLON.TouchCamera = TouchCamera;
  80977. })(BABYLON || (BABYLON = {}));
  80978. //# sourceMappingURL=babylon.touchCamera.js.map
  80979. var BABYLON;
  80980. (function (BABYLON) {
  80981. /**
  80982. * 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.
  80983. * This is the base class of any Procedural texture and contains most of the shareable code.
  80984. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80985. */
  80986. var ProceduralTexture = /** @class */ (function (_super) {
  80987. __extends(ProceduralTexture, _super);
  80988. /**
  80989. * Instantiates a new procedural texture.
  80990. * 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.
  80991. * This is the base class of any Procedural texture and contains most of the shareable code.
  80992. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80993. * @param name Define the name of the texture
  80994. * @param size Define the size of the texture to create
  80995. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80996. * @param scene Define the scene the texture belongs to
  80997. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80998. * @param generateMipMaps Define if the texture should creates mip maps or not
  80999. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81000. */
  81001. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  81002. if (fallbackTexture === void 0) { fallbackTexture = null; }
  81003. if (generateMipMaps === void 0) { generateMipMaps = true; }
  81004. if (isCube === void 0) { isCube = false; }
  81005. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  81006. _this.isCube = isCube;
  81007. /**
  81008. * Define if the texture is enabled or not (disabled texture will not render)
  81009. */
  81010. _this.isEnabled = true;
  81011. /**
  81012. * Define if the texture must be cleared before rendering (default is true)
  81013. */
  81014. _this.autoClear = true;
  81015. /**
  81016. * Event raised when the texture is generated
  81017. */
  81018. _this.onGeneratedObservable = new BABYLON.Observable();
  81019. /** @hidden */
  81020. _this._textures = {};
  81021. _this._currentRefreshId = -1;
  81022. _this._refreshRate = 1;
  81023. _this._vertexBuffers = {};
  81024. _this._uniforms = new Array();
  81025. _this._samplers = new Array();
  81026. _this._floats = {};
  81027. _this._ints = {};
  81028. _this._floatsArrays = {};
  81029. _this._colors3 = {};
  81030. _this._colors4 = {};
  81031. _this._vectors2 = {};
  81032. _this._vectors3 = {};
  81033. _this._matrices = {};
  81034. _this._fallbackTextureUsed = false;
  81035. _this._cachedDefines = "";
  81036. _this._contentUpdateId = -1;
  81037. scene = _this.getScene();
  81038. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  81039. if (!component) {
  81040. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  81041. scene._addComponent(component);
  81042. }
  81043. scene.proceduralTextures.push(_this);
  81044. _this._engine = scene.getEngine();
  81045. _this.name = name;
  81046. _this.isRenderTarget = true;
  81047. _this._size = size;
  81048. _this._generateMipMaps = generateMipMaps;
  81049. _this.setFragment(fragment);
  81050. _this._fallbackTexture = fallbackTexture;
  81051. if (isCube) {
  81052. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81053. _this.setFloat("face", 0);
  81054. }
  81055. else {
  81056. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81057. }
  81058. // VBO
  81059. var vertices = [];
  81060. vertices.push(1, 1);
  81061. vertices.push(-1, 1);
  81062. vertices.push(-1, -1);
  81063. vertices.push(1, -1);
  81064. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  81065. _this._createIndexBuffer();
  81066. return _this;
  81067. }
  81068. /**
  81069. * The effect that is created when initializing the post process.
  81070. * @returns The created effect corrisponding the the postprocess.
  81071. */
  81072. ProceduralTexture.prototype.getEffect = function () {
  81073. return this._effect;
  81074. };
  81075. /**
  81076. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81077. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81078. */
  81079. ProceduralTexture.prototype.getContent = function () {
  81080. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  81081. return this._contentData;
  81082. }
  81083. this._contentData = this.readPixels(0, 0, this._contentData);
  81084. this._contentUpdateId = this._currentRefreshId;
  81085. return this._contentData;
  81086. };
  81087. ProceduralTexture.prototype._createIndexBuffer = function () {
  81088. var engine = this._engine;
  81089. // Indices
  81090. var indices = [];
  81091. indices.push(0);
  81092. indices.push(1);
  81093. indices.push(2);
  81094. indices.push(0);
  81095. indices.push(2);
  81096. indices.push(3);
  81097. this._indexBuffer = engine.createIndexBuffer(indices);
  81098. };
  81099. /** @hidden */
  81100. ProceduralTexture.prototype._rebuild = function () {
  81101. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81102. if (vb) {
  81103. vb._rebuild();
  81104. }
  81105. this._createIndexBuffer();
  81106. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  81107. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  81108. }
  81109. };
  81110. /**
  81111. * Resets the texture in order to recreate its associated resources.
  81112. * This can be called in case of context loss
  81113. */
  81114. ProceduralTexture.prototype.reset = function () {
  81115. if (this._effect === undefined) {
  81116. return;
  81117. }
  81118. var engine = this._engine;
  81119. engine._releaseEffect(this._effect);
  81120. };
  81121. ProceduralTexture.prototype._getDefines = function () {
  81122. return "";
  81123. };
  81124. /**
  81125. * Is the texture ready to be used ? (rendered at least once)
  81126. * @returns true if ready, otherwise, false.
  81127. */
  81128. ProceduralTexture.prototype.isReady = function () {
  81129. var _this = this;
  81130. var engine = this._engine;
  81131. var shaders;
  81132. if (!this._fragment) {
  81133. return false;
  81134. }
  81135. if (this._fallbackTextureUsed) {
  81136. return true;
  81137. }
  81138. var defines = this._getDefines();
  81139. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81140. return true;
  81141. }
  81142. if (this._fragment.fragmentElement !== undefined) {
  81143. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81144. }
  81145. else {
  81146. shaders = { vertex: "procedural", fragment: this._fragment };
  81147. }
  81148. this._cachedDefines = defines;
  81149. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81150. _this.releaseInternalTexture();
  81151. if (_this._fallbackTexture) {
  81152. _this._texture = _this._fallbackTexture._texture;
  81153. if (_this._texture) {
  81154. _this._texture.incrementReferences();
  81155. }
  81156. }
  81157. _this._fallbackTextureUsed = true;
  81158. });
  81159. return this._effect.isReady();
  81160. };
  81161. /**
  81162. * Resets the refresh counter of the texture and start bak from scratch.
  81163. * Could be useful to regenerate the texture if it is setup to render only once.
  81164. */
  81165. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81166. this._currentRefreshId = -1;
  81167. };
  81168. /**
  81169. * Set the fragment shader to use in order to render the texture.
  81170. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81171. */
  81172. ProceduralTexture.prototype.setFragment = function (fragment) {
  81173. this._fragment = fragment;
  81174. };
  81175. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81176. /**
  81177. * Define the refresh rate of the texture or the rendering frequency.
  81178. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81179. */
  81180. get: function () {
  81181. return this._refreshRate;
  81182. },
  81183. set: function (value) {
  81184. this._refreshRate = value;
  81185. this.resetRefreshCounter();
  81186. },
  81187. enumerable: true,
  81188. configurable: true
  81189. });
  81190. /** @hidden */
  81191. ProceduralTexture.prototype._shouldRender = function () {
  81192. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81193. if (this._texture) {
  81194. this._texture.isReady = false;
  81195. }
  81196. return false;
  81197. }
  81198. if (this._fallbackTextureUsed) {
  81199. return false;
  81200. }
  81201. if (this._currentRefreshId === -1) { // At least render once
  81202. this._currentRefreshId = 1;
  81203. return true;
  81204. }
  81205. if (this.refreshRate === this._currentRefreshId) {
  81206. this._currentRefreshId = 1;
  81207. return true;
  81208. }
  81209. this._currentRefreshId++;
  81210. return false;
  81211. };
  81212. /**
  81213. * Get the size the texture is rendering at.
  81214. * @returns the size (texture is always squared)
  81215. */
  81216. ProceduralTexture.prototype.getRenderSize = function () {
  81217. return this._size;
  81218. };
  81219. /**
  81220. * Resize the texture to new value.
  81221. * @param size Define the new size the texture should have
  81222. * @param generateMipMaps Define whether the new texture should create mip maps
  81223. */
  81224. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81225. if (this._fallbackTextureUsed) {
  81226. return;
  81227. }
  81228. this.releaseInternalTexture();
  81229. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81230. // Update properties
  81231. this._size = size;
  81232. this._generateMipMaps = generateMipMaps;
  81233. };
  81234. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81235. if (this._uniforms.indexOf(uniformName) === -1) {
  81236. this._uniforms.push(uniformName);
  81237. }
  81238. };
  81239. /**
  81240. * Set a texture in the shader program used to render.
  81241. * @param name Define the name of the uniform samplers as defined in the shader
  81242. * @param texture Define the texture to bind to this sampler
  81243. * @return the texture itself allowing "fluent" like uniform updates
  81244. */
  81245. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81246. if (this._samplers.indexOf(name) === -1) {
  81247. this._samplers.push(name);
  81248. }
  81249. this._textures[name] = texture;
  81250. return this;
  81251. };
  81252. /**
  81253. * Set a float in the shader.
  81254. * @param name Define the name of the uniform as defined in the shader
  81255. * @param value Define the value to give to the uniform
  81256. * @return the texture itself allowing "fluent" like uniform updates
  81257. */
  81258. ProceduralTexture.prototype.setFloat = function (name, value) {
  81259. this._checkUniform(name);
  81260. this._floats[name] = value;
  81261. return this;
  81262. };
  81263. /**
  81264. * Set a int in the shader.
  81265. * @param name Define the name of the uniform as defined in the shader
  81266. * @param value Define the value to give to the uniform
  81267. * @return the texture itself allowing "fluent" like uniform updates
  81268. */
  81269. ProceduralTexture.prototype.setInt = function (name, value) {
  81270. this._checkUniform(name);
  81271. this._ints[name] = value;
  81272. return this;
  81273. };
  81274. /**
  81275. * Set an array of floats in the shader.
  81276. * @param name Define the name of the uniform as defined in the shader
  81277. * @param value Define the value to give to the uniform
  81278. * @return the texture itself allowing "fluent" like uniform updates
  81279. */
  81280. ProceduralTexture.prototype.setFloats = function (name, value) {
  81281. this._checkUniform(name);
  81282. this._floatsArrays[name] = value;
  81283. return this;
  81284. };
  81285. /**
  81286. * Set a vec3 in the shader from a Color3.
  81287. * @param name Define the name of the uniform as defined in the shader
  81288. * @param value Define the value to give to the uniform
  81289. * @return the texture itself allowing "fluent" like uniform updates
  81290. */
  81291. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81292. this._checkUniform(name);
  81293. this._colors3[name] = value;
  81294. return this;
  81295. };
  81296. /**
  81297. * Set a vec4 in the shader from a Color4.
  81298. * @param name Define the name of the uniform as defined in the shader
  81299. * @param value Define the value to give to the uniform
  81300. * @return the texture itself allowing "fluent" like uniform updates
  81301. */
  81302. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81303. this._checkUniform(name);
  81304. this._colors4[name] = value;
  81305. return this;
  81306. };
  81307. /**
  81308. * Set a vec2 in the shader from a Vector2.
  81309. * @param name Define the name of the uniform as defined in the shader
  81310. * @param value Define the value to give to the uniform
  81311. * @return the texture itself allowing "fluent" like uniform updates
  81312. */
  81313. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81314. this._checkUniform(name);
  81315. this._vectors2[name] = value;
  81316. return this;
  81317. };
  81318. /**
  81319. * Set a vec3 in the shader from a Vector3.
  81320. * @param name Define the name of the uniform as defined in the shader
  81321. * @param value Define the value to give to the uniform
  81322. * @return the texture itself allowing "fluent" like uniform updates
  81323. */
  81324. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81325. this._checkUniform(name);
  81326. this._vectors3[name] = value;
  81327. return this;
  81328. };
  81329. /**
  81330. * Set a mat4 in the shader from a MAtrix.
  81331. * @param name Define the name of the uniform as defined in the shader
  81332. * @param value Define the value to give to the uniform
  81333. * @return the texture itself allowing "fluent" like uniform updates
  81334. */
  81335. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81336. this._checkUniform(name);
  81337. this._matrices[name] = value;
  81338. return this;
  81339. };
  81340. /**
  81341. * Render the texture to its associated render target.
  81342. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81343. */
  81344. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81345. var scene = this.getScene();
  81346. if (!scene) {
  81347. return;
  81348. }
  81349. var engine = this._engine;
  81350. // Render
  81351. engine.enableEffect(this._effect);
  81352. engine.setState(false);
  81353. // Texture
  81354. for (var name in this._textures) {
  81355. this._effect.setTexture(name, this._textures[name]);
  81356. }
  81357. // Float
  81358. for (name in this._ints) {
  81359. this._effect.setInt(name, this._ints[name]);
  81360. }
  81361. // Float
  81362. for (name in this._floats) {
  81363. this._effect.setFloat(name, this._floats[name]);
  81364. }
  81365. // Floats
  81366. for (name in this._floatsArrays) {
  81367. this._effect.setArray(name, this._floatsArrays[name]);
  81368. }
  81369. // Color3
  81370. for (name in this._colors3) {
  81371. this._effect.setColor3(name, this._colors3[name]);
  81372. }
  81373. // Color4
  81374. for (name in this._colors4) {
  81375. var color = this._colors4[name];
  81376. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81377. }
  81378. // Vector2
  81379. for (name in this._vectors2) {
  81380. this._effect.setVector2(name, this._vectors2[name]);
  81381. }
  81382. // Vector3
  81383. for (name in this._vectors3) {
  81384. this._effect.setVector3(name, this._vectors3[name]);
  81385. }
  81386. // Matrix
  81387. for (name in this._matrices) {
  81388. this._effect.setMatrix(name, this._matrices[name]);
  81389. }
  81390. if (!this._texture) {
  81391. return;
  81392. }
  81393. if (this.isCube) {
  81394. for (var face = 0; face < 6; face++) {
  81395. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81396. // VBOs
  81397. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81398. this._effect.setFloat("face", face);
  81399. // Clear
  81400. if (this.autoClear) {
  81401. engine.clear(scene.clearColor, true, false, false);
  81402. }
  81403. // Draw order
  81404. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81405. // Mipmaps
  81406. if (face === 5) {
  81407. engine.generateMipMapsForCubemap(this._texture);
  81408. }
  81409. }
  81410. }
  81411. else {
  81412. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81413. // VBOs
  81414. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81415. // Clear
  81416. if (this.autoClear) {
  81417. engine.clear(scene.clearColor, true, false, false);
  81418. }
  81419. // Draw order
  81420. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81421. }
  81422. // Unbind
  81423. engine.unBindFramebuffer(this._texture, this.isCube);
  81424. if (this.onGenerated) {
  81425. this.onGenerated();
  81426. }
  81427. this.onGeneratedObservable.notifyObservers(this);
  81428. };
  81429. /**
  81430. * Clone the texture.
  81431. * @returns the cloned texture
  81432. */
  81433. ProceduralTexture.prototype.clone = function () {
  81434. var textureSize = this.getSize();
  81435. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81436. // Base texture
  81437. newTexture.hasAlpha = this.hasAlpha;
  81438. newTexture.level = this.level;
  81439. // RenderTarget Texture
  81440. newTexture.coordinatesMode = this.coordinatesMode;
  81441. return newTexture;
  81442. };
  81443. /**
  81444. * Dispose the texture and release its asoociated resources.
  81445. */
  81446. ProceduralTexture.prototype.dispose = function () {
  81447. var scene = this.getScene();
  81448. if (!scene) {
  81449. return;
  81450. }
  81451. var index = scene.proceduralTextures.indexOf(this);
  81452. if (index >= 0) {
  81453. scene.proceduralTextures.splice(index, 1);
  81454. }
  81455. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81456. if (vertexBuffer) {
  81457. vertexBuffer.dispose();
  81458. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81459. }
  81460. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81461. this._indexBuffer = null;
  81462. }
  81463. _super.prototype.dispose.call(this);
  81464. };
  81465. __decorate([
  81466. BABYLON.serialize()
  81467. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81468. __decorate([
  81469. BABYLON.serialize()
  81470. ], ProceduralTexture.prototype, "autoClear", void 0);
  81471. __decorate([
  81472. BABYLON.serialize()
  81473. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81474. __decorate([
  81475. BABYLON.serialize()
  81476. ], ProceduralTexture.prototype, "_size", void 0);
  81477. __decorate([
  81478. BABYLON.serialize()
  81479. ], ProceduralTexture.prototype, "refreshRate", null);
  81480. return ProceduralTexture;
  81481. }(BABYLON.Texture));
  81482. BABYLON.ProceduralTexture = ProceduralTexture;
  81483. })(BABYLON || (BABYLON = {}));
  81484. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81485. var BABYLON;
  81486. (function (BABYLON) {
  81487. /**
  81488. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81489. * in a given scene.
  81490. */
  81491. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81492. /**
  81493. * Creates a new instance of the component for the given scene
  81494. * @param scene Defines the scene to register the component in
  81495. */
  81496. function ProceduralTextureSceneComponent(scene) {
  81497. /**
  81498. * The component name helpfull to identify the component in the list of scene components.
  81499. */
  81500. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81501. this.scene = scene;
  81502. this.scene.proceduralTextures = new Array();
  81503. scene.layers = new Array();
  81504. }
  81505. /**
  81506. * Registers the component in a given scene
  81507. */
  81508. ProceduralTextureSceneComponent.prototype.register = function () {
  81509. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81510. };
  81511. /**
  81512. * Rebuilds the elements related to this component in case of
  81513. * context lost for instance.
  81514. */
  81515. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81516. // Nothing to do here.
  81517. };
  81518. /**
  81519. * Disposes the component and the associated ressources.
  81520. */
  81521. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81522. // Nothing to do here.
  81523. };
  81524. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81525. if (this.scene.proceduralTexturesEnabled) {
  81526. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81527. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81528. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81529. if (proceduralTexture._shouldRender()) {
  81530. proceduralTexture.render();
  81531. }
  81532. }
  81533. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81534. }
  81535. };
  81536. return ProceduralTextureSceneComponent;
  81537. }());
  81538. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81539. })(BABYLON || (BABYLON = {}));
  81540. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81541. var BABYLON;
  81542. (function (BABYLON) {
  81543. /**
  81544. * 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.
  81545. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81546. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81547. */
  81548. var CustomProceduralTexture = /** @class */ (function (_super) {
  81549. __extends(CustomProceduralTexture, _super);
  81550. /**
  81551. * Instantiates a new Custom Procedural Texture.
  81552. * 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.
  81553. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81554. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81555. * @param name Define the name of the texture
  81556. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81557. * @param size Define the size of the texture to create
  81558. * @param scene Define the scene the texture belongs to
  81559. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81560. * @param generateMipMaps Define if the texture should creates mip maps or not
  81561. */
  81562. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81563. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81564. _this._animate = true;
  81565. _this._time = 0;
  81566. _this._texturePath = texturePath;
  81567. //Try to load json
  81568. _this._loadJson(texturePath);
  81569. _this.refreshRate = 1;
  81570. return _this;
  81571. }
  81572. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81573. var _this = this;
  81574. var noConfigFile = function () {
  81575. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81576. try {
  81577. _this.setFragment(_this._texturePath);
  81578. }
  81579. catch (ex) {
  81580. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81581. }
  81582. };
  81583. var configFileUrl = jsonUrl + "/config.json";
  81584. var xhr = new XMLHttpRequest();
  81585. xhr.open("GET", configFileUrl, true);
  81586. xhr.addEventListener("load", function () {
  81587. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81588. try {
  81589. _this._config = JSON.parse(xhr.response);
  81590. _this.updateShaderUniforms();
  81591. _this.updateTextures();
  81592. _this.setFragment(_this._texturePath + "/custom");
  81593. _this._animate = _this._config.animate;
  81594. _this.refreshRate = _this._config.refreshrate;
  81595. }
  81596. catch (ex) {
  81597. noConfigFile();
  81598. }
  81599. }
  81600. else {
  81601. noConfigFile();
  81602. }
  81603. }, false);
  81604. xhr.addEventListener("error", function () {
  81605. noConfigFile();
  81606. }, false);
  81607. try {
  81608. if (BABYLON.Tools.UseCustomRequestHeaders) {
  81609. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  81610. }
  81611. xhr.send();
  81612. }
  81613. catch (ex) {
  81614. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81615. }
  81616. };
  81617. /**
  81618. * Is the texture ready to be used ? (rendered at least once)
  81619. * @returns true if ready, otherwise, false.
  81620. */
  81621. CustomProceduralTexture.prototype.isReady = function () {
  81622. if (!_super.prototype.isReady.call(this)) {
  81623. return false;
  81624. }
  81625. for (var name in this._textures) {
  81626. var texture = this._textures[name];
  81627. if (!texture.isReady()) {
  81628. return false;
  81629. }
  81630. }
  81631. return true;
  81632. };
  81633. /**
  81634. * Render the texture to its associated render target.
  81635. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81636. */
  81637. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81638. var scene = this.getScene();
  81639. if (this._animate && scene) {
  81640. this._time += scene.getAnimationRatio() * 0.03;
  81641. this.updateShaderUniforms();
  81642. }
  81643. _super.prototype.render.call(this, useCameraPostProcess);
  81644. };
  81645. /**
  81646. * Update the list of dependant textures samplers in the shader.
  81647. */
  81648. CustomProceduralTexture.prototype.updateTextures = function () {
  81649. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81650. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81651. }
  81652. };
  81653. /**
  81654. * Update the uniform values of the procedural texture in the shader.
  81655. */
  81656. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81657. if (this._config) {
  81658. for (var j = 0; j < this._config.uniforms.length; j++) {
  81659. var uniform = this._config.uniforms[j];
  81660. switch (uniform.type) {
  81661. case "float":
  81662. this.setFloat(uniform.name, uniform.value);
  81663. break;
  81664. case "color3":
  81665. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81666. break;
  81667. case "color4":
  81668. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81669. break;
  81670. case "vector2":
  81671. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81672. break;
  81673. case "vector3":
  81674. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81675. break;
  81676. }
  81677. }
  81678. }
  81679. this.setFloat("time", this._time);
  81680. };
  81681. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81682. /**
  81683. * Define if the texture animates or not.
  81684. */
  81685. get: function () {
  81686. return this._animate;
  81687. },
  81688. set: function (value) {
  81689. this._animate = value;
  81690. },
  81691. enumerable: true,
  81692. configurable: true
  81693. });
  81694. return CustomProceduralTexture;
  81695. }(BABYLON.ProceduralTexture));
  81696. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81697. })(BABYLON || (BABYLON = {}));
  81698. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81699. var BABYLON;
  81700. (function (BABYLON) {
  81701. /**
  81702. * Manage the gamepad inputs to control a free camera.
  81703. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81704. */
  81705. var FreeCameraGamepadInput = /** @class */ (function () {
  81706. function FreeCameraGamepadInput() {
  81707. /**
  81708. * Defines the gamepad rotation sensiblity.
  81709. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81710. */
  81711. this.gamepadAngularSensibility = 200;
  81712. /**
  81713. * Defines the gamepad move sensiblity.
  81714. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81715. */
  81716. this.gamepadMoveSensibility = 40;
  81717. this._cameraTransform = BABYLON.Matrix.Identity();
  81718. this._deltaTransform = BABYLON.Vector3.Zero();
  81719. this._vector3 = BABYLON.Vector3.Zero();
  81720. this._vector2 = BABYLON.Vector2.Zero();
  81721. }
  81722. /**
  81723. * Attach the input controls to a specific dom element to get the input from.
  81724. * @param element Defines the element the controls should be listened from
  81725. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81726. */
  81727. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81728. var _this = this;
  81729. var manager = this.camera.getScene().gamepadManager;
  81730. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81731. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81732. // prioritize XBOX gamepads.
  81733. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81734. _this.gamepad = gamepad;
  81735. }
  81736. }
  81737. });
  81738. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81739. if (_this.gamepad === gamepad) {
  81740. _this.gamepad = null;
  81741. }
  81742. });
  81743. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81744. };
  81745. /**
  81746. * Detach the current controls from the specified dom element.
  81747. * @param element Defines the element to stop listening the inputs from
  81748. */
  81749. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81750. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81751. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81752. this.gamepad = null;
  81753. };
  81754. /**
  81755. * Update the current camera state depending on the inputs that have been used this frame.
  81756. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81757. */
  81758. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81759. if (this.gamepad && this.gamepad.leftStick) {
  81760. var camera = this.camera;
  81761. var LSValues = this.gamepad.leftStick;
  81762. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81763. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81764. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81765. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81766. var RSValues = this.gamepad.rightStick;
  81767. if (RSValues) {
  81768. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81769. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81770. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81771. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81772. }
  81773. else {
  81774. RSValues = { x: 0, y: 0 };
  81775. }
  81776. if (!camera.rotationQuaternion) {
  81777. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81778. }
  81779. else {
  81780. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81781. }
  81782. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81783. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81784. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81785. camera.cameraDirection.addInPlace(this._deltaTransform);
  81786. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81787. camera.cameraRotation.addInPlace(this._vector2);
  81788. }
  81789. };
  81790. /**
  81791. * Gets the class name of the current intput.
  81792. * @returns the class name
  81793. */
  81794. FreeCameraGamepadInput.prototype.getClassName = function () {
  81795. return "FreeCameraGamepadInput";
  81796. };
  81797. /**
  81798. * Get the friendly name associated with the input class.
  81799. * @returns the input friendly name
  81800. */
  81801. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  81802. return "gamepad";
  81803. };
  81804. __decorate([
  81805. BABYLON.serialize()
  81806. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  81807. __decorate([
  81808. BABYLON.serialize()
  81809. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81810. return FreeCameraGamepadInput;
  81811. }());
  81812. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  81813. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  81814. })(BABYLON || (BABYLON = {}));
  81815. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  81816. var BABYLON;
  81817. (function (BABYLON) {
  81818. /**
  81819. * Manage the gamepad inputs to control an arc rotate camera.
  81820. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81821. */
  81822. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  81823. function ArcRotateCameraGamepadInput() {
  81824. /**
  81825. * Defines the gamepad rotation sensiblity.
  81826. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81827. */
  81828. this.gamepadRotationSensibility = 80;
  81829. /**
  81830. * Defines the gamepad move sensiblity.
  81831. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81832. */
  81833. this.gamepadMoveSensibility = 40;
  81834. }
  81835. /**
  81836. * Attach the input controls to a specific dom element to get the input from.
  81837. * @param element Defines the element the controls should be listened from
  81838. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81839. */
  81840. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81841. var _this = this;
  81842. var manager = this.camera.getScene().gamepadManager;
  81843. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81844. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81845. // prioritize XBOX gamepads.
  81846. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81847. _this.gamepad = gamepad;
  81848. }
  81849. }
  81850. });
  81851. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81852. if (_this.gamepad === gamepad) {
  81853. _this.gamepad = null;
  81854. }
  81855. });
  81856. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81857. };
  81858. /**
  81859. * Detach the current controls from the specified dom element.
  81860. * @param element Defines the element to stop listening the inputs from
  81861. */
  81862. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81863. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81864. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81865. this.gamepad = null;
  81866. };
  81867. /**
  81868. * Update the current camera state depending on the inputs that have been used this frame.
  81869. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81870. */
  81871. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81872. if (this.gamepad) {
  81873. var camera = this.camera;
  81874. var RSValues = this.gamepad.rightStick;
  81875. if (RSValues) {
  81876. if (RSValues.x != 0) {
  81877. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81878. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81879. camera.inertialAlphaOffset += normalizedRX;
  81880. }
  81881. }
  81882. if (RSValues.y != 0) {
  81883. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81884. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81885. camera.inertialBetaOffset += normalizedRY;
  81886. }
  81887. }
  81888. }
  81889. var LSValues = this.gamepad.leftStick;
  81890. if (LSValues && LSValues.y != 0) {
  81891. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81892. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81893. this.camera.inertialRadiusOffset -= normalizedLY;
  81894. }
  81895. }
  81896. }
  81897. };
  81898. /**
  81899. * Gets the class name of the current intput.
  81900. * @returns the class name
  81901. */
  81902. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81903. return "ArcRotateCameraGamepadInput";
  81904. };
  81905. /**
  81906. * Get the friendly name associated with the input class.
  81907. * @returns the input friendly name
  81908. */
  81909. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81910. return "gamepad";
  81911. };
  81912. __decorate([
  81913. BABYLON.serialize()
  81914. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81915. __decorate([
  81916. BABYLON.serialize()
  81917. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81918. return ArcRotateCameraGamepadInput;
  81919. }());
  81920. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81921. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81922. })(BABYLON || (BABYLON = {}));
  81923. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81924. var BABYLON;
  81925. (function (BABYLON) {
  81926. /**
  81927. * Manager for handling gamepads
  81928. */
  81929. var GamepadManager = /** @class */ (function () {
  81930. /**
  81931. * Initializes the gamepad manager
  81932. * @param _scene BabylonJS scene
  81933. */
  81934. function GamepadManager(_scene) {
  81935. var _this = this;
  81936. this._scene = _scene;
  81937. this._babylonGamepads = [];
  81938. this._oneGamepadConnected = false;
  81939. /** @hidden */
  81940. this._isMonitoring = false;
  81941. /**
  81942. * observable to be triggered when the gamepad controller has been disconnected
  81943. */
  81944. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81945. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81946. this._gamepadEventSupported = false;
  81947. }
  81948. else {
  81949. this._gamepadEventSupported = 'GamepadEvent' in window;
  81950. this._gamepadSupport = (navigator.getGamepads ||
  81951. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81952. }
  81953. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81954. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81955. for (var i in _this._babylonGamepads) {
  81956. var gamepad = _this._babylonGamepads[i];
  81957. if (gamepad && gamepad._isConnected) {
  81958. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81959. }
  81960. }
  81961. });
  81962. this._onGamepadConnectedEvent = function (evt) {
  81963. var gamepad = evt.gamepad;
  81964. if (gamepad.index in _this._babylonGamepads) {
  81965. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81966. return;
  81967. }
  81968. }
  81969. var newGamepad;
  81970. if (_this._babylonGamepads[gamepad.index]) {
  81971. newGamepad = _this._babylonGamepads[gamepad.index];
  81972. newGamepad.browserGamepad = gamepad;
  81973. newGamepad._isConnected = true;
  81974. }
  81975. else {
  81976. newGamepad = _this._addNewGamepad(gamepad);
  81977. }
  81978. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81979. _this._startMonitoringGamepads();
  81980. };
  81981. this._onGamepadDisconnectedEvent = function (evt) {
  81982. var gamepad = evt.gamepad;
  81983. // Remove the gamepad from the list of gamepads to monitor.
  81984. for (var i in _this._babylonGamepads) {
  81985. if (_this._babylonGamepads[i].index === gamepad.index) {
  81986. var disconnectedGamepad = _this._babylonGamepads[i];
  81987. disconnectedGamepad._isConnected = false;
  81988. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81989. break;
  81990. }
  81991. }
  81992. };
  81993. if (this._gamepadSupport) {
  81994. //first add already-connected gamepads
  81995. this._updateGamepadObjects();
  81996. if (this._babylonGamepads.length) {
  81997. this._startMonitoringGamepads();
  81998. }
  81999. // Checking if the gamepad connected event is supported (like in Firefox)
  82000. if (this._gamepadEventSupported) {
  82001. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  82002. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  82003. }
  82004. else {
  82005. this._startMonitoringGamepads();
  82006. }
  82007. }
  82008. }
  82009. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  82010. /**
  82011. * The gamepads in the game pad manager
  82012. */
  82013. get: function () {
  82014. return this._babylonGamepads;
  82015. },
  82016. enumerable: true,
  82017. configurable: true
  82018. });
  82019. /**
  82020. * Get the gamepad controllers based on type
  82021. * @param type The type of gamepad controller
  82022. * @returns Nullable gamepad
  82023. */
  82024. GamepadManager.prototype.getGamepadByType = function (type) {
  82025. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  82026. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  82027. var gamepad = _a[_i];
  82028. if (gamepad && gamepad.type === type) {
  82029. return gamepad;
  82030. }
  82031. }
  82032. return null;
  82033. };
  82034. /**
  82035. * Disposes the gamepad manager
  82036. */
  82037. GamepadManager.prototype.dispose = function () {
  82038. if (this._gamepadEventSupported) {
  82039. if (this._onGamepadConnectedEvent) {
  82040. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  82041. }
  82042. if (this._onGamepadDisconnectedEvent) {
  82043. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  82044. }
  82045. this._onGamepadConnectedEvent = null;
  82046. this._onGamepadDisconnectedEvent = null;
  82047. }
  82048. this._babylonGamepads.forEach(function (gamepad) {
  82049. gamepad.dispose();
  82050. });
  82051. this.onGamepadConnectedObservable.clear();
  82052. this.onGamepadDisconnectedObservable.clear();
  82053. this._oneGamepadConnected = false;
  82054. this._stopMonitoringGamepads();
  82055. this._babylonGamepads = [];
  82056. };
  82057. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  82058. if (!this._oneGamepadConnected) {
  82059. this._oneGamepadConnected = true;
  82060. }
  82061. var newGamepad;
  82062. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  82063. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  82064. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  82065. }
  82066. // if pose is supported, use the (WebVR) pose enabled controller
  82067. else if (gamepad.pose) {
  82068. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  82069. }
  82070. else {
  82071. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  82072. }
  82073. this._babylonGamepads[newGamepad.index] = newGamepad;
  82074. return newGamepad;
  82075. };
  82076. GamepadManager.prototype._startMonitoringGamepads = function () {
  82077. if (!this._isMonitoring) {
  82078. this._isMonitoring = true;
  82079. //back-comp
  82080. if (!this._scene) {
  82081. this._checkGamepadsStatus();
  82082. }
  82083. }
  82084. };
  82085. GamepadManager.prototype._stopMonitoringGamepads = function () {
  82086. this._isMonitoring = false;
  82087. };
  82088. /** @hidden */
  82089. GamepadManager.prototype._checkGamepadsStatus = function () {
  82090. var _this = this;
  82091. // Hack to be compatible Chrome
  82092. this._updateGamepadObjects();
  82093. for (var i in this._babylonGamepads) {
  82094. var gamepad = this._babylonGamepads[i];
  82095. if (!gamepad || !gamepad.isConnected) {
  82096. continue;
  82097. }
  82098. gamepad.update();
  82099. }
  82100. if (this._isMonitoring && !this._scene) {
  82101. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  82102. }
  82103. };
  82104. // This function is called only on Chrome, which does not properly support
  82105. // connection/disconnection events and forces you to recopy again the gamepad object
  82106. GamepadManager.prototype._updateGamepadObjects = function () {
  82107. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  82108. for (var i = 0; i < gamepads.length; i++) {
  82109. var gamepad = gamepads[i];
  82110. if (gamepad) {
  82111. if (!this._babylonGamepads[gamepad.index]) {
  82112. var newGamepad = this._addNewGamepad(gamepad);
  82113. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82114. }
  82115. else {
  82116. // Forced to copy again this object for Chrome for unknown reason
  82117. this._babylonGamepads[i].browserGamepad = gamepad;
  82118. if (!this._babylonGamepads[i].isConnected) {
  82119. this._babylonGamepads[i]._isConnected = true;
  82120. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  82121. }
  82122. }
  82123. }
  82124. }
  82125. };
  82126. return GamepadManager;
  82127. }());
  82128. BABYLON.GamepadManager = GamepadManager;
  82129. })(BABYLON || (BABYLON = {}));
  82130. //# sourceMappingURL=babylon.gamepadManager.js.map
  82131. var BABYLON;
  82132. (function (BABYLON) {
  82133. /**
  82134. * Represents a gamepad control stick position
  82135. */
  82136. var StickValues = /** @class */ (function () {
  82137. /**
  82138. * Initializes the gamepad x and y control stick values
  82139. * @param x The x component of the gamepad control stick value
  82140. * @param y The y component of the gamepad control stick value
  82141. */
  82142. function StickValues(
  82143. /**
  82144. * The x component of the control stick
  82145. */
  82146. x,
  82147. /**
  82148. * The y component of the control stick
  82149. */
  82150. y) {
  82151. this.x = x;
  82152. this.y = y;
  82153. }
  82154. return StickValues;
  82155. }());
  82156. BABYLON.StickValues = StickValues;
  82157. /**
  82158. * Represents a gamepad
  82159. */
  82160. var Gamepad = /** @class */ (function () {
  82161. /**
  82162. * Initializes the gamepad
  82163. * @param id The id of the gamepad
  82164. * @param index The index of the gamepad
  82165. * @param browserGamepad The browser gamepad
  82166. * @param leftStickX The x component of the left joystick
  82167. * @param leftStickY The y component of the left joystick
  82168. * @param rightStickX The x component of the right joystick
  82169. * @param rightStickY The y component of the right joystick
  82170. */
  82171. function Gamepad(
  82172. /**
  82173. * The id of the gamepad
  82174. */
  82175. id,
  82176. /**
  82177. * The index of the gamepad
  82178. */
  82179. index,
  82180. /**
  82181. * The browser gamepad
  82182. */
  82183. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82184. if (leftStickX === void 0) { leftStickX = 0; }
  82185. if (leftStickY === void 0) { leftStickY = 1; }
  82186. if (rightStickX === void 0) { rightStickX = 2; }
  82187. if (rightStickY === void 0) { rightStickY = 3; }
  82188. this.id = id;
  82189. this.index = index;
  82190. this.browserGamepad = browserGamepad;
  82191. this._leftStick = { x: 0, y: 0 };
  82192. this._rightStick = { x: 0, y: 0 };
  82193. /** @hidden */
  82194. this._isConnected = true;
  82195. /**
  82196. * Specifies whether the left control stick should be Y-inverted
  82197. */
  82198. this._invertLeftStickY = false;
  82199. this.type = Gamepad.GAMEPAD;
  82200. this._leftStickAxisX = leftStickX;
  82201. this._leftStickAxisY = leftStickY;
  82202. this._rightStickAxisX = rightStickX;
  82203. this._rightStickAxisY = rightStickY;
  82204. if (this.browserGamepad.axes.length >= 2) {
  82205. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82206. }
  82207. if (this.browserGamepad.axes.length >= 4) {
  82208. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82209. }
  82210. }
  82211. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82212. /**
  82213. * Specifies if the gamepad has been connected
  82214. */
  82215. get: function () {
  82216. return this._isConnected;
  82217. },
  82218. enumerable: true,
  82219. configurable: true
  82220. });
  82221. /**
  82222. * Callback triggered when the left joystick has changed
  82223. * @param callback
  82224. */
  82225. Gamepad.prototype.onleftstickchanged = function (callback) {
  82226. this._onleftstickchanged = callback;
  82227. };
  82228. /**
  82229. * Callback triggered when the right joystick has changed
  82230. * @param callback
  82231. */
  82232. Gamepad.prototype.onrightstickchanged = function (callback) {
  82233. this._onrightstickchanged = callback;
  82234. };
  82235. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82236. /**
  82237. * Gets the left joystick
  82238. */
  82239. get: function () {
  82240. return this._leftStick;
  82241. },
  82242. /**
  82243. * Sets the left joystick values
  82244. */
  82245. set: function (newValues) {
  82246. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82247. this._onleftstickchanged(newValues);
  82248. }
  82249. this._leftStick = newValues;
  82250. },
  82251. enumerable: true,
  82252. configurable: true
  82253. });
  82254. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82255. /**
  82256. * Gets the right joystick
  82257. */
  82258. get: function () {
  82259. return this._rightStick;
  82260. },
  82261. /**
  82262. * Sets the right joystick value
  82263. */
  82264. set: function (newValues) {
  82265. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82266. this._onrightstickchanged(newValues);
  82267. }
  82268. this._rightStick = newValues;
  82269. },
  82270. enumerable: true,
  82271. configurable: true
  82272. });
  82273. /**
  82274. * Updates the gamepad joystick positions
  82275. */
  82276. Gamepad.prototype.update = function () {
  82277. if (this._leftStick) {
  82278. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82279. if (this._invertLeftStickY) {
  82280. this.leftStick.y *= -1;
  82281. }
  82282. }
  82283. if (this._rightStick) {
  82284. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82285. }
  82286. };
  82287. /**
  82288. * Disposes the gamepad
  82289. */
  82290. Gamepad.prototype.dispose = function () {
  82291. };
  82292. /**
  82293. * Represents a gamepad controller
  82294. */
  82295. Gamepad.GAMEPAD = 0;
  82296. /**
  82297. * Represents a generic controller
  82298. */
  82299. Gamepad.GENERIC = 1;
  82300. /**
  82301. * Represents an XBox controller
  82302. */
  82303. Gamepad.XBOX = 2;
  82304. /**
  82305. * Represents a pose-enabled controller
  82306. */
  82307. Gamepad.POSE_ENABLED = 3;
  82308. return Gamepad;
  82309. }());
  82310. BABYLON.Gamepad = Gamepad;
  82311. /**
  82312. * Represents a generic gamepad
  82313. */
  82314. var GenericPad = /** @class */ (function (_super) {
  82315. __extends(GenericPad, _super);
  82316. /**
  82317. * Initializes the generic gamepad
  82318. * @param id The id of the generic gamepad
  82319. * @param index The index of the generic gamepad
  82320. * @param browserGamepad The browser gamepad
  82321. */
  82322. function GenericPad(id, index, browserGamepad) {
  82323. var _this = _super.call(this, id, index, browserGamepad) || this;
  82324. /**
  82325. * Observable triggered when a button has been pressed
  82326. */
  82327. _this.onButtonDownObservable = new BABYLON.Observable();
  82328. /**
  82329. * Observable triggered when a button has been released
  82330. */
  82331. _this.onButtonUpObservable = new BABYLON.Observable();
  82332. _this.type = Gamepad.GENERIC;
  82333. _this._buttons = new Array(browserGamepad.buttons.length);
  82334. return _this;
  82335. }
  82336. /**
  82337. * Callback triggered when a button has been pressed
  82338. * @param callback Called when a button has been pressed
  82339. */
  82340. GenericPad.prototype.onbuttondown = function (callback) {
  82341. this._onbuttondown = callback;
  82342. };
  82343. /**
  82344. * Callback triggered when a button has been released
  82345. * @param callback Called when a button has been released
  82346. */
  82347. GenericPad.prototype.onbuttonup = function (callback) {
  82348. this._onbuttonup = callback;
  82349. };
  82350. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82351. if (newValue !== currentValue) {
  82352. if (newValue === 1) {
  82353. if (this._onbuttondown) {
  82354. this._onbuttondown(buttonIndex);
  82355. }
  82356. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82357. }
  82358. if (newValue === 0) {
  82359. if (this._onbuttonup) {
  82360. this._onbuttonup(buttonIndex);
  82361. }
  82362. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82363. }
  82364. }
  82365. return newValue;
  82366. };
  82367. /**
  82368. * Updates the generic gamepad
  82369. */
  82370. GenericPad.prototype.update = function () {
  82371. _super.prototype.update.call(this);
  82372. for (var index = 0; index < this._buttons.length; index++) {
  82373. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82374. }
  82375. };
  82376. /**
  82377. * Disposes the generic gamepad
  82378. */
  82379. GenericPad.prototype.dispose = function () {
  82380. _super.prototype.dispose.call(this);
  82381. this.onButtonDownObservable.clear();
  82382. this.onButtonUpObservable.clear();
  82383. };
  82384. return GenericPad;
  82385. }(Gamepad));
  82386. BABYLON.GenericPad = GenericPad;
  82387. })(BABYLON || (BABYLON = {}));
  82388. //# sourceMappingURL=babylon.gamepad.js.map
  82389. var BABYLON;
  82390. (function (BABYLON) {
  82391. /**
  82392. * Defines supported buttons for XBox360 compatible gamepads
  82393. */
  82394. var Xbox360Button;
  82395. (function (Xbox360Button) {
  82396. /** A */
  82397. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82398. /** B */
  82399. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82400. /** X */
  82401. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82402. /** Y */
  82403. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82404. /** Start */
  82405. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82406. /** Back */
  82407. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82408. /** Left button */
  82409. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82410. /** Right button */
  82411. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82412. /** Left stick */
  82413. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82414. /** Right stick */
  82415. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82416. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82417. /** Defines values for XBox360 DPad */
  82418. var Xbox360Dpad;
  82419. (function (Xbox360Dpad) {
  82420. /** Up */
  82421. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82422. /** Down */
  82423. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82424. /** Left */
  82425. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82426. /** Right */
  82427. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82428. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82429. /**
  82430. * Defines a XBox360 gamepad
  82431. */
  82432. var Xbox360Pad = /** @class */ (function (_super) {
  82433. __extends(Xbox360Pad, _super);
  82434. /**
  82435. * Creates a new XBox360 gamepad object
  82436. * @param id defines the id of this gamepad
  82437. * @param index defines its index
  82438. * @param gamepad defines the internal HTML gamepad object
  82439. * @param xboxOne defines if it is a XBox One gamepad
  82440. */
  82441. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82442. if (xboxOne === void 0) { xboxOne = false; }
  82443. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82444. _this._leftTrigger = 0;
  82445. _this._rightTrigger = 0;
  82446. /** Observable raised when a button is pressed */
  82447. _this.onButtonDownObservable = new BABYLON.Observable();
  82448. /** Observable raised when a button is released */
  82449. _this.onButtonUpObservable = new BABYLON.Observable();
  82450. /** Observable raised when a pad is pressed */
  82451. _this.onPadDownObservable = new BABYLON.Observable();
  82452. /** Observable raised when a pad is released */
  82453. _this.onPadUpObservable = new BABYLON.Observable();
  82454. _this._buttonA = 0;
  82455. _this._buttonB = 0;
  82456. _this._buttonX = 0;
  82457. _this._buttonY = 0;
  82458. _this._buttonBack = 0;
  82459. _this._buttonStart = 0;
  82460. _this._buttonLB = 0;
  82461. _this._buttonRB = 0;
  82462. _this._buttonLeftStick = 0;
  82463. _this._buttonRightStick = 0;
  82464. _this._dPadUp = 0;
  82465. _this._dPadDown = 0;
  82466. _this._dPadLeft = 0;
  82467. _this._dPadRight = 0;
  82468. _this._isXboxOnePad = false;
  82469. _this.type = BABYLON.Gamepad.XBOX;
  82470. _this._isXboxOnePad = xboxOne;
  82471. return _this;
  82472. }
  82473. /**
  82474. * Defines the callback to call when left trigger is pressed
  82475. * @param callback defines the callback to use
  82476. */
  82477. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82478. this._onlefttriggerchanged = callback;
  82479. };
  82480. /**
  82481. * Defines the callback to call when right trigger is pressed
  82482. * @param callback defines the callback to use
  82483. */
  82484. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82485. this._onrighttriggerchanged = callback;
  82486. };
  82487. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82488. /**
  82489. * Gets the left trigger value
  82490. */
  82491. get: function () {
  82492. return this._leftTrigger;
  82493. },
  82494. /**
  82495. * Sets the left trigger value
  82496. */
  82497. set: function (newValue) {
  82498. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82499. this._onlefttriggerchanged(newValue);
  82500. }
  82501. this._leftTrigger = newValue;
  82502. },
  82503. enumerable: true,
  82504. configurable: true
  82505. });
  82506. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82507. /**
  82508. * Gets the right trigger value
  82509. */
  82510. get: function () {
  82511. return this._rightTrigger;
  82512. },
  82513. /**
  82514. * Sets the right trigger value
  82515. */
  82516. set: function (newValue) {
  82517. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82518. this._onrighttriggerchanged(newValue);
  82519. }
  82520. this._rightTrigger = newValue;
  82521. },
  82522. enumerable: true,
  82523. configurable: true
  82524. });
  82525. /**
  82526. * Defines the callback to call when a button is pressed
  82527. * @param callback defines the callback to use
  82528. */
  82529. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82530. this._onbuttondown = callback;
  82531. };
  82532. /**
  82533. * Defines the callback to call when a button is released
  82534. * @param callback defines the callback to use
  82535. */
  82536. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82537. this._onbuttonup = callback;
  82538. };
  82539. /**
  82540. * Defines the callback to call when a pad is pressed
  82541. * @param callback defines the callback to use
  82542. */
  82543. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82544. this._ondpaddown = callback;
  82545. };
  82546. /**
  82547. * Defines the callback to call when a pad is released
  82548. * @param callback defines the callback to use
  82549. */
  82550. Xbox360Pad.prototype.ondpadup = function (callback) {
  82551. this._ondpadup = callback;
  82552. };
  82553. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82554. if (newValue !== currentValue) {
  82555. if (newValue === 1) {
  82556. if (this._onbuttondown) {
  82557. this._onbuttondown(buttonType);
  82558. }
  82559. this.onButtonDownObservable.notifyObservers(buttonType);
  82560. }
  82561. if (newValue === 0) {
  82562. if (this._onbuttonup) {
  82563. this._onbuttonup(buttonType);
  82564. }
  82565. this.onButtonUpObservable.notifyObservers(buttonType);
  82566. }
  82567. }
  82568. return newValue;
  82569. };
  82570. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82571. if (newValue !== currentValue) {
  82572. if (newValue === 1) {
  82573. if (this._ondpaddown) {
  82574. this._ondpaddown(buttonType);
  82575. }
  82576. this.onPadDownObservable.notifyObservers(buttonType);
  82577. }
  82578. if (newValue === 0) {
  82579. if (this._ondpadup) {
  82580. this._ondpadup(buttonType);
  82581. }
  82582. this.onPadUpObservable.notifyObservers(buttonType);
  82583. }
  82584. }
  82585. return newValue;
  82586. };
  82587. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82588. /**
  82589. * Gets the value of the `A` button
  82590. */
  82591. get: function () {
  82592. return this._buttonA;
  82593. },
  82594. /**
  82595. * Sets the value of the `A` button
  82596. */
  82597. set: function (value) {
  82598. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82599. },
  82600. enumerable: true,
  82601. configurable: true
  82602. });
  82603. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82604. /**
  82605. * Gets the value of the `B` button
  82606. */
  82607. get: function () {
  82608. return this._buttonB;
  82609. },
  82610. /**
  82611. * Sets the value of the `B` button
  82612. */
  82613. set: function (value) {
  82614. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82615. },
  82616. enumerable: true,
  82617. configurable: true
  82618. });
  82619. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82620. /**
  82621. * Gets the value of the `X` button
  82622. */
  82623. get: function () {
  82624. return this._buttonX;
  82625. },
  82626. /**
  82627. * Sets the value of the `X` button
  82628. */
  82629. set: function (value) {
  82630. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82631. },
  82632. enumerable: true,
  82633. configurable: true
  82634. });
  82635. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82636. /**
  82637. * Gets the value of the `Y` button
  82638. */
  82639. get: function () {
  82640. return this._buttonY;
  82641. },
  82642. /**
  82643. * Sets the value of the `Y` button
  82644. */
  82645. set: function (value) {
  82646. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82647. },
  82648. enumerable: true,
  82649. configurable: true
  82650. });
  82651. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82652. /**
  82653. * Gets the value of the `Start` button
  82654. */
  82655. get: function () {
  82656. return this._buttonStart;
  82657. },
  82658. /**
  82659. * Sets the value of the `Start` button
  82660. */
  82661. set: function (value) {
  82662. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82663. },
  82664. enumerable: true,
  82665. configurable: true
  82666. });
  82667. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82668. /**
  82669. * Gets the value of the `Back` button
  82670. */
  82671. get: function () {
  82672. return this._buttonBack;
  82673. },
  82674. /**
  82675. * Sets the value of the `Back` button
  82676. */
  82677. set: function (value) {
  82678. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82679. },
  82680. enumerable: true,
  82681. configurable: true
  82682. });
  82683. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82684. /**
  82685. * Gets the value of the `Left` button
  82686. */
  82687. get: function () {
  82688. return this._buttonLB;
  82689. },
  82690. /**
  82691. * Sets the value of the `Left` button
  82692. */
  82693. set: function (value) {
  82694. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82695. },
  82696. enumerable: true,
  82697. configurable: true
  82698. });
  82699. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82700. /**
  82701. * Gets the value of the `Right` button
  82702. */
  82703. get: function () {
  82704. return this._buttonRB;
  82705. },
  82706. /**
  82707. * Sets the value of the `Right` button
  82708. */
  82709. set: function (value) {
  82710. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82711. },
  82712. enumerable: true,
  82713. configurable: true
  82714. });
  82715. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82716. /**
  82717. * Gets the value of the Left joystick
  82718. */
  82719. get: function () {
  82720. return this._buttonLeftStick;
  82721. },
  82722. /**
  82723. * Sets the value of the Left joystick
  82724. */
  82725. set: function (value) {
  82726. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82727. },
  82728. enumerable: true,
  82729. configurable: true
  82730. });
  82731. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82732. /**
  82733. * Gets the value of the Right joystick
  82734. */
  82735. get: function () {
  82736. return this._buttonRightStick;
  82737. },
  82738. /**
  82739. * Sets the value of the Right joystick
  82740. */
  82741. set: function (value) {
  82742. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82743. },
  82744. enumerable: true,
  82745. configurable: true
  82746. });
  82747. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82748. /**
  82749. * Gets the value of D-pad up
  82750. */
  82751. get: function () {
  82752. return this._dPadUp;
  82753. },
  82754. /**
  82755. * Sets the value of D-pad up
  82756. */
  82757. set: function (value) {
  82758. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82759. },
  82760. enumerable: true,
  82761. configurable: true
  82762. });
  82763. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82764. /**
  82765. * Gets the value of D-pad down
  82766. */
  82767. get: function () {
  82768. return this._dPadDown;
  82769. },
  82770. /**
  82771. * Sets the value of D-pad down
  82772. */
  82773. set: function (value) {
  82774. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82775. },
  82776. enumerable: true,
  82777. configurable: true
  82778. });
  82779. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82780. /**
  82781. * Gets the value of D-pad left
  82782. */
  82783. get: function () {
  82784. return this._dPadLeft;
  82785. },
  82786. /**
  82787. * Sets the value of D-pad left
  82788. */
  82789. set: function (value) {
  82790. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82791. },
  82792. enumerable: true,
  82793. configurable: true
  82794. });
  82795. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82796. /**
  82797. * Gets the value of D-pad right
  82798. */
  82799. get: function () {
  82800. return this._dPadRight;
  82801. },
  82802. /**
  82803. * Sets the value of D-pad right
  82804. */
  82805. set: function (value) {
  82806. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  82807. },
  82808. enumerable: true,
  82809. configurable: true
  82810. });
  82811. /**
  82812. * Force the gamepad to synchronize with device values
  82813. */
  82814. Xbox360Pad.prototype.update = function () {
  82815. _super.prototype.update.call(this);
  82816. if (this._isXboxOnePad) {
  82817. this.buttonA = this.browserGamepad.buttons[0].value;
  82818. this.buttonB = this.browserGamepad.buttons[1].value;
  82819. this.buttonX = this.browserGamepad.buttons[2].value;
  82820. this.buttonY = this.browserGamepad.buttons[3].value;
  82821. this.buttonLB = this.browserGamepad.buttons[4].value;
  82822. this.buttonRB = this.browserGamepad.buttons[5].value;
  82823. this.leftTrigger = this.browserGamepad.axes[2];
  82824. this.rightTrigger = this.browserGamepad.axes[5];
  82825. this.buttonBack = this.browserGamepad.buttons[9].value;
  82826. this.buttonStart = this.browserGamepad.buttons[8].value;
  82827. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  82828. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  82829. this.dPadUp = this.browserGamepad.buttons[11].value;
  82830. this.dPadDown = this.browserGamepad.buttons[12].value;
  82831. this.dPadLeft = this.browserGamepad.buttons[13].value;
  82832. this.dPadRight = this.browserGamepad.buttons[14].value;
  82833. }
  82834. else {
  82835. this.buttonA = this.browserGamepad.buttons[0].value;
  82836. this.buttonB = this.browserGamepad.buttons[1].value;
  82837. this.buttonX = this.browserGamepad.buttons[2].value;
  82838. this.buttonY = this.browserGamepad.buttons[3].value;
  82839. this.buttonLB = this.browserGamepad.buttons[4].value;
  82840. this.buttonRB = this.browserGamepad.buttons[5].value;
  82841. this.leftTrigger = this.browserGamepad.buttons[6].value;
  82842. this.rightTrigger = this.browserGamepad.buttons[7].value;
  82843. this.buttonBack = this.browserGamepad.buttons[8].value;
  82844. this.buttonStart = this.browserGamepad.buttons[9].value;
  82845. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82846. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82847. this.dPadUp = this.browserGamepad.buttons[12].value;
  82848. this.dPadDown = this.browserGamepad.buttons[13].value;
  82849. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82850. this.dPadRight = this.browserGamepad.buttons[15].value;
  82851. }
  82852. };
  82853. /**
  82854. * Disposes the gamepad
  82855. */
  82856. Xbox360Pad.prototype.dispose = function () {
  82857. _super.prototype.dispose.call(this);
  82858. this.onButtonDownObservable.clear();
  82859. this.onButtonUpObservable.clear();
  82860. this.onPadDownObservable.clear();
  82861. this.onPadUpObservable.clear();
  82862. };
  82863. return Xbox360Pad;
  82864. }(BABYLON.Gamepad));
  82865. BABYLON.Xbox360Pad = Xbox360Pad;
  82866. })(BABYLON || (BABYLON = {}));
  82867. //# sourceMappingURL=babylon.xboxGamepad.js.map
  82868. var BABYLON;
  82869. (function (BABYLON) {
  82870. /**
  82871. * Defines the types of pose enabled controllers that are supported
  82872. */
  82873. var PoseEnabledControllerType;
  82874. (function (PoseEnabledControllerType) {
  82875. /**
  82876. * HTC Vive
  82877. */
  82878. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82879. /**
  82880. * Oculus Rift
  82881. */
  82882. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82883. /**
  82884. * Windows mixed reality
  82885. */
  82886. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82887. /**
  82888. * Samsung gear VR
  82889. */
  82890. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82891. /**
  82892. * Google Daydream
  82893. */
  82894. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82895. /**
  82896. * Generic
  82897. */
  82898. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82899. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82900. /**
  82901. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82902. */
  82903. var PoseEnabledControllerHelper = /** @class */ (function () {
  82904. function PoseEnabledControllerHelper() {
  82905. }
  82906. /**
  82907. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82908. * @param vrGamepad the gamepad to initialized
  82909. * @returns a vr controller of the type the gamepad identified as
  82910. */
  82911. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82912. // Oculus Touch
  82913. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82914. return new BABYLON.OculusTouchController(vrGamepad);
  82915. }
  82916. // Windows Mixed Reality controllers
  82917. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82918. return new BABYLON.WindowsMotionController(vrGamepad);
  82919. }
  82920. // HTC Vive
  82921. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82922. return new BABYLON.ViveController(vrGamepad);
  82923. }
  82924. // Samsung/Oculus Gear VR or Oculus Go
  82925. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82926. return new BABYLON.GearVRController(vrGamepad);
  82927. }
  82928. // Google Daydream
  82929. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82930. return new BABYLON.DaydreamController(vrGamepad);
  82931. }
  82932. // Generic
  82933. else {
  82934. return new BABYLON.GenericController(vrGamepad);
  82935. }
  82936. };
  82937. return PoseEnabledControllerHelper;
  82938. }());
  82939. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82940. /**
  82941. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82942. */
  82943. var PoseEnabledController = /** @class */ (function (_super) {
  82944. __extends(PoseEnabledController, _super);
  82945. /**
  82946. * Creates a new PoseEnabledController from a gamepad
  82947. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82948. */
  82949. function PoseEnabledController(browserGamepad) {
  82950. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82951. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82952. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82953. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82954. /**
  82955. * The device position in babylon space
  82956. */
  82957. _this.devicePosition = BABYLON.Vector3.Zero();
  82958. /**
  82959. * The device rotation in babylon space
  82960. */
  82961. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82962. /**
  82963. * The scale factor of the device in babylon space
  82964. */
  82965. _this.deviceScaleFactor = 1;
  82966. // Used to convert 6dof controllers to 3dof
  82967. _this._trackPosition = true;
  82968. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82969. _this._draggedRoomRotation = 0;
  82970. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82971. /**
  82972. * Internal, matrix used to convert room space to babylon space
  82973. * @hidden
  82974. */
  82975. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82976. /**
  82977. * Node to be used when casting a ray from the controller
  82978. * @hidden
  82979. */
  82980. _this._pointingPoseNode = null;
  82981. _this._workingMatrix = BABYLON.Matrix.Identity();
  82982. /**
  82983. * @hidden
  82984. */
  82985. _this._meshAttachedObservable = new BABYLON.Observable();
  82986. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82987. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82988. _this.position = BABYLON.Vector3.Zero();
  82989. _this.rotationQuaternion = new BABYLON.Quaternion();
  82990. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82991. _this._calculatedRotation = new BABYLON.Quaternion();
  82992. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82993. return _this;
  82994. }
  82995. /**
  82996. * @hidden
  82997. */
  82998. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82999. if (this._trackPosition) {
  83000. this._calculatedPosition.copyFrom(fixedPosition);
  83001. this._trackPosition = false;
  83002. }
  83003. };
  83004. /**
  83005. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83006. */
  83007. PoseEnabledController.prototype.update = function () {
  83008. _super.prototype.update.call(this);
  83009. this._updatePoseAndMesh();
  83010. };
  83011. /**
  83012. * Updates only the pose device and mesh without doing any button event checking
  83013. */
  83014. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  83015. var pose = this.browserGamepad.pose;
  83016. this.updateFromDevice(pose);
  83017. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  83018. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  83019. camera._computeDevicePosition();
  83020. this._deviceToWorld.setTranslation(camera.devicePosition);
  83021. if (camera.deviceRotationQuaternion) {
  83022. var camera = camera;
  83023. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  83024. // Find the radian distance away that the headset is from the controllers rotation
  83025. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  83026. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  83027. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  83028. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  83029. this._draggedRoomRotation += rotationAmount;
  83030. // Rotate controller around headset
  83031. var sin = Math.sin(-rotationAmount);
  83032. var cos = Math.cos(-rotationAmount);
  83033. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  83034. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  83035. }
  83036. }
  83037. }
  83038. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  83039. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  83040. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  83041. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  83042. if (this._mesh) {
  83043. this._mesh.position.copyFrom(this.devicePosition);
  83044. if (this._mesh.rotationQuaternion) {
  83045. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  83046. }
  83047. }
  83048. };
  83049. /**
  83050. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83051. * @param poseData raw pose fromthe device
  83052. */
  83053. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  83054. if (poseData) {
  83055. this.rawPose = poseData;
  83056. if (poseData.position) {
  83057. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  83058. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  83059. this._deviceRoomPosition.z *= -1;
  83060. }
  83061. if (this._trackPosition) {
  83062. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  83063. }
  83064. this._calculatedPosition.addInPlace(this.position);
  83065. }
  83066. var pose = this.rawPose;
  83067. if (poseData.orientation && pose.orientation) {
  83068. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  83069. if (this._mesh) {
  83070. if (this._mesh.getScene().useRightHandedSystem) {
  83071. this._deviceRoomRotationQuaternion.z *= -1;
  83072. this._deviceRoomRotationQuaternion.w *= -1;
  83073. }
  83074. else {
  83075. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  83076. }
  83077. }
  83078. // if the camera is set, rotate to the camera's rotation
  83079. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  83080. }
  83081. }
  83082. };
  83083. /**
  83084. * Attaches a mesh to the controller
  83085. * @param mesh the mesh to be attached
  83086. */
  83087. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  83088. if (this._mesh) {
  83089. this._mesh.parent = null;
  83090. }
  83091. this._mesh = mesh;
  83092. if (this._poseControlledCamera) {
  83093. this._mesh.parent = this._poseControlledCamera;
  83094. }
  83095. if (!this._mesh.rotationQuaternion) {
  83096. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  83097. }
  83098. // 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
  83099. this._updatePoseAndMesh();
  83100. if (this._pointingPoseNode) {
  83101. var parents = [];
  83102. var obj = this._pointingPoseNode;
  83103. while (obj.parent) {
  83104. parents.push(obj.parent);
  83105. obj = obj.parent;
  83106. }
  83107. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  83108. }
  83109. this._meshAttachedObservable.notifyObservers(mesh);
  83110. };
  83111. /**
  83112. * Attaches the controllers mesh to a camera
  83113. * @param camera the camera the mesh should be attached to
  83114. */
  83115. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  83116. this._poseControlledCamera = camera;
  83117. if (this._mesh) {
  83118. this._mesh.parent = this._poseControlledCamera;
  83119. }
  83120. };
  83121. /**
  83122. * Disposes of the controller
  83123. */
  83124. PoseEnabledController.prototype.dispose = function () {
  83125. if (this._mesh) {
  83126. this._mesh.dispose();
  83127. }
  83128. this._mesh = null;
  83129. _super.prototype.dispose.call(this);
  83130. };
  83131. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83132. /**
  83133. * The mesh that is attached to the controller
  83134. */
  83135. get: function () {
  83136. return this._mesh;
  83137. },
  83138. enumerable: true,
  83139. configurable: true
  83140. });
  83141. /**
  83142. * Gets the ray of the controller in the direction the controller is pointing
  83143. * @param length the length the resulting ray should be
  83144. * @returns a ray in the direction the controller is pointing
  83145. */
  83146. PoseEnabledController.prototype.getForwardRay = function (length) {
  83147. if (length === void 0) { length = 100; }
  83148. if (!this.mesh) {
  83149. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83150. }
  83151. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  83152. var origin = m.getTranslation();
  83153. var forward = new BABYLON.Vector3(0, 0, -1);
  83154. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83155. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83156. return new BABYLON.Ray(origin, direction, length);
  83157. };
  83158. /**
  83159. * Name of the child mesh that can be used to cast a ray from the controller
  83160. */
  83161. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83162. return PoseEnabledController;
  83163. }(BABYLON.Gamepad));
  83164. BABYLON.PoseEnabledController = PoseEnabledController;
  83165. })(BABYLON || (BABYLON = {}));
  83166. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83167. var BABYLON;
  83168. (function (BABYLON) {
  83169. /**
  83170. * Defines the WebVRController object that represents controllers tracked in 3D space
  83171. */
  83172. var WebVRController = /** @class */ (function (_super) {
  83173. __extends(WebVRController, _super);
  83174. /**
  83175. * Creates a new WebVRController from a gamepad
  83176. * @param vrGamepad the gamepad that the WebVRController should be created from
  83177. */
  83178. function WebVRController(vrGamepad) {
  83179. var _this = _super.call(this, vrGamepad) || this;
  83180. // Observables
  83181. /**
  83182. * Fired when the trigger state has changed
  83183. */
  83184. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83185. /**
  83186. * Fired when the main button state has changed
  83187. */
  83188. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83189. /**
  83190. * Fired when the secondary button state has changed
  83191. */
  83192. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83193. /**
  83194. * Fired when the pad state has changed
  83195. */
  83196. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83197. /**
  83198. * Fired when controllers stick values have changed
  83199. */
  83200. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83201. /**
  83202. * X and Y axis corrisponding to the controllers joystick
  83203. */
  83204. _this.pad = { x: 0, y: 0 };
  83205. // avoid GC, store state in a tmp object
  83206. _this._changes = {
  83207. pressChanged: false,
  83208. touchChanged: false,
  83209. valueChanged: false,
  83210. changed: false
  83211. };
  83212. _this._buttons = new Array(vrGamepad.buttons.length);
  83213. _this.hand = vrGamepad.hand;
  83214. return _this;
  83215. }
  83216. /**
  83217. * Fired when a controller button's state has changed
  83218. * @param callback the callback containing the button that was modified
  83219. */
  83220. WebVRController.prototype.onButtonStateChange = function (callback) {
  83221. this._onButtonStateChange = callback;
  83222. };
  83223. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83224. /**
  83225. * The default controller model for the controller
  83226. */
  83227. get: function () {
  83228. return this._defaultModel;
  83229. },
  83230. enumerable: true,
  83231. configurable: true
  83232. });
  83233. /**
  83234. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83235. */
  83236. WebVRController.prototype.update = function () {
  83237. _super.prototype.update.call(this);
  83238. for (var index = 0; index < this._buttons.length; index++) {
  83239. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83240. }
  83241. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83242. this.pad.x = this.leftStick.x;
  83243. this.pad.y = this.leftStick.y;
  83244. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83245. }
  83246. };
  83247. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83248. if (!newState) {
  83249. newState = {
  83250. pressed: false,
  83251. touched: false,
  83252. value: 0
  83253. };
  83254. }
  83255. if (!currentState) {
  83256. this._buttons[buttonIndex] = {
  83257. pressed: newState.pressed,
  83258. touched: newState.touched,
  83259. value: newState.value
  83260. };
  83261. return;
  83262. }
  83263. this._checkChanges(newState, currentState);
  83264. if (this._changes.changed) {
  83265. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83266. this._handleButtonChange(buttonIndex, newState, this._changes);
  83267. }
  83268. this._buttons[buttonIndex].pressed = newState.pressed;
  83269. this._buttons[buttonIndex].touched = newState.touched;
  83270. // oculus triggers are never 0, thou not touched.
  83271. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83272. };
  83273. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83274. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83275. this._changes.touchChanged = newState.touched !== currentState.touched;
  83276. this._changes.valueChanged = newState.value !== currentState.value;
  83277. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83278. return this._changes;
  83279. };
  83280. /**
  83281. * Disposes of th webVRCOntroller
  83282. */
  83283. WebVRController.prototype.dispose = function () {
  83284. _super.prototype.dispose.call(this);
  83285. this.onTriggerStateChangedObservable.clear();
  83286. this.onMainButtonStateChangedObservable.clear();
  83287. this.onSecondaryButtonStateChangedObservable.clear();
  83288. this.onPadStateChangedObservable.clear();
  83289. this.onPadValuesChangedObservable.clear();
  83290. };
  83291. return WebVRController;
  83292. }(BABYLON.PoseEnabledController));
  83293. BABYLON.WebVRController = WebVRController;
  83294. })(BABYLON || (BABYLON = {}));
  83295. //# sourceMappingURL=babylon.webVRController.js.map
  83296. var BABYLON;
  83297. (function (BABYLON) {
  83298. /**
  83299. * Oculus Touch Controller
  83300. */
  83301. var OculusTouchController = /** @class */ (function (_super) {
  83302. __extends(OculusTouchController, _super);
  83303. /**
  83304. * Creates a new OculusTouchController from a gamepad
  83305. * @param vrGamepad the gamepad that the controller should be created from
  83306. */
  83307. function OculusTouchController(vrGamepad) {
  83308. var _this = _super.call(this, vrGamepad) || this;
  83309. /**
  83310. * Fired when the secondary trigger on this controller is modified
  83311. */
  83312. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83313. /**
  83314. * Fired when the thumb rest on this controller is modified
  83315. */
  83316. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83317. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83318. return _this;
  83319. }
  83320. /**
  83321. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83322. * @param scene scene in which to add meshes
  83323. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83324. */
  83325. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83326. var _this = this;
  83327. var meshName;
  83328. // Hand
  83329. if (this.hand === 'left') {
  83330. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83331. }
  83332. else { // Right is the default if no hand is specified
  83333. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83334. }
  83335. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83336. /*
  83337. Parent Mesh name: oculus_touch_left
  83338. - body
  83339. - trigger
  83340. - thumbstick
  83341. - grip
  83342. - button_y
  83343. - button_x
  83344. - button_enter
  83345. */
  83346. _this._defaultModel = newMeshes[1];
  83347. _this.attachToMesh(_this._defaultModel);
  83348. if (meshLoaded) {
  83349. meshLoaded(_this._defaultModel);
  83350. }
  83351. });
  83352. };
  83353. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83354. /**
  83355. * Fired when the A button on this controller is modified
  83356. */
  83357. get: function () {
  83358. if (this.hand === 'right') {
  83359. return this.onMainButtonStateChangedObservable;
  83360. }
  83361. else {
  83362. throw new Error('No A button on left hand');
  83363. }
  83364. },
  83365. enumerable: true,
  83366. configurable: true
  83367. });
  83368. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83369. /**
  83370. * Fired when the B button on this controller is modified
  83371. */
  83372. get: function () {
  83373. if (this.hand === 'right') {
  83374. return this.onSecondaryButtonStateChangedObservable;
  83375. }
  83376. else {
  83377. throw new Error('No B button on left hand');
  83378. }
  83379. },
  83380. enumerable: true,
  83381. configurable: true
  83382. });
  83383. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83384. /**
  83385. * Fired when the X button on this controller is modified
  83386. */
  83387. get: function () {
  83388. if (this.hand === 'left') {
  83389. return this.onMainButtonStateChangedObservable;
  83390. }
  83391. else {
  83392. throw new Error('No X button on right hand');
  83393. }
  83394. },
  83395. enumerable: true,
  83396. configurable: true
  83397. });
  83398. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83399. /**
  83400. * Fired when the Y button on this controller is modified
  83401. */
  83402. get: function () {
  83403. if (this.hand === 'left') {
  83404. return this.onSecondaryButtonStateChangedObservable;
  83405. }
  83406. else {
  83407. throw new Error('No Y button on right hand');
  83408. }
  83409. },
  83410. enumerable: true,
  83411. configurable: true
  83412. });
  83413. /**
  83414. * Called once for each button that changed state since the last frame
  83415. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83416. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83417. * 2) secondary trigger (same)
  83418. * 3) A (right) X (left), touch, pressed = value
  83419. * 4) B / Y
  83420. * 5) thumb rest
  83421. * @param buttonIdx Which button index changed
  83422. * @param state New state of the button
  83423. * @param changes Which properties on the state changed since last frame
  83424. */
  83425. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83426. var notifyObject = state; //{ state: state, changes: changes };
  83427. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83428. switch (buttonIdx) {
  83429. case 0:
  83430. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83431. return;
  83432. case 1: // index trigger
  83433. if (this._defaultModel) {
  83434. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83435. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83436. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83437. }
  83438. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83439. return;
  83440. case 2: // secondary trigger
  83441. if (this._defaultModel) {
  83442. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83443. }
  83444. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83445. return;
  83446. case 3:
  83447. if (this._defaultModel) {
  83448. if (notifyObject.pressed) {
  83449. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83450. }
  83451. else {
  83452. (this._defaultModel.getChildren()[1]).position.y = 0;
  83453. }
  83454. }
  83455. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83456. return;
  83457. case 4:
  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. case 5:
  83469. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83470. return;
  83471. }
  83472. };
  83473. /**
  83474. * Base Url for the controller model.
  83475. */
  83476. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83477. /**
  83478. * File name for the left controller model.
  83479. */
  83480. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83481. /**
  83482. * File name for the right controller model.
  83483. */
  83484. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83485. return OculusTouchController;
  83486. }(BABYLON.WebVRController));
  83487. BABYLON.OculusTouchController = OculusTouchController;
  83488. })(BABYLON || (BABYLON = {}));
  83489. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83490. var BABYLON;
  83491. (function (BABYLON) {
  83492. /**
  83493. * Vive Controller
  83494. */
  83495. var ViveController = /** @class */ (function (_super) {
  83496. __extends(ViveController, _super);
  83497. /**
  83498. * Creates a new ViveController from a gamepad
  83499. * @param vrGamepad the gamepad that the controller should be created from
  83500. */
  83501. function ViveController(vrGamepad) {
  83502. var _this = _super.call(this, vrGamepad) || this;
  83503. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83504. _this._invertLeftStickY = true;
  83505. return _this;
  83506. }
  83507. /**
  83508. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83509. * @param scene scene in which to add meshes
  83510. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83511. */
  83512. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83513. var _this = this;
  83514. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83515. /*
  83516. Parent Mesh name: ViveWand
  83517. - body
  83518. - r_gripper
  83519. - l_gripper
  83520. - menu_button
  83521. - system_button
  83522. - trackpad
  83523. - trigger
  83524. - LED
  83525. */
  83526. _this._defaultModel = newMeshes[1];
  83527. _this.attachToMesh(_this._defaultModel);
  83528. if (meshLoaded) {
  83529. meshLoaded(_this._defaultModel);
  83530. }
  83531. });
  83532. };
  83533. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83534. /**
  83535. * Fired when the left button on this controller is modified
  83536. */
  83537. get: function () {
  83538. return this.onMainButtonStateChangedObservable;
  83539. },
  83540. enumerable: true,
  83541. configurable: true
  83542. });
  83543. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83544. /**
  83545. * Fired when the right button on this controller is modified
  83546. */
  83547. get: function () {
  83548. return this.onMainButtonStateChangedObservable;
  83549. },
  83550. enumerable: true,
  83551. configurable: true
  83552. });
  83553. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83554. /**
  83555. * Fired when the menu button on this controller is modified
  83556. */
  83557. get: function () {
  83558. return this.onSecondaryButtonStateChangedObservable;
  83559. },
  83560. enumerable: true,
  83561. configurable: true
  83562. });
  83563. /**
  83564. * Called once for each button that changed state since the last frame
  83565. * Vive mapping:
  83566. * 0: touchpad
  83567. * 1: trigger
  83568. * 2: left AND right buttons
  83569. * 3: menu button
  83570. * @param buttonIdx Which button index changed
  83571. * @param state New state of the button
  83572. * @param changes Which properties on the state changed since last frame
  83573. */
  83574. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83575. var notifyObject = state; //{ state: state, changes: changes };
  83576. switch (buttonIdx) {
  83577. case 0:
  83578. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83579. return;
  83580. case 1: // index trigger
  83581. if (this._defaultModel) {
  83582. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83583. }
  83584. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83585. return;
  83586. case 2: // left AND right button
  83587. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83588. return;
  83589. case 3:
  83590. if (this._defaultModel) {
  83591. if (notifyObject.pressed) {
  83592. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83593. }
  83594. else {
  83595. (this._defaultModel.getChildren()[2]).position.y = 0;
  83596. }
  83597. }
  83598. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83599. return;
  83600. }
  83601. };
  83602. /**
  83603. * Base Url for the controller model.
  83604. */
  83605. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83606. /**
  83607. * File name for the controller model.
  83608. */
  83609. ViveController.MODEL_FILENAME = 'wand.babylon';
  83610. return ViveController;
  83611. }(BABYLON.WebVRController));
  83612. BABYLON.ViveController = ViveController;
  83613. })(BABYLON || (BABYLON = {}));
  83614. //# sourceMappingURL=babylon.viveController.js.map
  83615. var BABYLON;
  83616. (function (BABYLON) {
  83617. /**
  83618. * Generic Controller
  83619. */
  83620. var GenericController = /** @class */ (function (_super) {
  83621. __extends(GenericController, _super);
  83622. /**
  83623. * Creates a new GenericController from a gamepad
  83624. * @param vrGamepad the gamepad that the controller should be created from
  83625. */
  83626. function GenericController(vrGamepad) {
  83627. return _super.call(this, vrGamepad) || this;
  83628. }
  83629. /**
  83630. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83631. * @param scene scene in which to add meshes
  83632. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83633. */
  83634. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83635. var _this = this;
  83636. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83637. _this._defaultModel = newMeshes[1];
  83638. _this.attachToMesh(_this._defaultModel);
  83639. if (meshLoaded) {
  83640. meshLoaded(_this._defaultModel);
  83641. }
  83642. });
  83643. };
  83644. /**
  83645. * Called once for each button that changed state since the last frame
  83646. * @param buttonIdx Which button index changed
  83647. * @param state New state of the button
  83648. * @param changes Which properties on the state changed since last frame
  83649. */
  83650. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83651. console.log("Button id: " + buttonIdx + "state: ");
  83652. console.dir(state);
  83653. };
  83654. /**
  83655. * Base Url for the controller model.
  83656. */
  83657. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83658. /**
  83659. * File name for the controller model.
  83660. */
  83661. GenericController.MODEL_FILENAME = 'generic.babylon';
  83662. return GenericController;
  83663. }(BABYLON.WebVRController));
  83664. BABYLON.GenericController = GenericController;
  83665. })(BABYLON || (BABYLON = {}));
  83666. //# sourceMappingURL=babylon.genericController.js.map
  83667. var BABYLON;
  83668. (function (BABYLON) {
  83669. /**
  83670. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83671. */
  83672. var LoadedMeshInfo = /** @class */ (function () {
  83673. function LoadedMeshInfo() {
  83674. /**
  83675. * Map of the button meshes contained in the controller
  83676. */
  83677. this.buttonMeshes = {};
  83678. /**
  83679. * Map of the axis meshes contained in the controller
  83680. */
  83681. this.axisMeshes = {};
  83682. }
  83683. return LoadedMeshInfo;
  83684. }());
  83685. /**
  83686. * Defines the WindowsMotionController object that the state of the windows motion controller
  83687. */
  83688. var WindowsMotionController = /** @class */ (function (_super) {
  83689. __extends(WindowsMotionController, _super);
  83690. /**
  83691. * Creates a new WindowsMotionController from a gamepad
  83692. * @param vrGamepad the gamepad that the controller should be created from
  83693. */
  83694. function WindowsMotionController(vrGamepad) {
  83695. var _this = _super.call(this, vrGamepad) || this;
  83696. _this._mapping = {
  83697. // Semantic button names
  83698. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83699. // A mapping of the button name to glTF model node name
  83700. // that should be transformed by button value.
  83701. buttonMeshNames: {
  83702. 'trigger': 'SELECT',
  83703. 'menu': 'MENU',
  83704. 'grip': 'GRASP',
  83705. 'thumbstick': 'THUMBSTICK_PRESS',
  83706. 'trackpad': 'TOUCHPAD_PRESS'
  83707. },
  83708. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83709. buttonObservableNames: {
  83710. 'trigger': 'onTriggerStateChangedObservable',
  83711. 'menu': 'onSecondaryButtonStateChangedObservable',
  83712. 'grip': 'onMainButtonStateChangedObservable',
  83713. 'thumbstick': 'onPadStateChangedObservable',
  83714. 'trackpad': 'onTrackpadChangedObservable'
  83715. },
  83716. // A mapping of the axis name to glTF model node name
  83717. // that should be transformed by axis value.
  83718. // This array mirrors the browserGamepad.axes array, such that
  83719. // the mesh corresponding to axis 0 is in this array index 0.
  83720. axisMeshNames: [
  83721. 'THUMBSTICK_X',
  83722. 'THUMBSTICK_Y',
  83723. 'TOUCHPAD_TOUCH_X',
  83724. 'TOUCHPAD_TOUCH_Y'
  83725. ],
  83726. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83727. };
  83728. /**
  83729. * Fired when the trackpad on this controller is clicked
  83730. */
  83731. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83732. /**
  83733. * Fired when the trackpad on this controller is modified
  83734. */
  83735. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83736. /**
  83737. * The current x and y values of this controller's trackpad
  83738. */
  83739. _this.trackpad = { x: 0, y: 0 };
  83740. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83741. _this._loadedMeshInfo = null;
  83742. return _this;
  83743. }
  83744. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83745. /**
  83746. * Fired when the trigger on this controller is modified
  83747. */
  83748. get: function () {
  83749. return this.onTriggerStateChangedObservable;
  83750. },
  83751. enumerable: true,
  83752. configurable: true
  83753. });
  83754. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83755. /**
  83756. * Fired when the menu button on this controller is modified
  83757. */
  83758. get: function () {
  83759. return this.onSecondaryButtonStateChangedObservable;
  83760. },
  83761. enumerable: true,
  83762. configurable: true
  83763. });
  83764. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83765. /**
  83766. * Fired when the grip button on this controller is modified
  83767. */
  83768. get: function () {
  83769. return this.onMainButtonStateChangedObservable;
  83770. },
  83771. enumerable: true,
  83772. configurable: true
  83773. });
  83774. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83775. /**
  83776. * Fired when the thumbstick button on this controller is modified
  83777. */
  83778. get: function () {
  83779. return this.onPadStateChangedObservable;
  83780. },
  83781. enumerable: true,
  83782. configurable: true
  83783. });
  83784. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83785. /**
  83786. * Fired when the touchpad button on this controller is modified
  83787. */
  83788. get: function () {
  83789. return this.onTrackpadChangedObservable;
  83790. },
  83791. enumerable: true,
  83792. configurable: true
  83793. });
  83794. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83795. /**
  83796. * Fired when the touchpad values on this controller are modified
  83797. */
  83798. get: function () {
  83799. return this.onTrackpadValuesChangedObservable;
  83800. },
  83801. enumerable: true,
  83802. configurable: true
  83803. });
  83804. WindowsMotionController.prototype._updateTrackpad = function () {
  83805. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  83806. this.trackpad.x = this.browserGamepad["axes"][2];
  83807. this.trackpad.y = this.browserGamepad["axes"][3];
  83808. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  83809. }
  83810. };
  83811. /**
  83812. * Called once per frame by the engine.
  83813. */
  83814. WindowsMotionController.prototype.update = function () {
  83815. _super.prototype.update.call(this);
  83816. if (this.browserGamepad.axes) {
  83817. this._updateTrackpad();
  83818. // Only need to animate axes if there is a loaded mesh
  83819. if (this._loadedMeshInfo) {
  83820. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  83821. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  83822. }
  83823. }
  83824. }
  83825. };
  83826. /**
  83827. * Called once for each button that changed state since the last frame
  83828. * @param buttonIdx Which button index changed
  83829. * @param state New state of the button
  83830. * @param changes Which properties on the state changed since last frame
  83831. */
  83832. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83833. var buttonName = this._mapping.buttons[buttonIdx];
  83834. if (!buttonName) {
  83835. return;
  83836. }
  83837. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  83838. this._updateTrackpad();
  83839. // Only emit events for buttons that we know how to map from index to name
  83840. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  83841. if (observable) {
  83842. observable.notifyObservers(state);
  83843. }
  83844. this._lerpButtonTransform(buttonName, state.value);
  83845. };
  83846. /**
  83847. * Moves the buttons on the controller mesh based on their current state
  83848. * @param buttonName the name of the button to move
  83849. * @param buttonValue the value of the button which determines the buttons new position
  83850. */
  83851. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83852. // If there is no loaded mesh, there is nothing to transform.
  83853. if (!this._loadedMeshInfo) {
  83854. return;
  83855. }
  83856. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83857. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83858. return;
  83859. }
  83860. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83861. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83862. };
  83863. /**
  83864. * Moves the axis on the controller mesh based on its current state
  83865. * @param axis the index of the axis
  83866. * @param axisValue the value of the axis which determines the meshes new position
  83867. * @hidden
  83868. */
  83869. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83870. if (!this._loadedMeshInfo) {
  83871. return;
  83872. }
  83873. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83874. if (!meshInfo) {
  83875. return;
  83876. }
  83877. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83878. return;
  83879. }
  83880. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83881. var lerpValue = axisValue * 0.5 + 0.5;
  83882. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83883. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83884. };
  83885. /**
  83886. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83887. * @param scene scene in which to add meshes
  83888. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83889. */
  83890. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83891. var _this = this;
  83892. if (forceDefault === void 0) { forceDefault = false; }
  83893. var path;
  83894. var filename;
  83895. // Checking if GLB loader is present
  83896. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83897. // Determine the device specific folder based on the ID suffix
  83898. var device = 'default';
  83899. if (this.id && !forceDefault) {
  83900. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83901. device = ((match && match[0]) || device);
  83902. }
  83903. // Hand
  83904. if (this.hand === 'left') {
  83905. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83906. }
  83907. else { // Right is the default if no hand is specified
  83908. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83909. }
  83910. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83911. }
  83912. else {
  83913. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83914. path = BABYLON.GenericController.MODEL_BASE_URL;
  83915. filename = BABYLON.GenericController.MODEL_FILENAME;
  83916. }
  83917. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83918. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83919. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83920. if (!_this._loadedMeshInfo) {
  83921. return;
  83922. }
  83923. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83924. _this.attachToMesh(_this._defaultModel);
  83925. if (meshLoaded) {
  83926. meshLoaded(_this._defaultModel);
  83927. }
  83928. }, null, function (scene, message) {
  83929. BABYLON.Tools.Log(message);
  83930. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83931. if (!forceDefault) {
  83932. _this.initControllerMesh(scene, meshLoaded, true);
  83933. }
  83934. });
  83935. };
  83936. /**
  83937. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83938. * can be transformed by button presses and axes values, based on this._mapping.
  83939. *
  83940. * @param scene scene in which the meshes exist
  83941. * @param meshes list of meshes that make up the controller model to process
  83942. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83943. */
  83944. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83945. var loadedMeshInfo = null;
  83946. // Create a new mesh to contain the glTF hierarchy
  83947. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83948. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83949. var childMesh = null;
  83950. for (var i = 0; i < meshes.length; i++) {
  83951. var mesh = meshes[i];
  83952. if (!mesh.parent) {
  83953. // Exclude controller meshes from picking results
  83954. mesh.isPickable = false;
  83955. // Handle root node, attach to the new parentMesh
  83956. childMesh = mesh;
  83957. break;
  83958. }
  83959. }
  83960. if (childMesh) {
  83961. childMesh.setParent(parentMesh);
  83962. // Create our mesh info. Note that this method will always return non-null.
  83963. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83964. }
  83965. else {
  83966. BABYLON.Tools.Warn('Could not find root node in model file.');
  83967. }
  83968. return loadedMeshInfo;
  83969. };
  83970. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83971. var loadedMeshInfo = new LoadedMeshInfo();
  83972. var i;
  83973. loadedMeshInfo.rootNode = rootNode;
  83974. // Reset the caches
  83975. loadedMeshInfo.buttonMeshes = {};
  83976. loadedMeshInfo.axisMeshes = {};
  83977. // Button Meshes
  83978. for (i = 0; i < this._mapping.buttons.length; i++) {
  83979. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83980. if (!buttonMeshName) {
  83981. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83982. continue;
  83983. }
  83984. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83985. if (!buttonMesh) {
  83986. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83987. continue;
  83988. }
  83989. var buttonMeshInfo = {
  83990. index: i,
  83991. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83992. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83993. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83994. };
  83995. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83996. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83997. }
  83998. else {
  83999. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  84000. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  84001. '(VALUE: ' + !!buttonMeshInfo.value +
  84002. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  84003. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  84004. ')');
  84005. }
  84006. }
  84007. // Axis Meshes
  84008. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  84009. var axisMeshName = this._mapping.axisMeshNames[i];
  84010. if (!axisMeshName) {
  84011. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  84012. continue;
  84013. }
  84014. var axisMesh = getChildByName(rootNode, axisMeshName);
  84015. if (!axisMesh) {
  84016. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  84017. continue;
  84018. }
  84019. var axisMeshInfo = {
  84020. index: i,
  84021. value: getImmediateChildByName(axisMesh, 'VALUE'),
  84022. min: getImmediateChildByName(axisMesh, 'MIN'),
  84023. max: getImmediateChildByName(axisMesh, 'MAX')
  84024. };
  84025. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  84026. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  84027. }
  84028. else {
  84029. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  84030. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  84031. '(VALUE: ' + !!axisMeshInfo.value +
  84032. ', MIN: ' + !!axisMeshInfo.min +
  84033. ', MAX:' + !!axisMeshInfo.max +
  84034. ')');
  84035. }
  84036. }
  84037. // Pointing Ray
  84038. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  84039. if (!loadedMeshInfo.pointingPoseNode) {
  84040. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  84041. }
  84042. else {
  84043. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  84044. }
  84045. return loadedMeshInfo;
  84046. // Look through all children recursively. This will return null if no mesh exists with the given name.
  84047. function getChildByName(node, name) {
  84048. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  84049. }
  84050. // Look through only immediate children. This will return null if no mesh exists with the given name.
  84051. function getImmediateChildByName(node, name) {
  84052. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  84053. }
  84054. };
  84055. /**
  84056. * Gets the ray of the controller in the direction the controller is pointing
  84057. * @param length the length the resulting ray should be
  84058. * @returns a ray in the direction the controller is pointing
  84059. */
  84060. WindowsMotionController.prototype.getForwardRay = function (length) {
  84061. if (length === void 0) { length = 100; }
  84062. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  84063. return _super.prototype.getForwardRay.call(this, length);
  84064. }
  84065. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  84066. var origin = m.getTranslation();
  84067. var forward = new BABYLON.Vector3(0, 0, -1);
  84068. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  84069. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  84070. return new BABYLON.Ray(origin, direction, length);
  84071. };
  84072. /**
  84073. * Disposes of the controller
  84074. */
  84075. WindowsMotionController.prototype.dispose = function () {
  84076. _super.prototype.dispose.call(this);
  84077. this.onTrackpadChangedObservable.clear();
  84078. };
  84079. /**
  84080. * The base url used to load the left and right controller models
  84081. */
  84082. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  84083. /**
  84084. * The name of the left controller model file
  84085. */
  84086. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  84087. /**
  84088. * The name of the right controller model file
  84089. */
  84090. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  84091. /**
  84092. * The controller name prefix for this controller type
  84093. */
  84094. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  84095. /**
  84096. * The controller id pattern for this controller type
  84097. */
  84098. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  84099. return WindowsMotionController;
  84100. }(BABYLON.WebVRController));
  84101. BABYLON.WindowsMotionController = WindowsMotionController;
  84102. })(BABYLON || (BABYLON = {}));
  84103. //# sourceMappingURL=babylon.windowsMotionController.js.map
  84104. var BABYLON;
  84105. (function (BABYLON) {
  84106. /**
  84107. * Gear VR Controller
  84108. */
  84109. var GearVRController = /** @class */ (function (_super) {
  84110. __extends(GearVRController, _super);
  84111. /**
  84112. * Creates a new GearVRController from a gamepad
  84113. * @param vrGamepad the gamepad that the controller should be created from
  84114. */
  84115. function GearVRController(vrGamepad) {
  84116. var _this = _super.call(this, vrGamepad) || this;
  84117. _this._buttonIndexToObservableNameMap = [
  84118. 'onTrackpadChangedObservable',
  84119. 'onTriggerStateChangedObservable' // Trigger
  84120. ];
  84121. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  84122. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  84123. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  84124. _this._disableTrackPosition(_this._calculatedPosition);
  84125. return _this;
  84126. }
  84127. /**
  84128. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84129. * @param scene scene in which to add meshes
  84130. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84131. */
  84132. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84133. var _this = this;
  84134. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84135. // Offset the controller so it will rotate around the users wrist
  84136. var mesh = new BABYLON.Mesh("", scene);
  84137. newMeshes[1].parent = mesh;
  84138. newMeshes[1].position.z = -0.15;
  84139. _this._defaultModel = mesh;
  84140. _this.attachToMesh(_this._defaultModel);
  84141. if (meshLoaded) {
  84142. meshLoaded(_this._defaultModel);
  84143. }
  84144. });
  84145. };
  84146. /**
  84147. * Called once for each button that changed state since the last frame
  84148. * @param buttonIdx Which button index changed
  84149. * @param state New state of the button
  84150. * @param changes Which properties on the state changed since last frame
  84151. */
  84152. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84153. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84154. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84155. // Only emit events for buttons that we know how to map from index to observable
  84156. var observable = this[observableName];
  84157. if (observable) {
  84158. observable.notifyObservers(state);
  84159. }
  84160. }
  84161. };
  84162. /**
  84163. * Base Url for the controller model.
  84164. */
  84165. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84166. /**
  84167. * File name for the controller model.
  84168. */
  84169. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84170. /**
  84171. * Gamepad Id prefix used to identify this controller.
  84172. */
  84173. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84174. return GearVRController;
  84175. }(BABYLON.WebVRController));
  84176. BABYLON.GearVRController = GearVRController;
  84177. })(BABYLON || (BABYLON = {}));
  84178. //# sourceMappingURL=babylon.gearVRController.js.map
  84179. var BABYLON;
  84180. (function (BABYLON) {
  84181. /**
  84182. * Google Daydream controller
  84183. */
  84184. var DaydreamController = /** @class */ (function (_super) {
  84185. __extends(DaydreamController, _super);
  84186. /**
  84187. * Creates a new DaydreamController from a gamepad
  84188. * @param vrGamepad the gamepad that the controller should be created from
  84189. */
  84190. function DaydreamController(vrGamepad) {
  84191. var _this = _super.call(this, vrGamepad) || this;
  84192. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84193. return _this;
  84194. }
  84195. /**
  84196. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84197. * @param scene scene in which to add meshes
  84198. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84199. */
  84200. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84201. var _this = this;
  84202. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84203. _this._defaultModel = newMeshes[1];
  84204. _this.attachToMesh(_this._defaultModel);
  84205. if (meshLoaded) {
  84206. meshLoaded(_this._defaultModel);
  84207. }
  84208. });
  84209. };
  84210. /**
  84211. * Called once for each button that changed state since the last frame
  84212. * @param buttonIdx Which button index changed
  84213. * @param state New state of the button
  84214. * @param changes Which properties on the state changed since last frame
  84215. */
  84216. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84217. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84218. if (buttonIdx === 0) {
  84219. var observable = this.onTriggerStateChangedObservable;
  84220. if (observable) {
  84221. observable.notifyObservers(state);
  84222. }
  84223. }
  84224. else {
  84225. // If the app or home buttons are ever made available
  84226. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84227. }
  84228. };
  84229. /**
  84230. * Base Url for the controller model.
  84231. */
  84232. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84233. /**
  84234. * File name for the controller model.
  84235. */
  84236. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84237. /**
  84238. * Gamepad Id prefix used to identify Daydream Controller.
  84239. */
  84240. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84241. return DaydreamController;
  84242. }(BABYLON.WebVRController));
  84243. BABYLON.DaydreamController = DaydreamController;
  84244. })(BABYLON || (BABYLON = {}));
  84245. //# sourceMappingURL=babylon.daydreamController.js.map
  84246. var BABYLON;
  84247. (function (BABYLON) {
  84248. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84249. get: function () {
  84250. if (!this._gamepadManager) {
  84251. this._gamepadManager = new BABYLON.GamepadManager(this);
  84252. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84253. if (!component) {
  84254. component = new GamepadSystemSceneComponent(this);
  84255. this._addComponent(component);
  84256. }
  84257. }
  84258. return this._gamepadManager;
  84259. },
  84260. enumerable: true,
  84261. configurable: true
  84262. });
  84263. /**
  84264. * Adds a gamepad to the free camera inputs manager
  84265. */
  84266. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84267. this.add(new BABYLON.FreeCameraGamepadInput());
  84268. return this;
  84269. };
  84270. /**
  84271. * Adds a gamepad to the arc rotate camera inputs manager
  84272. */
  84273. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84274. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84275. return this;
  84276. };
  84277. /**
  84278. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84279. */
  84280. var GamepadSystemSceneComponent = /** @class */ (function () {
  84281. /**
  84282. * Creates a new instance of the component for the given scene
  84283. * @param scene Defines the scene to register the component in
  84284. */
  84285. function GamepadSystemSceneComponent(scene) {
  84286. /**
  84287. * The component name helpfull to identify the component in the list of scene components.
  84288. */
  84289. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84290. this.scene = scene;
  84291. }
  84292. /**
  84293. * Registers the component in a given scene
  84294. */
  84295. GamepadSystemSceneComponent.prototype.register = function () {
  84296. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84297. };
  84298. /**
  84299. * Rebuilds the elements related to this component in case of
  84300. * context lost for instance.
  84301. */
  84302. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84303. // Nothing to do for gamepads
  84304. };
  84305. /**
  84306. * Disposes the component and the associated ressources
  84307. */
  84308. GamepadSystemSceneComponent.prototype.dispose = function () {
  84309. var gamepadManager = this.scene._gamepadManager;
  84310. if (gamepadManager) {
  84311. gamepadManager.dispose();
  84312. this.scene._gamepadManager = null;
  84313. }
  84314. };
  84315. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84316. var gamepadManager = this.scene._gamepadManager;
  84317. if (gamepadManager && gamepadManager._isMonitoring) {
  84318. gamepadManager._checkGamepadsStatus();
  84319. }
  84320. };
  84321. return GamepadSystemSceneComponent;
  84322. }());
  84323. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84324. })(BABYLON || (BABYLON = {}));
  84325. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84326. var BABYLON;
  84327. (function (BABYLON) {
  84328. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84329. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84330. });
  84331. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84332. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84333. });
  84334. /**
  84335. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84336. * an arc rotate version arcFollowCamera are available.
  84337. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84338. */
  84339. var FollowCamera = /** @class */ (function (_super) {
  84340. __extends(FollowCamera, _super);
  84341. /**
  84342. * Instantiates the follow camera.
  84343. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84344. * @param name Define the name of the camera in the scene
  84345. * @param position Define the position of the camera
  84346. * @param scene Define the scene the camera belong to
  84347. * @param lockedTarget Define the target of the camera
  84348. */
  84349. function FollowCamera(name, position, scene, lockedTarget) {
  84350. if (lockedTarget === void 0) { lockedTarget = null; }
  84351. var _this = _super.call(this, name, position, scene) || this;
  84352. /**
  84353. * Distance the follow camera should follow an object at
  84354. */
  84355. _this.radius = 12;
  84356. /**
  84357. * Define a rotation offset between the camera and the object it follows
  84358. */
  84359. _this.rotationOffset = 0;
  84360. /**
  84361. * Define a height offset between the camera and the object it follows.
  84362. * It can help following an object from the top (like a car chaing a plane)
  84363. */
  84364. _this.heightOffset = 4;
  84365. /**
  84366. * Define how fast the camera can accelerate to follow it s target.
  84367. */
  84368. _this.cameraAcceleration = 0.05;
  84369. /**
  84370. * Define the speed limit of the camera following an object.
  84371. */
  84372. _this.maxCameraSpeed = 20;
  84373. _this.lockedTarget = lockedTarget;
  84374. return _this;
  84375. }
  84376. FollowCamera.prototype._follow = function (cameraTarget) {
  84377. if (!cameraTarget) {
  84378. return;
  84379. }
  84380. var yRotation;
  84381. if (cameraTarget.rotationQuaternion) {
  84382. var rotMatrix = new BABYLON.Matrix();
  84383. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84384. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84385. }
  84386. else {
  84387. yRotation = cameraTarget.rotation.y;
  84388. }
  84389. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84390. var targetPosition = cameraTarget.getAbsolutePosition();
  84391. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84392. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84393. var dx = targetX - this.position.x;
  84394. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84395. var dz = (targetZ) - this.position.z;
  84396. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84397. var vy = dy * this.cameraAcceleration;
  84398. var vz = dz * this.cameraAcceleration * 2;
  84399. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84400. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84401. }
  84402. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84403. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84404. }
  84405. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84406. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84407. }
  84408. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84409. this.setTarget(targetPosition);
  84410. };
  84411. /** @hidden */
  84412. FollowCamera.prototype._checkInputs = function () {
  84413. _super.prototype._checkInputs.call(this);
  84414. if (this.lockedTarget) {
  84415. this._follow(this.lockedTarget);
  84416. }
  84417. };
  84418. /**
  84419. * Gets the camera class name.
  84420. * @returns the class name
  84421. */
  84422. FollowCamera.prototype.getClassName = function () {
  84423. return "FollowCamera";
  84424. };
  84425. __decorate([
  84426. BABYLON.serialize()
  84427. ], FollowCamera.prototype, "radius", void 0);
  84428. __decorate([
  84429. BABYLON.serialize()
  84430. ], FollowCamera.prototype, "rotationOffset", void 0);
  84431. __decorate([
  84432. BABYLON.serialize()
  84433. ], FollowCamera.prototype, "heightOffset", void 0);
  84434. __decorate([
  84435. BABYLON.serialize()
  84436. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84437. __decorate([
  84438. BABYLON.serialize()
  84439. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84440. __decorate([
  84441. BABYLON.serializeAsMeshReference("lockedTargetId")
  84442. ], FollowCamera.prototype, "lockedTarget", void 0);
  84443. return FollowCamera;
  84444. }(BABYLON.TargetCamera));
  84445. BABYLON.FollowCamera = FollowCamera;
  84446. /**
  84447. * Arc Rotate version of the follow camera.
  84448. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84449. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84450. */
  84451. var ArcFollowCamera = /** @class */ (function (_super) {
  84452. __extends(ArcFollowCamera, _super);
  84453. /**
  84454. * Instantiates a new ArcFollowCamera
  84455. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84456. * @param name Define the name of the camera
  84457. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84458. * @param beta Define the rotation angle of the camera around the elevation axis
  84459. * @param radius Define the radius of the camera from its target point
  84460. * @param target Define the target of the camera
  84461. * @param scene Define the scene the camera belongs to
  84462. */
  84463. function ArcFollowCamera(name,
  84464. /** The longitudinal angle of the camera */
  84465. alpha,
  84466. /** The latitudinal angle of the camera */
  84467. beta,
  84468. /** The radius of the camera from its target */
  84469. radius,
  84470. /** Define the camera target (the messh it should follow) */
  84471. target, scene) {
  84472. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84473. _this.alpha = alpha;
  84474. _this.beta = beta;
  84475. _this.radius = radius;
  84476. _this.target = target;
  84477. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84478. _this._follow();
  84479. return _this;
  84480. }
  84481. ArcFollowCamera.prototype._follow = function () {
  84482. if (!this.target) {
  84483. return;
  84484. }
  84485. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84486. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84487. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84488. var targetPosition = this.target.getAbsolutePosition();
  84489. this.position = targetPosition.add(this._cartesianCoordinates);
  84490. this.setTarget(targetPosition);
  84491. };
  84492. /** @hidden */
  84493. ArcFollowCamera.prototype._checkInputs = function () {
  84494. _super.prototype._checkInputs.call(this);
  84495. this._follow();
  84496. };
  84497. /**
  84498. * Returns the class name of the object.
  84499. * It is mostly used internally for serialization purposes.
  84500. */
  84501. ArcFollowCamera.prototype.getClassName = function () {
  84502. return "ArcFollowCamera";
  84503. };
  84504. return ArcFollowCamera;
  84505. }(BABYLON.TargetCamera));
  84506. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84507. })(BABYLON || (BABYLON = {}));
  84508. //# sourceMappingURL=babylon.followCamera.js.map
  84509. var BABYLON;
  84510. (function (BABYLON) {
  84511. /**
  84512. * 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,
  84513. * which still works and will still be found in many Playgrounds.
  84514. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84515. */
  84516. var UniversalCamera = /** @class */ (function (_super) {
  84517. __extends(UniversalCamera, _super);
  84518. /**
  84519. * 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,
  84520. * which still works and will still be found in many Playgrounds.
  84521. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84522. * @param name Define the name of the camera in the scene
  84523. * @param position Define the start position of the camera in the scene
  84524. * @param scene Define the scene the camera belongs to
  84525. */
  84526. function UniversalCamera(name, position, scene) {
  84527. var _this = _super.call(this, name, position, scene) || this;
  84528. _this.inputs.addGamepad();
  84529. return _this;
  84530. }
  84531. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84532. /**
  84533. * Defines the gamepad rotation sensiblity.
  84534. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84535. */
  84536. get: function () {
  84537. var gamepad = this.inputs.attached["gamepad"];
  84538. if (gamepad) {
  84539. return gamepad.gamepadAngularSensibility;
  84540. }
  84541. return 0;
  84542. },
  84543. set: function (value) {
  84544. var gamepad = this.inputs.attached["gamepad"];
  84545. if (gamepad) {
  84546. gamepad.gamepadAngularSensibility = value;
  84547. }
  84548. },
  84549. enumerable: true,
  84550. configurable: true
  84551. });
  84552. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84553. /**
  84554. * Defines the gamepad move sensiblity.
  84555. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84556. */
  84557. get: function () {
  84558. var gamepad = this.inputs.attached["gamepad"];
  84559. if (gamepad) {
  84560. return gamepad.gamepadMoveSensibility;
  84561. }
  84562. return 0;
  84563. },
  84564. set: function (value) {
  84565. var gamepad = this.inputs.attached["gamepad"];
  84566. if (gamepad) {
  84567. gamepad.gamepadMoveSensibility = value;
  84568. }
  84569. },
  84570. enumerable: true,
  84571. configurable: true
  84572. });
  84573. /**
  84574. * Gets the current object class name.
  84575. * @return the class name
  84576. */
  84577. UniversalCamera.prototype.getClassName = function () {
  84578. return "UniversalCamera";
  84579. };
  84580. return UniversalCamera;
  84581. }(BABYLON.TouchCamera));
  84582. BABYLON.UniversalCamera = UniversalCamera;
  84583. })(BABYLON || (BABYLON = {}));
  84584. //# sourceMappingURL=babylon.universalCamera.js.map
  84585. var BABYLON;
  84586. (function (BABYLON) {
  84587. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84588. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84589. });
  84590. /**
  84591. * This represents a FPS type of camera. This is only here for back compat purpose.
  84592. * Please use the UniversalCamera instead as both are identical.
  84593. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84594. */
  84595. var GamepadCamera = /** @class */ (function (_super) {
  84596. __extends(GamepadCamera, _super);
  84597. /**
  84598. * Instantiates a new Gamepad Camera
  84599. * This represents a FPS type of camera. This is only here for back compat purpose.
  84600. * Please use the UniversalCamera instead as both are identical.
  84601. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84602. * @param name Define the name of the camera in the scene
  84603. * @param position Define the start position of the camera in the scene
  84604. * @param scene Define the scene the camera belongs to
  84605. */
  84606. function GamepadCamera(name, position, scene) {
  84607. return _super.call(this, name, position, scene) || this;
  84608. }
  84609. /**
  84610. * Gets the current object class name.
  84611. * @return the class name
  84612. */
  84613. GamepadCamera.prototype.getClassName = function () {
  84614. return "GamepadCamera";
  84615. };
  84616. return GamepadCamera;
  84617. }(BABYLON.UniversalCamera));
  84618. BABYLON.GamepadCamera = GamepadCamera;
  84619. })(BABYLON || (BABYLON = {}));
  84620. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84621. var BABYLON;
  84622. (function (BABYLON) {
  84623. /**
  84624. * PostProcessRenderPipelineManager class
  84625. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84626. */
  84627. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84628. /**
  84629. * Initializes a PostProcessRenderPipelineManager
  84630. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84631. */
  84632. function PostProcessRenderPipelineManager() {
  84633. this._renderPipelines = {};
  84634. }
  84635. /**
  84636. * Adds a pipeline to the manager
  84637. * @param renderPipeline The pipeline to add
  84638. */
  84639. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84640. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84641. };
  84642. /**
  84643. * Attaches a camera to the pipeline
  84644. * @param renderPipelineName The name of the pipeline to attach to
  84645. * @param cameras the camera to attach
  84646. * @param unique if the camera can be attached multiple times to the pipeline
  84647. */
  84648. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84649. if (unique === void 0) { unique = false; }
  84650. var renderPipeline = this._renderPipelines[renderPipelineName];
  84651. if (!renderPipeline) {
  84652. return;
  84653. }
  84654. renderPipeline._attachCameras(cameras, unique);
  84655. };
  84656. /**
  84657. * Detaches a camera from the pipeline
  84658. * @param renderPipelineName The name of the pipeline to detach from
  84659. * @param cameras the camera to detach
  84660. */
  84661. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84662. var renderPipeline = this._renderPipelines[renderPipelineName];
  84663. if (!renderPipeline) {
  84664. return;
  84665. }
  84666. renderPipeline._detachCameras(cameras);
  84667. };
  84668. /**
  84669. * Enables an effect by name on a pipeline
  84670. * @param renderPipelineName the name of the pipeline to enable the effect in
  84671. * @param renderEffectName the name of the effect to enable
  84672. * @param cameras the cameras that the effect should be enabled on
  84673. */
  84674. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84675. var renderPipeline = this._renderPipelines[renderPipelineName];
  84676. if (!renderPipeline) {
  84677. return;
  84678. }
  84679. renderPipeline._enableEffect(renderEffectName, cameras);
  84680. };
  84681. /**
  84682. * Disables an effect by name on a pipeline
  84683. * @param renderPipelineName the name of the pipeline to disable the effect in
  84684. * @param renderEffectName the name of the effect to disable
  84685. * @param cameras the cameras that the effect should be disabled on
  84686. */
  84687. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84688. var renderPipeline = this._renderPipelines[renderPipelineName];
  84689. if (!renderPipeline) {
  84690. return;
  84691. }
  84692. renderPipeline._disableEffect(renderEffectName, cameras);
  84693. };
  84694. /**
  84695. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84696. */
  84697. PostProcessRenderPipelineManager.prototype.update = function () {
  84698. for (var renderPipelineName in this._renderPipelines) {
  84699. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84700. var pipeline = this._renderPipelines[renderPipelineName];
  84701. if (!pipeline.isSupported) {
  84702. pipeline.dispose();
  84703. delete this._renderPipelines[renderPipelineName];
  84704. }
  84705. else {
  84706. pipeline._update();
  84707. }
  84708. }
  84709. }
  84710. };
  84711. /** @hidden */
  84712. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84713. for (var renderPipelineName in this._renderPipelines) {
  84714. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84715. var pipeline = this._renderPipelines[renderPipelineName];
  84716. pipeline._rebuild();
  84717. }
  84718. }
  84719. };
  84720. /**
  84721. * Disposes of the manager and pipelines
  84722. */
  84723. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84724. for (var renderPipelineName in this._renderPipelines) {
  84725. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84726. var pipeline = this._renderPipelines[renderPipelineName];
  84727. pipeline.dispose();
  84728. }
  84729. }
  84730. };
  84731. return PostProcessRenderPipelineManager;
  84732. }());
  84733. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84734. })(BABYLON || (BABYLON = {}));
  84735. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84736. var BABYLON;
  84737. (function (BABYLON) {
  84738. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84739. get: function () {
  84740. if (!this._postProcessRenderPipelineManager) {
  84741. // Register the G Buffer component to the scene.
  84742. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84743. if (!component) {
  84744. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84745. this._addComponent(component);
  84746. }
  84747. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84748. }
  84749. return this._postProcessRenderPipelineManager;
  84750. },
  84751. enumerable: true,
  84752. configurable: true
  84753. });
  84754. /**
  84755. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84756. */
  84757. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84758. /**
  84759. * Creates a new instance of the component for the given scene
  84760. * @param scene Defines the scene to register the component in
  84761. */
  84762. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84763. /**
  84764. * The component name helpfull to identify the component in the list of scene components.
  84765. */
  84766. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84767. this.scene = scene;
  84768. }
  84769. /**
  84770. * Registers the component in a given scene
  84771. */
  84772. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84773. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84774. };
  84775. /**
  84776. * Rebuilds the elements related to this component in case of
  84777. * context lost for instance.
  84778. */
  84779. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84780. if (this.scene._postProcessRenderPipelineManager) {
  84781. this.scene._postProcessRenderPipelineManager._rebuild();
  84782. }
  84783. };
  84784. /**
  84785. * Disposes the component and the associated ressources
  84786. */
  84787. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84788. if (this.scene._postProcessRenderPipelineManager) {
  84789. this.scene._postProcessRenderPipelineManager.dispose();
  84790. }
  84791. };
  84792. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84793. if (this.scene._postProcessRenderPipelineManager) {
  84794. this.scene._postProcessRenderPipelineManager.update();
  84795. }
  84796. };
  84797. return PostProcessRenderPipelineManagerSceneComponent;
  84798. }());
  84799. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84800. })(BABYLON || (BABYLON = {}));
  84801. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  84802. var BABYLON;
  84803. (function (BABYLON) {
  84804. /**
  84805. * This represents a set of one or more post processes in Babylon.
  84806. * A post process can be used to apply a shader to a texture after it is rendered.
  84807. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84808. */
  84809. var PostProcessRenderEffect = /** @class */ (function () {
  84810. /**
  84811. * Instantiates a post process render effect.
  84812. * A post process can be used to apply a shader to a texture after it is rendered.
  84813. * @param engine The engine the effect is tied to
  84814. * @param name The name of the effect
  84815. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  84816. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  84817. */
  84818. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  84819. this._name = name;
  84820. this._singleInstance = singleInstance || true;
  84821. this._getPostProcesses = getPostProcesses;
  84822. this._cameras = {};
  84823. this._indicesForCamera = {};
  84824. this._postProcesses = {};
  84825. }
  84826. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  84827. /**
  84828. * Checks if all the post processes in the effect are supported.
  84829. */
  84830. get: function () {
  84831. for (var index in this._postProcesses) {
  84832. if (this._postProcesses.hasOwnProperty(index)) {
  84833. var pps = this._postProcesses[index];
  84834. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  84835. if (!pps[ppIndex].isSupported) {
  84836. return false;
  84837. }
  84838. }
  84839. }
  84840. }
  84841. return true;
  84842. },
  84843. enumerable: true,
  84844. configurable: true
  84845. });
  84846. /**
  84847. * Updates the current state of the effect
  84848. * @hidden
  84849. */
  84850. PostProcessRenderEffect.prototype._update = function () {
  84851. };
  84852. /**
  84853. * Attaches the effect on cameras
  84854. * @param cameras The camera to attach to.
  84855. * @hidden
  84856. */
  84857. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84858. var _this = this;
  84859. var cameraKey;
  84860. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84861. if (!cams) {
  84862. return;
  84863. }
  84864. for (var i = 0; i < cams.length; i++) {
  84865. var camera = cams[i];
  84866. var cameraName = camera.name;
  84867. if (this._singleInstance) {
  84868. cameraKey = 0;
  84869. }
  84870. else {
  84871. cameraKey = cameraName;
  84872. }
  84873. if (!this._postProcesses[cameraKey]) {
  84874. var postProcess = this._getPostProcesses();
  84875. if (postProcess) {
  84876. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84877. }
  84878. }
  84879. if (!this._indicesForCamera[cameraName]) {
  84880. this._indicesForCamera[cameraName] = [];
  84881. }
  84882. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84883. var index = camera.attachPostProcess(postProcess);
  84884. _this._indicesForCamera[cameraName].push(index);
  84885. });
  84886. if (!this._cameras[cameraName]) {
  84887. this._cameras[cameraName] = camera;
  84888. }
  84889. }
  84890. };
  84891. /**
  84892. * Detatches the effect on cameras
  84893. * @param cameras The camera to detatch from.
  84894. * @hidden
  84895. */
  84896. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84897. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84898. if (!cams) {
  84899. return;
  84900. }
  84901. for (var i = 0; i < cams.length; i++) {
  84902. var camera = cams[i];
  84903. var cameraName = camera.name;
  84904. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  84905. if (postProcesses) {
  84906. postProcesses.forEach(function (postProcess) {
  84907. camera.detachPostProcess(postProcess);
  84908. });
  84909. }
  84910. if (this._cameras[cameraName]) {
  84911. this._cameras[cameraName] = null;
  84912. }
  84913. }
  84914. };
  84915. /**
  84916. * Enables the effect on given cameras
  84917. * @param cameras The camera to enable.
  84918. * @hidden
  84919. */
  84920. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84921. var _this = this;
  84922. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84923. if (!cams) {
  84924. return;
  84925. }
  84926. for (var i = 0; i < cams.length; i++) {
  84927. var camera = cams[i];
  84928. var cameraName = camera.name;
  84929. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84930. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84931. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84932. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84933. });
  84934. }
  84935. }
  84936. }
  84937. };
  84938. /**
  84939. * Disables the effect on the given cameras
  84940. * @param cameras The camera to disable.
  84941. * @hidden
  84942. */
  84943. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84944. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84945. if (!cams) {
  84946. return;
  84947. }
  84948. for (var i = 0; i < cams.length; i++) {
  84949. var camera = cams[i];
  84950. var cameraName = camera.name;
  84951. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84952. camera.detachPostProcess(postProcess);
  84953. });
  84954. }
  84955. };
  84956. /**
  84957. * Gets a list of the post processes contained in the effect.
  84958. * @param camera The camera to get the post processes on.
  84959. * @returns The list of the post processes in the effect.
  84960. */
  84961. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84962. if (this._singleInstance) {
  84963. return this._postProcesses[0];
  84964. }
  84965. else {
  84966. if (!camera) {
  84967. return null;
  84968. }
  84969. return this._postProcesses[camera.name];
  84970. }
  84971. };
  84972. return PostProcessRenderEffect;
  84973. }());
  84974. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84975. })(BABYLON || (BABYLON = {}));
  84976. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84977. var BABYLON;
  84978. (function (BABYLON) {
  84979. /**
  84980. * PostProcessRenderPipeline
  84981. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84982. */
  84983. var PostProcessRenderPipeline = /** @class */ (function () {
  84984. /**
  84985. * Initializes a PostProcessRenderPipeline
  84986. * @param engine engine to add the pipeline to
  84987. * @param name name of the pipeline
  84988. */
  84989. function PostProcessRenderPipeline(engine, name) {
  84990. this.engine = engine;
  84991. this._name = name;
  84992. this._renderEffects = {};
  84993. this._renderEffectsForIsolatedPass = new Array();
  84994. this._cameras = [];
  84995. }
  84996. /**
  84997. * "PostProcessRenderPipeline"
  84998. * @returns "PostProcessRenderPipeline"
  84999. */
  85000. PostProcessRenderPipeline.prototype.getClassName = function () {
  85001. return "PostProcessRenderPipeline";
  85002. };
  85003. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  85004. /**
  85005. * If all the render effects in the pipeline are support
  85006. */
  85007. get: function () {
  85008. for (var renderEffectName in this._renderEffects) {
  85009. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85010. if (!this._renderEffects[renderEffectName].isSupported) {
  85011. return false;
  85012. }
  85013. }
  85014. }
  85015. return true;
  85016. },
  85017. enumerable: true,
  85018. configurable: true
  85019. });
  85020. /**
  85021. * Adds an effect to the pipeline
  85022. * @param renderEffect the effect to add
  85023. */
  85024. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  85025. this._renderEffects[renderEffect._name] = renderEffect;
  85026. };
  85027. // private
  85028. /** @hidden */
  85029. PostProcessRenderPipeline.prototype._rebuild = function () {
  85030. };
  85031. /** @hidden */
  85032. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  85033. var renderEffects = this._renderEffects[renderEffectName];
  85034. if (!renderEffects) {
  85035. return;
  85036. }
  85037. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85038. };
  85039. /** @hidden */
  85040. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  85041. var renderEffects = this._renderEffects[renderEffectName];
  85042. if (!renderEffects) {
  85043. return;
  85044. }
  85045. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85046. };
  85047. /** @hidden */
  85048. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  85049. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85050. if (!cams) {
  85051. return;
  85052. }
  85053. var indicesToDelete = [];
  85054. var i;
  85055. for (i = 0; i < cams.length; i++) {
  85056. var camera = cams[i];
  85057. var cameraName = camera.name;
  85058. if (this._cameras.indexOf(camera) === -1) {
  85059. this._cameras[cameraName] = camera;
  85060. }
  85061. else if (unique) {
  85062. indicesToDelete.push(i);
  85063. }
  85064. }
  85065. for (i = 0; i < indicesToDelete.length; i++) {
  85066. cameras.splice(indicesToDelete[i], 1);
  85067. }
  85068. for (var renderEffectName in this._renderEffects) {
  85069. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85070. this._renderEffects[renderEffectName]._attachCameras(cams);
  85071. }
  85072. }
  85073. };
  85074. /** @hidden */
  85075. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  85076. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85077. if (!cams) {
  85078. return;
  85079. }
  85080. for (var renderEffectName in this._renderEffects) {
  85081. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85082. this._renderEffects[renderEffectName]._detachCameras(cams);
  85083. }
  85084. }
  85085. for (var i = 0; i < cams.length; i++) {
  85086. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  85087. }
  85088. };
  85089. /** @hidden */
  85090. PostProcessRenderPipeline.prototype._update = function () {
  85091. for (var renderEffectName in this._renderEffects) {
  85092. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85093. this._renderEffects[renderEffectName]._update();
  85094. }
  85095. }
  85096. for (var i = 0; i < this._cameras.length; i++) {
  85097. var cameraName = this._cameras[i].name;
  85098. if (this._renderEffectsForIsolatedPass[cameraName]) {
  85099. this._renderEffectsForIsolatedPass[cameraName]._update();
  85100. }
  85101. }
  85102. };
  85103. /** @hidden */
  85104. PostProcessRenderPipeline.prototype._reset = function () {
  85105. this._renderEffects = {};
  85106. this._renderEffectsForIsolatedPass = new Array();
  85107. };
  85108. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  85109. // 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)
  85110. var effectKeys = Object.keys(this._renderEffects);
  85111. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  85112. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  85113. if (postProcesses) {
  85114. postProcesses[0].samples = sampleCount;
  85115. return true;
  85116. }
  85117. }
  85118. return false;
  85119. };
  85120. /**
  85121. * Disposes of the pipeline
  85122. */
  85123. PostProcessRenderPipeline.prototype.dispose = function () {
  85124. // Must be implemented by children
  85125. };
  85126. __decorate([
  85127. BABYLON.serialize()
  85128. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  85129. return PostProcessRenderPipeline;
  85130. }());
  85131. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85132. })(BABYLON || (BABYLON = {}));
  85133. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85134. var BABYLON;
  85135. (function (BABYLON) {
  85136. /**
  85137. * This represents a depth renderer in Babylon.
  85138. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85139. */
  85140. var DepthRenderer = /** @class */ (function () {
  85141. /**
  85142. * Instantiates a depth renderer
  85143. * @param scene The scene the renderer belongs to
  85144. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85145. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85146. */
  85147. function DepthRenderer(scene, type, camera) {
  85148. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85149. if (camera === void 0) { camera = null; }
  85150. var _this = this;
  85151. /**
  85152. * Specifiess that the depth renderer will only be used within
  85153. * the camera it is created for.
  85154. * This can help forcing its rendering during the camera processing.
  85155. */
  85156. this.useOnlyInActiveCamera = false;
  85157. this._scene = scene;
  85158. // Register the G Buffer component to the scene.
  85159. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85160. if (!component) {
  85161. component = new BABYLON.DepthRendererSceneComponent(scene);
  85162. scene._addComponent(component);
  85163. }
  85164. this._camera = camera;
  85165. var engine = scene.getEngine();
  85166. // Render target
  85167. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85168. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85169. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85170. this._depthMap.refreshRate = 1;
  85171. this._depthMap.renderParticles = false;
  85172. this._depthMap.renderList = null;
  85173. // Camera to get depth map from to support multiple concurrent cameras
  85174. this._depthMap.activeCamera = this._camera;
  85175. this._depthMap.ignoreCameraViewport = true;
  85176. this._depthMap.useCameraPostProcesses = false;
  85177. // set default depth value to 1.0 (far away)
  85178. this._depthMap.onClearObservable.add(function (engine) {
  85179. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85180. });
  85181. // Custom render function
  85182. var renderSubMesh = function (subMesh) {
  85183. var mesh = subMesh.getRenderingMesh();
  85184. var scene = _this._scene;
  85185. var engine = scene.getEngine();
  85186. var material = subMesh.getMaterial();
  85187. if (!material) {
  85188. return;
  85189. }
  85190. // Culling and reverse (right handed system)
  85191. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85192. // Managing instances
  85193. var batch = mesh._getInstancesRenderList(subMesh._id);
  85194. if (batch.mustReturn) {
  85195. return;
  85196. }
  85197. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85198. var camera = _this._camera || scene.activeCamera;
  85199. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85200. engine.enableEffect(_this._effect);
  85201. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85202. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85203. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85204. // Alpha test
  85205. if (material && material.needAlphaTesting()) {
  85206. var alphaTexture = material.getAlphaTestTexture();
  85207. if (alphaTexture) {
  85208. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85209. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85210. }
  85211. }
  85212. // Bones
  85213. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85214. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85215. }
  85216. // Draw
  85217. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85218. }
  85219. };
  85220. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85221. var index;
  85222. if (depthOnlySubMeshes.length) {
  85223. engine.setColorWrite(false);
  85224. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85225. renderSubMesh(depthOnlySubMeshes.data[index]);
  85226. }
  85227. engine.setColorWrite(true);
  85228. }
  85229. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85230. renderSubMesh(opaqueSubMeshes.data[index]);
  85231. }
  85232. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85233. renderSubMesh(alphaTestSubMeshes.data[index]);
  85234. }
  85235. };
  85236. }
  85237. /**
  85238. * Creates the depth rendering effect and checks if the effect is ready.
  85239. * @param subMesh The submesh to be used to render the depth map of
  85240. * @param useInstances If multiple world instances should be used
  85241. * @returns if the depth renderer is ready to render the depth map
  85242. */
  85243. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85244. var material = subMesh.getMaterial();
  85245. if (material.disableDepthWrite) {
  85246. return false;
  85247. }
  85248. var defines = [];
  85249. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85250. var mesh = subMesh.getMesh();
  85251. // Alpha test
  85252. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85253. defines.push("#define ALPHATEST");
  85254. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85255. attribs.push(BABYLON.VertexBuffer.UVKind);
  85256. defines.push("#define UV1");
  85257. }
  85258. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85259. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85260. defines.push("#define UV2");
  85261. }
  85262. }
  85263. // Bones
  85264. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85265. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85266. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85267. if (mesh.numBoneInfluencers > 4) {
  85268. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85269. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85270. }
  85271. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85272. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85273. }
  85274. else {
  85275. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85276. }
  85277. // Instances
  85278. if (useInstances) {
  85279. defines.push("#define INSTANCES");
  85280. attribs.push("world0");
  85281. attribs.push("world1");
  85282. attribs.push("world2");
  85283. attribs.push("world3");
  85284. }
  85285. // Get correct effect
  85286. var join = defines.join("\n");
  85287. if (this._cachedDefines !== join) {
  85288. this._cachedDefines = join;
  85289. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85290. }
  85291. return this._effect.isReady();
  85292. };
  85293. /**
  85294. * Gets the texture which the depth map will be written to.
  85295. * @returns The depth map texture
  85296. */
  85297. DepthRenderer.prototype.getDepthMap = function () {
  85298. return this._depthMap;
  85299. };
  85300. /**
  85301. * Disposes of the depth renderer.
  85302. */
  85303. DepthRenderer.prototype.dispose = function () {
  85304. this._depthMap.dispose();
  85305. };
  85306. return DepthRenderer;
  85307. }());
  85308. BABYLON.DepthRenderer = DepthRenderer;
  85309. })(BABYLON || (BABYLON = {}));
  85310. //# sourceMappingURL=babylon.depthRenderer.js.map
  85311. var BABYLON;
  85312. (function (BABYLON) {
  85313. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85314. camera = camera || this.activeCamera;
  85315. if (!camera) {
  85316. throw "No camera available to enable depth renderer";
  85317. }
  85318. if (!this._depthRenderer) {
  85319. this._depthRenderer = {};
  85320. }
  85321. if (!this._depthRenderer[camera.id]) {
  85322. var textureType = 0;
  85323. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85324. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85325. }
  85326. else if (this.getEngine().getCaps().textureFloatRender) {
  85327. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85328. }
  85329. else {
  85330. throw "Depth renderer does not support int texture type";
  85331. }
  85332. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85333. }
  85334. return this._depthRenderer[camera.id];
  85335. };
  85336. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85337. camera = camera || this.activeCamera;
  85338. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85339. return;
  85340. }
  85341. this._depthRenderer[camera.id].dispose();
  85342. delete this._depthRenderer[camera.id];
  85343. };
  85344. /**
  85345. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85346. * in several rendering techniques.
  85347. */
  85348. var DepthRendererSceneComponent = /** @class */ (function () {
  85349. /**
  85350. * Creates a new instance of the component for the given scene
  85351. * @param scene Defines the scene to register the component in
  85352. */
  85353. function DepthRendererSceneComponent(scene) {
  85354. /**
  85355. * The component name helpfull to identify the component in the list of scene components.
  85356. */
  85357. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85358. this.scene = scene;
  85359. }
  85360. /**
  85361. * Registers the component in a given scene
  85362. */
  85363. DepthRendererSceneComponent.prototype.register = function () {
  85364. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85365. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85366. };
  85367. /**
  85368. * Rebuilds the elements related to this component in case of
  85369. * context lost for instance.
  85370. */
  85371. DepthRendererSceneComponent.prototype.rebuild = function () {
  85372. // Nothing to do for this component
  85373. };
  85374. /**
  85375. * Disposes the component and the associated ressources
  85376. */
  85377. DepthRendererSceneComponent.prototype.dispose = function () {
  85378. for (var key in this.scene._depthRenderer) {
  85379. this.scene._depthRenderer[key].dispose();
  85380. }
  85381. };
  85382. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85383. if (this.scene._depthRenderer) {
  85384. for (var key in this.scene._depthRenderer) {
  85385. var depthRenderer = this.scene._depthRenderer[key];
  85386. if (!depthRenderer.useOnlyInActiveCamera) {
  85387. renderTargets.push(depthRenderer.getDepthMap());
  85388. }
  85389. }
  85390. }
  85391. };
  85392. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85393. if (this.scene._depthRenderer) {
  85394. for (var key in this.scene._depthRenderer) {
  85395. var depthRenderer = this.scene._depthRenderer[key];
  85396. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85397. renderTargets.push(depthRenderer.getDepthMap());
  85398. }
  85399. }
  85400. }
  85401. };
  85402. return DepthRendererSceneComponent;
  85403. }());
  85404. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85405. })(BABYLON || (BABYLON = {}));
  85406. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85407. var BABYLON;
  85408. (function (BABYLON) {
  85409. /**
  85410. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85411. */
  85412. var GeometryBufferRenderer = /** @class */ (function () {
  85413. /**
  85414. * Creates a new G Buffer for the scene
  85415. * @param scene The scene the buffer belongs to
  85416. * @param ratio How big is the buffer related to the main canvas.
  85417. */
  85418. function GeometryBufferRenderer(scene, ratio) {
  85419. if (ratio === void 0) { ratio = 1; }
  85420. /**
  85421. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85422. * in order to compute objects velocities when enableVelocity is set to "true"
  85423. * @hidden
  85424. */
  85425. this._previousTransformationMatrices = {};
  85426. this._enablePosition = false;
  85427. this._enableVelocity = false;
  85428. this._positionIndex = -1;
  85429. this._velocityIndex = -1;
  85430. this._scene = scene;
  85431. this._ratio = ratio;
  85432. // Register the G Buffer component to the scene.
  85433. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85434. if (!component) {
  85435. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85436. scene._addComponent(component);
  85437. }
  85438. // Render target
  85439. this._createRenderTargets();
  85440. }
  85441. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85442. /**
  85443. * Set the render list (meshes to be rendered) used in the G buffer.
  85444. */
  85445. set: function (meshes) {
  85446. this._multiRenderTarget.renderList = meshes;
  85447. },
  85448. enumerable: true,
  85449. configurable: true
  85450. });
  85451. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85452. /**
  85453. * Gets wether or not G buffer are supported by the running hardware.
  85454. * This requires draw buffer supports
  85455. */
  85456. get: function () {
  85457. return this._multiRenderTarget.isSupported;
  85458. },
  85459. enumerable: true,
  85460. configurable: true
  85461. });
  85462. /**
  85463. * Returns the index of the given texture type in the G-Buffer textures array
  85464. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85465. * @returns the index of the given texture type in the G-Buffer textures array
  85466. */
  85467. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85468. switch (textureType) {
  85469. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85470. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85471. default: return -1;
  85472. }
  85473. };
  85474. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85475. /**
  85476. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85477. */
  85478. get: function () {
  85479. return this._enablePosition;
  85480. },
  85481. /**
  85482. * Sets whether or not objects positions are enabled for the G buffer.
  85483. */
  85484. set: function (enable) {
  85485. this._enablePosition = enable;
  85486. this.dispose();
  85487. this._createRenderTargets();
  85488. },
  85489. enumerable: true,
  85490. configurable: true
  85491. });
  85492. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85493. /**
  85494. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85495. */
  85496. get: function () {
  85497. return this._enableVelocity;
  85498. },
  85499. /**
  85500. * Sets wether or not objects velocities are enabled for the G buffer.
  85501. */
  85502. set: function (enable) {
  85503. this._enableVelocity = enable;
  85504. this.dispose();
  85505. this._createRenderTargets();
  85506. },
  85507. enumerable: true,
  85508. configurable: true
  85509. });
  85510. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85511. /**
  85512. * Gets the scene associated with the buffer.
  85513. */
  85514. get: function () {
  85515. return this._scene;
  85516. },
  85517. enumerable: true,
  85518. configurable: true
  85519. });
  85520. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85521. /**
  85522. * Gets the ratio used by the buffer during its creation.
  85523. * How big is the buffer related to the main canvas.
  85524. */
  85525. get: function () {
  85526. return this._ratio;
  85527. },
  85528. enumerable: true,
  85529. configurable: true
  85530. });
  85531. /**
  85532. * Checks wether everything is ready to render a submesh to the G buffer.
  85533. * @param subMesh the submesh to check readiness for
  85534. * @param useInstances is the mesh drawn using instance or not
  85535. * @returns true if ready otherwise false
  85536. */
  85537. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85538. var material = subMesh.getMaterial();
  85539. if (material && material.disableDepthWrite) {
  85540. return false;
  85541. }
  85542. var defines = [];
  85543. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85544. var mesh = subMesh.getMesh();
  85545. // Alpha test
  85546. if (material && material.needAlphaTesting()) {
  85547. defines.push("#define ALPHATEST");
  85548. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85549. attribs.push(BABYLON.VertexBuffer.UVKind);
  85550. defines.push("#define UV1");
  85551. }
  85552. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85553. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85554. defines.push("#define UV2");
  85555. }
  85556. }
  85557. // Buffers
  85558. if (this._enablePosition) {
  85559. defines.push("#define POSITION");
  85560. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85561. }
  85562. if (this._enableVelocity) {
  85563. defines.push("#define VELOCITY");
  85564. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85565. }
  85566. // Bones
  85567. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85568. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85569. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85570. if (mesh.numBoneInfluencers > 4) {
  85571. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85572. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85573. }
  85574. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85575. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85576. }
  85577. else {
  85578. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85579. }
  85580. // Instances
  85581. if (useInstances) {
  85582. defines.push("#define INSTANCES");
  85583. attribs.push("world0");
  85584. attribs.push("world1");
  85585. attribs.push("world2");
  85586. attribs.push("world3");
  85587. }
  85588. // Setup textures count
  85589. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85590. // Get correct effect
  85591. var join = defines.join("\n");
  85592. if (this._cachedDefines !== join) {
  85593. this._cachedDefines = join;
  85594. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85595. }
  85596. return this._effect.isReady();
  85597. };
  85598. /**
  85599. * Gets the current underlying G Buffer.
  85600. * @returns the buffer
  85601. */
  85602. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85603. return this._multiRenderTarget;
  85604. };
  85605. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85606. /**
  85607. * Gets the number of samples used to render the buffer (anti aliasing).
  85608. */
  85609. get: function () {
  85610. return this._multiRenderTarget.samples;
  85611. },
  85612. /**
  85613. * Sets the number of samples used to render the buffer (anti aliasing).
  85614. */
  85615. set: function (value) {
  85616. this._multiRenderTarget.samples = value;
  85617. },
  85618. enumerable: true,
  85619. configurable: true
  85620. });
  85621. /**
  85622. * Disposes the renderer and frees up associated resources.
  85623. */
  85624. GeometryBufferRenderer.prototype.dispose = function () {
  85625. this.getGBuffer().dispose();
  85626. };
  85627. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85628. var _this = this;
  85629. var engine = this._scene.getEngine();
  85630. var count = 2;
  85631. if (this._enablePosition) {
  85632. this._positionIndex = count;
  85633. count++;
  85634. }
  85635. if (this._enableVelocity) {
  85636. this._velocityIndex = count;
  85637. count++;
  85638. }
  85639. 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 });
  85640. if (!this.isSupported) {
  85641. return;
  85642. }
  85643. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85644. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85645. this._multiRenderTarget.refreshRate = 1;
  85646. this._multiRenderTarget.renderParticles = false;
  85647. this._multiRenderTarget.renderList = null;
  85648. // set default depth value to 1.0 (far away)
  85649. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85650. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85651. });
  85652. // Custom render function
  85653. var renderSubMesh = function (subMesh) {
  85654. var mesh = subMesh.getRenderingMesh();
  85655. var scene = _this._scene;
  85656. var engine = scene.getEngine();
  85657. var material = subMesh.getMaterial();
  85658. if (!material) {
  85659. return;
  85660. }
  85661. // Velocity
  85662. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85663. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85664. }
  85665. // Culling
  85666. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85667. // Managing instances
  85668. var batch = mesh._getInstancesRenderList(subMesh._id);
  85669. if (batch.mustReturn) {
  85670. return;
  85671. }
  85672. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85673. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85674. engine.enableEffect(_this._effect);
  85675. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85676. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85677. _this._effect.setMatrix("view", scene.getViewMatrix());
  85678. // Alpha test
  85679. if (material && material.needAlphaTesting()) {
  85680. var alphaTexture = material.getAlphaTestTexture();
  85681. if (alphaTexture) {
  85682. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85683. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85684. }
  85685. }
  85686. // Bones
  85687. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85688. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85689. }
  85690. // Velocity
  85691. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85692. // Draw
  85693. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85694. }
  85695. // Velocity
  85696. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85697. };
  85698. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85699. var index;
  85700. if (depthOnlySubMeshes.length) {
  85701. engine.setColorWrite(false);
  85702. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85703. renderSubMesh(depthOnlySubMeshes.data[index]);
  85704. }
  85705. engine.setColorWrite(true);
  85706. }
  85707. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85708. renderSubMesh(opaqueSubMeshes.data[index]);
  85709. }
  85710. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85711. renderSubMesh(alphaTestSubMeshes.data[index]);
  85712. }
  85713. };
  85714. };
  85715. /**
  85716. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85717. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85718. */
  85719. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85720. /**
  85721. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85722. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85723. */
  85724. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85725. return GeometryBufferRenderer;
  85726. }());
  85727. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85728. })(BABYLON || (BABYLON = {}));
  85729. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85730. var BABYLON;
  85731. (function (BABYLON) {
  85732. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85733. get: function () {
  85734. this._geometryBufferRenderer;
  85735. },
  85736. set: function (value) {
  85737. if (value && value.isSupported) {
  85738. this._geometryBufferRenderer = value;
  85739. }
  85740. },
  85741. enumerable: true,
  85742. configurable: true
  85743. });
  85744. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85745. if (ratio === void 0) { ratio = 1; }
  85746. if (this._geometryBufferRenderer) {
  85747. return this._geometryBufferRenderer;
  85748. }
  85749. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85750. if (!this._geometryBufferRenderer.isSupported) {
  85751. this._geometryBufferRenderer = null;
  85752. }
  85753. return this._geometryBufferRenderer;
  85754. };
  85755. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85756. if (!this._geometryBufferRenderer) {
  85757. return;
  85758. }
  85759. this._geometryBufferRenderer.dispose();
  85760. this._geometryBufferRenderer = null;
  85761. };
  85762. /**
  85763. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85764. * in several rendering techniques.
  85765. */
  85766. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85767. /**
  85768. * Creates a new instance of the component for the given scene
  85769. * @param scene Defines the scene to register the component in
  85770. */
  85771. function GeometryBufferRendererSceneComponent(scene) {
  85772. /**
  85773. * The component name helpful to identify the component in the list of scene components.
  85774. */
  85775. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85776. this.scene = scene;
  85777. }
  85778. /**
  85779. * Registers the component in a given scene
  85780. */
  85781. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85782. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85783. };
  85784. /**
  85785. * Rebuilds the elements related to this component in case of
  85786. * context lost for instance.
  85787. */
  85788. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85789. // Nothing to do for this component
  85790. };
  85791. /**
  85792. * Disposes the component and the associated ressources
  85793. */
  85794. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85795. // Nothing to do for this component
  85796. };
  85797. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85798. if (this.scene._geometryBufferRenderer) {
  85799. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85800. }
  85801. };
  85802. return GeometryBufferRendererSceneComponent;
  85803. }());
  85804. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  85805. })(BABYLON || (BABYLON = {}));
  85806. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  85807. var BABYLON;
  85808. (function (BABYLON) {
  85809. /**
  85810. * Render pipeline to produce ssao effect
  85811. */
  85812. var SSAORenderingPipeline = /** @class */ (function (_super) {
  85813. __extends(SSAORenderingPipeline, _super);
  85814. /**
  85815. * @constructor
  85816. * @param name - The rendering pipeline name
  85817. * @param scene - The scene linked to this pipeline
  85818. * @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 }
  85819. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  85820. */
  85821. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  85822. var _this = _super.call(this, scene.getEngine(), name) || this;
  85823. // Members
  85824. /**
  85825. * @ignore
  85826. * The PassPostProcess id in the pipeline that contains the original scene color
  85827. */
  85828. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85829. /**
  85830. * @ignore
  85831. * The SSAO PostProcess id in the pipeline
  85832. */
  85833. _this.SSAORenderEffect = "SSAORenderEffect";
  85834. /**
  85835. * @ignore
  85836. * The horizontal blur PostProcess id in the pipeline
  85837. */
  85838. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85839. /**
  85840. * @ignore
  85841. * The vertical blur PostProcess id in the pipeline
  85842. */
  85843. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85844. /**
  85845. * @ignore
  85846. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85847. */
  85848. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85849. /**
  85850. * The output strength of the SSAO post-process. Default value is 1.0.
  85851. */
  85852. _this.totalStrength = 1.0;
  85853. /**
  85854. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85855. */
  85856. _this.radius = 0.0001;
  85857. /**
  85858. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85859. * Must not be equal to fallOff and superior to fallOff.
  85860. * Default value is 0.975
  85861. */
  85862. _this.area = 0.0075;
  85863. /**
  85864. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85865. * Must not be equal to area and inferior to area.
  85866. * Default value is 0.0
  85867. */
  85868. _this.fallOff = 0.000001;
  85869. /**
  85870. * The base color of the SSAO post-process
  85871. * The final result is "base + ssao" between [0, 1]
  85872. */
  85873. _this.base = 0.5;
  85874. _this._firstUpdate = true;
  85875. _this._scene = scene;
  85876. // Set up assets
  85877. _this._createRandomTexture();
  85878. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85879. var ssaoRatio = ratio.ssaoRatio || ratio;
  85880. var combineRatio = ratio.combineRatio || ratio;
  85881. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85882. _this._createSSAOPostProcess(ssaoRatio);
  85883. _this._createBlurPostProcess(ssaoRatio);
  85884. _this._createSSAOCombinePostProcess(combineRatio);
  85885. // Set up pipeline
  85886. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85887. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85888. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85889. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85890. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85891. // Finish
  85892. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85893. if (cameras) {
  85894. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85895. }
  85896. return _this;
  85897. }
  85898. // Public Methods
  85899. /**
  85900. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85901. */
  85902. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85903. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85904. for (var i = 0; i < this._scene.cameras.length; i++) {
  85905. var camera = this._scene.cameras[i];
  85906. this._originalColorPostProcess.dispose(camera);
  85907. this._ssaoPostProcess.dispose(camera);
  85908. this._blurHPostProcess.dispose(camera);
  85909. this._blurVPostProcess.dispose(camera);
  85910. this._ssaoCombinePostProcess.dispose(camera);
  85911. }
  85912. this._randomTexture.dispose();
  85913. if (disableDepthRender) {
  85914. this._scene.disableDepthRenderer();
  85915. }
  85916. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85917. _super.prototype.dispose.call(this);
  85918. };
  85919. // Private Methods
  85920. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85921. var _this = this;
  85922. var size = 16;
  85923. 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);
  85924. 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);
  85925. this._blurHPostProcess.onActivateObservable.add(function () {
  85926. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85927. _this._blurHPostProcess.kernel = size * dw;
  85928. });
  85929. this._blurVPostProcess.onActivateObservable.add(function () {
  85930. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85931. _this._blurVPostProcess.kernel = size * dw;
  85932. });
  85933. };
  85934. /** @hidden */
  85935. SSAORenderingPipeline.prototype._rebuild = function () {
  85936. this._firstUpdate = true;
  85937. _super.prototype._rebuild.call(this);
  85938. };
  85939. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85940. var _this = this;
  85941. var numSamples = 16;
  85942. var sampleSphere = [
  85943. 0.5381, 0.1856, -0.4319,
  85944. 0.1379, 0.2486, 0.4430,
  85945. 0.3371, 0.5679, -0.0057,
  85946. -0.6999, -0.0451, -0.0019,
  85947. 0.0689, -0.1598, -0.8547,
  85948. 0.0560, 0.0069, -0.1843,
  85949. -0.0146, 0.1402, 0.0762,
  85950. 0.0100, -0.1924, -0.0344,
  85951. -0.3577, -0.5301, -0.4358,
  85952. -0.3169, 0.1063, 0.0158,
  85953. 0.0103, -0.5869, 0.0046,
  85954. -0.0897, -0.4940, 0.3287,
  85955. 0.7119, -0.0154, -0.0918,
  85956. -0.0533, 0.0596, -0.5411,
  85957. 0.0352, -0.0631, 0.5460,
  85958. -0.4776, 0.2847, -0.0271
  85959. ];
  85960. var samplesFactor = 1.0 / numSamples;
  85961. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85962. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85963. "area", "fallOff", "base", "range", "viewport"
  85964. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85965. this._ssaoPostProcess.onApply = function (effect) {
  85966. if (_this._firstUpdate) {
  85967. effect.setArray3("sampleSphere", sampleSphere);
  85968. effect.setFloat("samplesFactor", samplesFactor);
  85969. effect.setFloat("randTextureTiles", 4.0);
  85970. }
  85971. effect.setFloat("totalStrength", _this.totalStrength);
  85972. effect.setFloat("radius", _this.radius);
  85973. effect.setFloat("area", _this.area);
  85974. effect.setFloat("fallOff", _this.fallOff);
  85975. effect.setFloat("base", _this.base);
  85976. effect.setTexture("textureSampler", _this._depthTexture);
  85977. effect.setTexture("randomSampler", _this._randomTexture);
  85978. };
  85979. };
  85980. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85981. var _this = this;
  85982. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85983. this._ssaoCombinePostProcess.onApply = function (effect) {
  85984. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85985. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85986. };
  85987. };
  85988. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85989. var size = 512;
  85990. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85991. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85992. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85993. var context = this._randomTexture.getContext();
  85994. var rand = function (min, max) {
  85995. return Math.random() * (max - min) + min;
  85996. };
  85997. var randVector = BABYLON.Vector3.Zero();
  85998. for (var x = 0; x < size; x++) {
  85999. for (var y = 0; y < size; y++) {
  86000. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  86001. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  86002. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  86003. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86004. context.fillRect(x, y, 1, 1);
  86005. }
  86006. }
  86007. this._randomTexture.update(false);
  86008. };
  86009. __decorate([
  86010. BABYLON.serialize()
  86011. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  86012. __decorate([
  86013. BABYLON.serialize()
  86014. ], SSAORenderingPipeline.prototype, "radius", void 0);
  86015. __decorate([
  86016. BABYLON.serialize()
  86017. ], SSAORenderingPipeline.prototype, "area", void 0);
  86018. __decorate([
  86019. BABYLON.serialize()
  86020. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  86021. __decorate([
  86022. BABYLON.serialize()
  86023. ], SSAORenderingPipeline.prototype, "base", void 0);
  86024. return SSAORenderingPipeline;
  86025. }(BABYLON.PostProcessRenderPipeline));
  86026. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  86027. })(BABYLON || (BABYLON = {}));
  86028. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  86029. var BABYLON;
  86030. (function (BABYLON) {
  86031. /**
  86032. * Render pipeline to produce ssao effect
  86033. */
  86034. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  86035. __extends(SSAO2RenderingPipeline, _super);
  86036. /**
  86037. * @constructor
  86038. * @param name The rendering pipeline name
  86039. * @param scene The scene linked to this pipeline
  86040. * @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 }
  86041. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86042. */
  86043. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  86044. var _this = _super.call(this, scene.getEngine(), name) || this;
  86045. // Members
  86046. /**
  86047. * @ignore
  86048. * The PassPostProcess id in the pipeline that contains the original scene color
  86049. */
  86050. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86051. /**
  86052. * @ignore
  86053. * The SSAO PostProcess id in the pipeline
  86054. */
  86055. _this.SSAORenderEffect = "SSAORenderEffect";
  86056. /**
  86057. * @ignore
  86058. * The horizontal blur PostProcess id in the pipeline
  86059. */
  86060. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86061. /**
  86062. * @ignore
  86063. * The vertical blur PostProcess id in the pipeline
  86064. */
  86065. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86066. /**
  86067. * @ignore
  86068. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86069. */
  86070. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86071. /**
  86072. * The output strength of the SSAO post-process. Default value is 1.0.
  86073. */
  86074. _this.totalStrength = 1.0;
  86075. /**
  86076. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  86077. */
  86078. _this.maxZ = 100.0;
  86079. /**
  86080. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  86081. */
  86082. _this.minZAspect = 0.2;
  86083. _this._samples = 8;
  86084. _this._textureSamples = 1;
  86085. _this._expensiveBlur = true;
  86086. /**
  86087. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  86088. */
  86089. _this.radius = 2.0;
  86090. /**
  86091. * The base color of the SSAO post-process
  86092. * The final result is "base + ssao" between [0, 1]
  86093. */
  86094. _this.base = 0;
  86095. _this._firstUpdate = true;
  86096. _this._bits = new Uint32Array(1);
  86097. _this._scene = scene;
  86098. _this._ratio = ratio;
  86099. if (!_this.isSupported) {
  86100. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  86101. return _this;
  86102. }
  86103. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  86104. var blurRatio = _this._ratio.blurRatio || ratio;
  86105. // Set up assets
  86106. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  86107. _this._createRandomTexture();
  86108. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  86109. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  86110. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86111. _this._originalColorPostProcess.samples = _this.textureSamples;
  86112. _this._createSSAOPostProcess(1.0);
  86113. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  86114. _this._createSSAOCombinePostProcess(blurRatio);
  86115. // Set up pipeline
  86116. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86117. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86118. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86119. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86120. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86121. // Finish
  86122. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86123. if (cameras) {
  86124. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86125. }
  86126. return _this;
  86127. }
  86128. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  86129. get: function () {
  86130. return this._samples;
  86131. },
  86132. /**
  86133. * Number of samples used for the SSAO calculations. Default value is 8
  86134. */
  86135. set: function (n) {
  86136. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86137. this._samples = n;
  86138. this._sampleSphere = this._generateHemisphere();
  86139. this._firstUpdate = true;
  86140. },
  86141. enumerable: true,
  86142. configurable: true
  86143. });
  86144. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86145. get: function () {
  86146. return this._textureSamples;
  86147. },
  86148. /**
  86149. * Number of samples to use for antialiasing
  86150. */
  86151. set: function (n) {
  86152. this._textureSamples = n;
  86153. this._originalColorPostProcess.samples = n;
  86154. this._blurHPostProcess.samples = n;
  86155. this._blurVPostProcess.samples = n;
  86156. this._ssaoPostProcess.samples = n;
  86157. this._ssaoCombinePostProcess.samples = n;
  86158. },
  86159. enumerable: true,
  86160. configurable: true
  86161. });
  86162. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86163. get: function () {
  86164. return this._expensiveBlur;
  86165. },
  86166. /**
  86167. * If bilateral blur should be used
  86168. */
  86169. set: function (b) {
  86170. 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"]);
  86171. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86172. this._expensiveBlur = b;
  86173. this._firstUpdate = true;
  86174. },
  86175. enumerable: true,
  86176. configurable: true
  86177. });
  86178. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86179. /**
  86180. * Support test.
  86181. */
  86182. get: function () {
  86183. var engine = BABYLON.Engine.LastCreatedEngine;
  86184. if (!engine) {
  86185. return false;
  86186. }
  86187. return engine.getCaps().drawBuffersExtension;
  86188. },
  86189. enumerable: true,
  86190. configurable: true
  86191. });
  86192. // Public Methods
  86193. /**
  86194. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86195. */
  86196. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86197. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86198. for (var i = 0; i < this._scene.cameras.length; i++) {
  86199. var camera = this._scene.cameras[i];
  86200. this._originalColorPostProcess.dispose(camera);
  86201. this._ssaoPostProcess.dispose(camera);
  86202. this._blurHPostProcess.dispose(camera);
  86203. this._blurVPostProcess.dispose(camera);
  86204. this._ssaoCombinePostProcess.dispose(camera);
  86205. }
  86206. this._randomTexture.dispose();
  86207. if (disableGeometryBufferRenderer) {
  86208. this._scene.disableGeometryBufferRenderer();
  86209. }
  86210. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86211. _super.prototype.dispose.call(this);
  86212. };
  86213. // Private Methods
  86214. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86215. var _this = this;
  86216. this._samplerOffsets = [];
  86217. var expensive = this.expensiveBlur;
  86218. for (var i = -8; i < 8; i++) {
  86219. this._samplerOffsets.push(i * 2 + 0.5);
  86220. }
  86221. 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");
  86222. this._blurHPostProcess.onApply = function (effect) {
  86223. if (!_this._scene.activeCamera) {
  86224. return;
  86225. }
  86226. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86227. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86228. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86229. effect.setFloat("radius", _this.radius);
  86230. effect.setTexture("depthSampler", _this._depthTexture);
  86231. if (_this._firstUpdate) {
  86232. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86233. }
  86234. };
  86235. 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");
  86236. this._blurVPostProcess.onApply = function (effect) {
  86237. if (!_this._scene.activeCamera) {
  86238. return;
  86239. }
  86240. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86241. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86242. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86243. effect.setFloat("radius", _this.radius);
  86244. effect.setTexture("depthSampler", _this._depthTexture);
  86245. if (_this._firstUpdate) {
  86246. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86247. _this._firstUpdate = false;
  86248. }
  86249. };
  86250. this._blurHPostProcess.samples = this.textureSamples;
  86251. this._blurVPostProcess.samples = this.textureSamples;
  86252. };
  86253. /** @hidden */
  86254. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86255. this._firstUpdate = true;
  86256. _super.prototype._rebuild.call(this);
  86257. };
  86258. //Van der Corput radical inverse
  86259. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86260. this._bits[0] = i;
  86261. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86262. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86263. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86264. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86265. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86266. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86267. };
  86268. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86269. return [i / n, this._radicalInverse_VdC(i)];
  86270. };
  86271. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86272. var phi = v * 2.0 * Math.PI;
  86273. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86274. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86275. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86276. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86277. };
  86278. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86279. var numSamples = this.samples;
  86280. var result = [];
  86281. var vector;
  86282. var i = 0;
  86283. while (i < numSamples) {
  86284. if (numSamples < 16) {
  86285. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86286. }
  86287. else {
  86288. var rand = this._hammersley(i, numSamples);
  86289. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86290. }
  86291. result.push(vector.x, vector.y, vector.z);
  86292. i++;
  86293. }
  86294. return result;
  86295. };
  86296. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86297. var _this = this;
  86298. var numSamples = this.samples;
  86299. this._sampleSphere = this._generateHemisphere();
  86300. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86301. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86302. "base", "range", "projection", "near", "far", "texelSize",
  86303. "xViewport", "yViewport", "maxZ", "minZAspect"
  86304. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86305. this._ssaoPostProcess.onApply = function (effect) {
  86306. if (_this._firstUpdate) {
  86307. effect.setArray3("sampleSphere", _this._sampleSphere);
  86308. effect.setFloat("randTextureTiles", 32.0);
  86309. }
  86310. if (!_this._scene.activeCamera) {
  86311. return;
  86312. }
  86313. effect.setFloat("samplesFactor", 1 / _this.samples);
  86314. effect.setFloat("totalStrength", _this.totalStrength);
  86315. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86316. effect.setFloat("radius", _this.radius);
  86317. effect.setFloat("maxZ", _this.maxZ);
  86318. effect.setFloat("minZAspect", _this.minZAspect);
  86319. effect.setFloat("base", _this.base);
  86320. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86321. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86322. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86323. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86324. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86325. effect.setTexture("textureSampler", _this._depthTexture);
  86326. effect.setTexture("normalSampler", _this._normalTexture);
  86327. effect.setTexture("randomSampler", _this._randomTexture);
  86328. };
  86329. this._ssaoPostProcess.samples = this.textureSamples;
  86330. };
  86331. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86332. var _this = this;
  86333. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86334. this._ssaoCombinePostProcess.onApply = function (effect) {
  86335. var viewport = _this._scene.activeCamera.viewport;
  86336. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86337. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86338. };
  86339. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86340. };
  86341. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86342. var size = 128;
  86343. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86344. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86345. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86346. var context = this._randomTexture.getContext();
  86347. var rand = function (min, max) {
  86348. return Math.random() * (max - min) + min;
  86349. };
  86350. var randVector = BABYLON.Vector3.Zero();
  86351. for (var x = 0; x < size; x++) {
  86352. for (var y = 0; y < size; y++) {
  86353. randVector.x = rand(0.0, 1.0);
  86354. randVector.y = rand(0.0, 1.0);
  86355. randVector.z = 0.0;
  86356. randVector.normalize();
  86357. randVector.scaleInPlace(255);
  86358. randVector.x = Math.floor(randVector.x);
  86359. randVector.y = Math.floor(randVector.y);
  86360. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86361. context.fillRect(x, y, 1, 1);
  86362. }
  86363. }
  86364. this._randomTexture.update(false);
  86365. };
  86366. /**
  86367. * Serialize the rendering pipeline (Used when exporting)
  86368. * @returns the serialized object
  86369. */
  86370. SSAO2RenderingPipeline.prototype.serialize = function () {
  86371. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86372. serializationObject.customType = "SSAO2RenderingPipeline";
  86373. return serializationObject;
  86374. };
  86375. /**
  86376. * Parse the serialized pipeline
  86377. * @param source Source pipeline.
  86378. * @param scene The scene to load the pipeline to.
  86379. * @param rootUrl The URL of the serialized pipeline.
  86380. * @returns An instantiated pipeline from the serialized object.
  86381. */
  86382. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86383. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86384. };
  86385. __decorate([
  86386. BABYLON.serialize()
  86387. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86388. __decorate([
  86389. BABYLON.serialize()
  86390. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86391. __decorate([
  86392. BABYLON.serialize()
  86393. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86394. __decorate([
  86395. BABYLON.serialize("samples")
  86396. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86397. __decorate([
  86398. BABYLON.serialize("textureSamples")
  86399. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86400. __decorate([
  86401. BABYLON.serialize()
  86402. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86403. __decorate([
  86404. BABYLON.serialize("expensiveBlur")
  86405. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86406. __decorate([
  86407. BABYLON.serialize()
  86408. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86409. __decorate([
  86410. BABYLON.serialize()
  86411. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86412. return SSAO2RenderingPipeline;
  86413. }(BABYLON.PostProcessRenderPipeline));
  86414. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86415. })(BABYLON || (BABYLON = {}));
  86416. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86417. var BABYLON;
  86418. (function (BABYLON) {
  86419. /**
  86420. * BABYLON.JS Chromatic Aberration GLSL Shader
  86421. * Author: Olivier Guyot
  86422. * Separates very slightly R, G and B colors on the edges of the screen
  86423. * Inspired by Francois Tarlier & Martins Upitis
  86424. */
  86425. var LensRenderingPipeline = /** @class */ (function (_super) {
  86426. __extends(LensRenderingPipeline, _super);
  86427. /**
  86428. * @constructor
  86429. *
  86430. * Effect parameters are as follow:
  86431. * {
  86432. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86433. * edge_blur: number; // from 0 to x (1 for realism)
  86434. * distortion: number; // from 0 to x (1 for realism)
  86435. * grain_amount: number; // from 0 to 1
  86436. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86437. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86438. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86439. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86440. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86441. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86442. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86443. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86444. * }
  86445. * Note: if an effect parameter is unset, effect is disabled
  86446. *
  86447. * @param name The rendering pipeline name
  86448. * @param parameters - An object containing all parameters (see above)
  86449. * @param scene The scene linked to this pipeline
  86450. * @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)
  86451. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86452. */
  86453. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86454. if (ratio === void 0) { ratio = 1.0; }
  86455. var _this = _super.call(this, scene.getEngine(), name) || this;
  86456. // Lens effects can be of the following:
  86457. // - chromatic aberration (slight shift of RGB colors)
  86458. // - blur on the edge of the lens
  86459. // - lens distortion
  86460. // - depth-of-field blur & highlights enhancing
  86461. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86462. // - grain effect (noise or custom texture)
  86463. // Two additional texture samplers are needed:
  86464. // - depth map (for depth-of-field)
  86465. // - grain texture
  86466. /**
  86467. * @ignore
  86468. * The chromatic aberration PostProcess id in the pipeline
  86469. */
  86470. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86471. /**
  86472. * @ignore
  86473. * The highlights enhancing PostProcess id in the pipeline
  86474. */
  86475. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86476. /**
  86477. * @ignore
  86478. * The depth-of-field PostProcess id in the pipeline
  86479. */
  86480. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86481. _this._scene = scene;
  86482. // Fetch texture samplers
  86483. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86484. if (parameters.grain_texture) {
  86485. _this._grainTexture = parameters.grain_texture;
  86486. }
  86487. else {
  86488. _this._createGrainTexture();
  86489. }
  86490. // save parameters
  86491. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86492. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86493. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86494. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86495. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86496. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86497. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86498. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86499. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86500. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86501. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86502. // Create effects
  86503. _this._createChromaticAberrationPostProcess(ratio);
  86504. _this._createHighlightsPostProcess(ratio);
  86505. _this._createDepthOfFieldPostProcess(ratio / 4);
  86506. // Set up pipeline
  86507. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86508. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86509. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86510. if (_this._highlightsGain === -1) {
  86511. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86512. }
  86513. // Finish
  86514. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86515. if (cameras) {
  86516. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86517. }
  86518. return _this;
  86519. }
  86520. // public methods (self explanatory)
  86521. /**
  86522. * Sets the amount of blur at the edges
  86523. * @param amount blur amount
  86524. */
  86525. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86526. /**
  86527. * Sets edge blur to 0
  86528. */
  86529. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86530. /**
  86531. * Sets the amout of grain
  86532. * @param amount Amount of grain
  86533. */
  86534. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86535. /**
  86536. * Set grain amount to 0
  86537. */
  86538. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86539. /**
  86540. * Sets the chromatic aberration amount
  86541. * @param amount amount of chromatic aberration
  86542. */
  86543. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86544. /**
  86545. * Sets chromatic aberration amount to 0
  86546. */
  86547. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86548. /**
  86549. * Sets the EdgeDistortion amount
  86550. * @param amount amount of EdgeDistortion
  86551. */
  86552. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86553. /**
  86554. * Sets edge distortion to 0
  86555. */
  86556. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86557. /**
  86558. * Sets the FocusDistance amount
  86559. * @param amount amount of FocusDistance
  86560. */
  86561. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86562. /**
  86563. * Disables depth of field
  86564. */
  86565. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86566. /**
  86567. * Sets the Aperture amount
  86568. * @param amount amount of Aperture
  86569. */
  86570. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86571. /**
  86572. * Sets the DarkenOutOfFocus amount
  86573. * @param amount amount of DarkenOutOfFocus
  86574. */
  86575. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86576. /**
  86577. * Creates a pentagon bokeh effect
  86578. */
  86579. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86580. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86581. };
  86582. /**
  86583. * Disables the pentagon bokeh effect
  86584. */
  86585. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86586. this._highlightsPostProcess.updateEffect();
  86587. };
  86588. /**
  86589. * Enables noise blur
  86590. */
  86591. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86592. /**
  86593. * Disables noise blur
  86594. */
  86595. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86596. /**
  86597. * Sets the HighlightsGain amount
  86598. * @param amount amount of HighlightsGain
  86599. */
  86600. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86601. this._highlightsGain = amount;
  86602. };
  86603. /**
  86604. * Sets the HighlightsThreshold amount
  86605. * @param amount amount of HighlightsThreshold
  86606. */
  86607. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86608. if (this._highlightsGain === -1) {
  86609. this._highlightsGain = 1.0;
  86610. }
  86611. this._highlightsThreshold = amount;
  86612. };
  86613. /**
  86614. * Disables highlights
  86615. */
  86616. LensRenderingPipeline.prototype.disableHighlights = function () {
  86617. this._highlightsGain = -1;
  86618. };
  86619. /**
  86620. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86621. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86622. */
  86623. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86624. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86625. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86626. this._chromaticAberrationPostProcess = null;
  86627. this._highlightsPostProcess = null;
  86628. this._depthOfFieldPostProcess = null;
  86629. this._grainTexture.dispose();
  86630. if (disableDepthRender) {
  86631. this._scene.disableDepthRenderer();
  86632. }
  86633. };
  86634. // colors shifting and distortion
  86635. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86636. var _this = this;
  86637. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86638. [], // samplers
  86639. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86640. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86641. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86642. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86643. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86644. effect.setFloat('radialIntensity', 1);
  86645. effect.setFloat2('direction', 17, 17);
  86646. effect.setFloat2('centerPosition', 0.5, 0.5);
  86647. };
  86648. };
  86649. // highlights enhancing
  86650. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86651. var _this = this;
  86652. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86653. [], // samplers
  86654. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86655. this._highlightsPostProcess.onApply = function (effect) {
  86656. effect.setFloat('gain', _this._highlightsGain);
  86657. effect.setFloat('threshold', _this._highlightsThreshold);
  86658. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86659. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86660. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86661. };
  86662. };
  86663. // colors shifting and distortion
  86664. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86665. var _this = this;
  86666. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86667. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86668. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86669. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86670. this._depthOfFieldPostProcess.onApply = function (effect) {
  86671. effect.setTexture("depthSampler", _this._depthTexture);
  86672. effect.setTexture("grainSampler", _this._grainTexture);
  86673. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86674. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86675. effect.setFloat('grain_amount', _this._grainAmount);
  86676. effect.setBool('blur_noise', _this._blurNoise);
  86677. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86678. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86679. effect.setFloat('distortion', _this._distortion);
  86680. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86681. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86682. effect.setFloat('aperture', _this._dofAperture);
  86683. effect.setFloat('darken', _this._dofDarken);
  86684. effect.setFloat('edge_blur', _this._edgeBlur);
  86685. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86686. if (_this._scene.activeCamera) {
  86687. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86688. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86689. }
  86690. };
  86691. };
  86692. // creates a black and white random noise texture, 512x512
  86693. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86694. var size = 512;
  86695. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86696. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86697. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86698. var context = this._grainTexture.getContext();
  86699. var rand = function (min, max) {
  86700. return Math.random() * (max - min) + min;
  86701. };
  86702. var value;
  86703. for (var x = 0; x < size; x++) {
  86704. for (var y = 0; y < size; y++) {
  86705. value = Math.floor(rand(0.42, 0.58) * 255);
  86706. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86707. context.fillRect(x, y, 1, 1);
  86708. }
  86709. }
  86710. this._grainTexture.update(false);
  86711. };
  86712. return LensRenderingPipeline;
  86713. }(BABYLON.PostProcessRenderPipeline));
  86714. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86715. })(BABYLON || (BABYLON = {}));
  86716. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86717. var BABYLON;
  86718. (function (BABYLON) {
  86719. /**
  86720. * Standard rendering pipeline
  86721. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86722. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86723. */
  86724. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86725. __extends(StandardRenderingPipeline, _super);
  86726. /**
  86727. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86728. * @constructor
  86729. * @param name The rendering pipeline name
  86730. * @param scene The scene linked to this pipeline
  86731. * @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)
  86732. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86733. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86734. */
  86735. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86736. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86737. var _this = _super.call(this, scene.getEngine(), name) || this;
  86738. /**
  86739. * Post-process used to down scale an image x4
  86740. */
  86741. _this.downSampleX4PostProcess = null;
  86742. /**
  86743. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86744. */
  86745. _this.brightPassPostProcess = null;
  86746. /**
  86747. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86748. */
  86749. _this.blurHPostProcesses = [];
  86750. /**
  86751. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86752. */
  86753. _this.blurVPostProcesses = [];
  86754. /**
  86755. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86756. */
  86757. _this.textureAdderPostProcess = null;
  86758. /**
  86759. * Post-process used to create volumetric lighting effect
  86760. */
  86761. _this.volumetricLightPostProcess = null;
  86762. /**
  86763. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86764. */
  86765. _this.volumetricLightSmoothXPostProcess = null;
  86766. /**
  86767. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86768. */
  86769. _this.volumetricLightSmoothYPostProcess = null;
  86770. /**
  86771. * Post-process used to merge the volumetric light effect and the real scene color
  86772. */
  86773. _this.volumetricLightMergePostProces = null;
  86774. /**
  86775. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86776. */
  86777. _this.volumetricLightFinalPostProcess = null;
  86778. /**
  86779. * Base post-process used to calculate the average luminance of the final image for HDR
  86780. */
  86781. _this.luminancePostProcess = null;
  86782. /**
  86783. * Post-processes used to create down sample post-processes in order to get
  86784. * the average luminance of the final image for HDR
  86785. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86786. */
  86787. _this.luminanceDownSamplePostProcesses = [];
  86788. /**
  86789. * Post-process used to create a HDR effect (light adaptation)
  86790. */
  86791. _this.hdrPostProcess = null;
  86792. /**
  86793. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86794. */
  86795. _this.textureAdderFinalPostProcess = null;
  86796. /**
  86797. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86798. */
  86799. _this.lensFlareFinalPostProcess = null;
  86800. /**
  86801. * Post-process used to merge the final HDR post-process and the real scene color
  86802. */
  86803. _this.hdrFinalPostProcess = null;
  86804. /**
  86805. * Post-process used to create a lens flare effect
  86806. */
  86807. _this.lensFlarePostProcess = null;
  86808. /**
  86809. * Post-process that merges the result of the lens flare post-process and the real scene color
  86810. */
  86811. _this.lensFlareComposePostProcess = null;
  86812. /**
  86813. * Post-process used to create a motion blur effect
  86814. */
  86815. _this.motionBlurPostProcess = null;
  86816. /**
  86817. * Post-process used to create a depth of field effect
  86818. */
  86819. _this.depthOfFieldPostProcess = null;
  86820. /**
  86821. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  86822. */
  86823. _this.fxaaPostProcess = null;
  86824. // Values
  86825. /**
  86826. * Represents the brightness threshold in order to configure the illuminated surfaces
  86827. */
  86828. _this.brightThreshold = 1.0;
  86829. /**
  86830. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  86831. */
  86832. _this.blurWidth = 512.0;
  86833. /**
  86834. * Sets if the blur for highlighted surfaces must be only horizontal
  86835. */
  86836. _this.horizontalBlur = false;
  86837. /**
  86838. * Sets the overall exposure used by the pipeline
  86839. */
  86840. _this.exposure = 1.0;
  86841. /**
  86842. * Texture used typically to simulate "dirty" on camera lens
  86843. */
  86844. _this.lensTexture = null;
  86845. /**
  86846. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  86847. */
  86848. _this.volumetricLightCoefficient = 0.2;
  86849. /**
  86850. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86851. */
  86852. _this.volumetricLightPower = 4.0;
  86853. /**
  86854. * Used the set the blur intensity to smooth the volumetric lights
  86855. */
  86856. _this.volumetricLightBlurScale = 64.0;
  86857. /**
  86858. * Light (spot or directional) used to generate the volumetric lights rays
  86859. * The source light must have a shadow generate so the pipeline can get its
  86860. * depth map
  86861. */
  86862. _this.sourceLight = null;
  86863. /**
  86864. * For eye adaptation, represents the minimum luminance the eye can see
  86865. */
  86866. _this.hdrMinimumLuminance = 1.0;
  86867. /**
  86868. * For eye adaptation, represents the decrease luminance speed
  86869. */
  86870. _this.hdrDecreaseRate = 0.5;
  86871. /**
  86872. * For eye adaptation, represents the increase luminance speed
  86873. */
  86874. _this.hdrIncreaseRate = 0.5;
  86875. /**
  86876. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86877. */
  86878. _this.lensColorTexture = null;
  86879. /**
  86880. * The overall strengh for the lens flare effect
  86881. */
  86882. _this.lensFlareStrength = 20.0;
  86883. /**
  86884. * Dispersion coefficient for lens flare ghosts
  86885. */
  86886. _this.lensFlareGhostDispersal = 1.4;
  86887. /**
  86888. * Main lens flare halo width
  86889. */
  86890. _this.lensFlareHaloWidth = 0.7;
  86891. /**
  86892. * Based on the lens distortion effect, defines how much the lens flare result
  86893. * is distorted
  86894. */
  86895. _this.lensFlareDistortionStrength = 16.0;
  86896. /**
  86897. * Lens star texture must be used to simulate rays on the flares and is available
  86898. * in the documentation
  86899. */
  86900. _this.lensStarTexture = null;
  86901. /**
  86902. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86903. * flare effect by taking account of the dirt texture
  86904. */
  86905. _this.lensFlareDirtTexture = null;
  86906. /**
  86907. * Represents the focal length for the depth of field effect
  86908. */
  86909. _this.depthOfFieldDistance = 10.0;
  86910. /**
  86911. * Represents the blur intensity for the blurred part of the depth of field effect
  86912. */
  86913. _this.depthOfFieldBlurWidth = 64.0;
  86914. /**
  86915. * For motion blur, defines how much the image is blurred by the movement
  86916. */
  86917. _this.motionStrength = 1.0;
  86918. /**
  86919. * List of animations for the pipeline (IAnimatable implementation)
  86920. */
  86921. _this.animations = [];
  86922. _this._currentDepthOfFieldSource = null;
  86923. _this._hdrCurrentLuminance = 1.0;
  86924. // Getters and setters
  86925. _this._bloomEnabled = false;
  86926. _this._depthOfFieldEnabled = false;
  86927. _this._vlsEnabled = false;
  86928. _this._lensFlareEnabled = false;
  86929. _this._hdrEnabled = false;
  86930. _this._motionBlurEnabled = false;
  86931. _this._fxaaEnabled = false;
  86932. _this._motionBlurSamples = 64.0;
  86933. _this._volumetricLightStepsCount = 50.0;
  86934. _this._samples = 1;
  86935. _this._cameras = cameras || [];
  86936. // Initialize
  86937. _this._scene = scene;
  86938. _this._basePostProcess = originalPostProcess;
  86939. _this._ratio = ratio;
  86940. // Misc
  86941. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86942. // Finish
  86943. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86944. _this._buildPipeline();
  86945. return _this;
  86946. }
  86947. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86948. /**
  86949. * @ignore
  86950. * Specifies if the bloom pipeline is enabled
  86951. */
  86952. get: function () {
  86953. return this._bloomEnabled;
  86954. },
  86955. set: function (enabled) {
  86956. if (this._bloomEnabled === enabled) {
  86957. return;
  86958. }
  86959. this._bloomEnabled = enabled;
  86960. this._buildPipeline();
  86961. },
  86962. enumerable: true,
  86963. configurable: true
  86964. });
  86965. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86966. /**
  86967. * @ignore
  86968. * Specifies if the depth of field pipeline is enabed
  86969. */
  86970. get: function () {
  86971. return this._depthOfFieldEnabled;
  86972. },
  86973. set: function (enabled) {
  86974. if (this._depthOfFieldEnabled === enabled) {
  86975. return;
  86976. }
  86977. this._depthOfFieldEnabled = enabled;
  86978. this._buildPipeline();
  86979. },
  86980. enumerable: true,
  86981. configurable: true
  86982. });
  86983. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86984. /**
  86985. * @ignore
  86986. * Specifies if the lens flare pipeline is enabed
  86987. */
  86988. get: function () {
  86989. return this._lensFlareEnabled;
  86990. },
  86991. set: function (enabled) {
  86992. if (this._lensFlareEnabled === enabled) {
  86993. return;
  86994. }
  86995. this._lensFlareEnabled = enabled;
  86996. this._buildPipeline();
  86997. },
  86998. enumerable: true,
  86999. configurable: true
  87000. });
  87001. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  87002. /**
  87003. * @ignore
  87004. * Specifies if the HDR pipeline is enabled
  87005. */
  87006. get: function () {
  87007. return this._hdrEnabled;
  87008. },
  87009. set: function (enabled) {
  87010. if (this._hdrEnabled === enabled) {
  87011. return;
  87012. }
  87013. this._hdrEnabled = enabled;
  87014. this._buildPipeline();
  87015. },
  87016. enumerable: true,
  87017. configurable: true
  87018. });
  87019. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  87020. /**
  87021. * @ignore
  87022. * Specifies if the volumetric lights scattering effect is enabled
  87023. */
  87024. get: function () {
  87025. return this._vlsEnabled;
  87026. },
  87027. set: function (enabled) {
  87028. if (this._vlsEnabled === enabled) {
  87029. return;
  87030. }
  87031. if (enabled) {
  87032. var geometry = this._scene.enableGeometryBufferRenderer();
  87033. if (!geometry) {
  87034. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  87035. return;
  87036. }
  87037. }
  87038. this._vlsEnabled = enabled;
  87039. this._buildPipeline();
  87040. },
  87041. enumerable: true,
  87042. configurable: true
  87043. });
  87044. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  87045. /**
  87046. * @ignore
  87047. * Specifies if the motion blur effect is enabled
  87048. */
  87049. get: function () {
  87050. return this._motionBlurEnabled;
  87051. },
  87052. set: function (enabled) {
  87053. if (this._motionBlurEnabled === enabled) {
  87054. return;
  87055. }
  87056. this._motionBlurEnabled = enabled;
  87057. this._buildPipeline();
  87058. },
  87059. enumerable: true,
  87060. configurable: true
  87061. });
  87062. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  87063. /**
  87064. * Specifies if anti-aliasing is enabled
  87065. */
  87066. get: function () {
  87067. return this._fxaaEnabled;
  87068. },
  87069. set: function (enabled) {
  87070. if (this._fxaaEnabled === enabled) {
  87071. return;
  87072. }
  87073. this._fxaaEnabled = enabled;
  87074. this._buildPipeline();
  87075. },
  87076. enumerable: true,
  87077. configurable: true
  87078. });
  87079. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  87080. /**
  87081. * Specifies the number of steps used to calculate the volumetric lights
  87082. * Typically in interval [50, 200]
  87083. */
  87084. get: function () {
  87085. return this._volumetricLightStepsCount;
  87086. },
  87087. set: function (count) {
  87088. if (this.volumetricLightPostProcess) {
  87089. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  87090. }
  87091. this._volumetricLightStepsCount = count;
  87092. },
  87093. enumerable: true,
  87094. configurable: true
  87095. });
  87096. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  87097. /**
  87098. * Specifies the number of samples used for the motion blur effect
  87099. * Typically in interval [16, 64]
  87100. */
  87101. get: function () {
  87102. return this._motionBlurSamples;
  87103. },
  87104. set: function (samples) {
  87105. if (this.motionBlurPostProcess) {
  87106. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  87107. }
  87108. this._motionBlurSamples = samples;
  87109. },
  87110. enumerable: true,
  87111. configurable: true
  87112. });
  87113. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  87114. /**
  87115. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  87116. */
  87117. get: function () {
  87118. return this._samples;
  87119. },
  87120. set: function (sampleCount) {
  87121. if (this._samples === sampleCount) {
  87122. return;
  87123. }
  87124. this._samples = sampleCount;
  87125. this._buildPipeline();
  87126. },
  87127. enumerable: true,
  87128. configurable: true
  87129. });
  87130. StandardRenderingPipeline.prototype._buildPipeline = function () {
  87131. var _this = this;
  87132. var ratio = this._ratio;
  87133. var scene = this._scene;
  87134. this._disposePostProcesses();
  87135. this._reset();
  87136. // Create pass post-process
  87137. if (!this._basePostProcess) {
  87138. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87139. this.originalPostProcess.onApply = function (effect) {
  87140. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87141. };
  87142. }
  87143. else {
  87144. this.originalPostProcess = this._basePostProcess;
  87145. }
  87146. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87147. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87148. }
  87149. this._currentDepthOfFieldSource = this.originalPostProcess;
  87150. if (this._bloomEnabled) {
  87151. // Create down sample X4 post-process
  87152. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87153. // Create bright pass post-process
  87154. this._createBrightPassPostProcess(scene, ratio / 2);
  87155. // Create gaussian blur post-processes (down sampling blurs)
  87156. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87157. // Create texture adder post-process
  87158. this._createTextureAdderPostProcess(scene, ratio);
  87159. // Create depth-of-field source post-process
  87160. 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);
  87161. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87162. }
  87163. if (this._vlsEnabled) {
  87164. // Create volumetric light
  87165. this._createVolumetricLightPostProcess(scene, ratio);
  87166. // Create volumetric light final post-process
  87167. 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);
  87168. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87169. }
  87170. if (this._lensFlareEnabled) {
  87171. // Create lens flare post-process
  87172. this._createLensFlarePostProcess(scene, ratio);
  87173. // Create depth-of-field source post-process post lens-flare and disable it now
  87174. 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);
  87175. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87176. }
  87177. if (this._hdrEnabled) {
  87178. // Create luminance
  87179. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87180. // Create HDR
  87181. this._createHdrPostProcess(scene, ratio);
  87182. // Create depth-of-field source post-process post hdr and disable it now
  87183. 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);
  87184. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87185. }
  87186. if (this._depthOfFieldEnabled) {
  87187. // Create gaussian blur used by depth-of-field
  87188. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87189. // Create depth-of-field post-process
  87190. this._createDepthOfFieldPostProcess(scene, ratio);
  87191. }
  87192. if (this._motionBlurEnabled) {
  87193. // Create motion blur post-process
  87194. this._createMotionBlurPostProcess(scene, ratio);
  87195. }
  87196. if (this._fxaaEnabled) {
  87197. // Create fxaa post-process
  87198. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87199. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87200. }
  87201. if (this._cameras !== null) {
  87202. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87203. }
  87204. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87205. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87206. }
  87207. };
  87208. // Down Sample X4 Post-Processs
  87209. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87210. var _this = this;
  87211. var downSampleX4Offsets = new Array(32);
  87212. 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);
  87213. this.downSampleX4PostProcess.onApply = function (effect) {
  87214. var id = 0;
  87215. var width = _this.downSampleX4PostProcess.width;
  87216. var height = _this.downSampleX4PostProcess.height;
  87217. for (var i = -2; i < 2; i++) {
  87218. for (var j = -2; j < 2; j++) {
  87219. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87220. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87221. id += 2;
  87222. }
  87223. }
  87224. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87225. };
  87226. // Add to pipeline
  87227. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87228. };
  87229. // Brightpass Post-Process
  87230. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87231. var _this = this;
  87232. var brightOffsets = new Array(8);
  87233. 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);
  87234. this.brightPassPostProcess.onApply = function (effect) {
  87235. var sU = (1.0 / _this.brightPassPostProcess.width);
  87236. var sV = (1.0 / _this.brightPassPostProcess.height);
  87237. brightOffsets[0] = -0.5 * sU;
  87238. brightOffsets[1] = 0.5 * sV;
  87239. brightOffsets[2] = 0.5 * sU;
  87240. brightOffsets[3] = 0.5 * sV;
  87241. brightOffsets[4] = -0.5 * sU;
  87242. brightOffsets[5] = -0.5 * sV;
  87243. brightOffsets[6] = 0.5 * sU;
  87244. brightOffsets[7] = -0.5 * sV;
  87245. effect.setArray2("dsOffsets", brightOffsets);
  87246. effect.setFloat("brightThreshold", _this.brightThreshold);
  87247. };
  87248. // Add to pipeline
  87249. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87250. };
  87251. // Create blur H&V post-processes
  87252. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87253. var _this = this;
  87254. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87255. var engine = scene.getEngine();
  87256. 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);
  87257. 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);
  87258. blurX.onActivateObservable.add(function () {
  87259. var dw = blurX.width / engine.getRenderWidth();
  87260. blurX.kernel = _this[blurWidthKey] * dw;
  87261. });
  87262. blurY.onActivateObservable.add(function () {
  87263. var dw = blurY.height / engine.getRenderHeight();
  87264. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87265. });
  87266. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87267. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87268. this.blurHPostProcesses.push(blurX);
  87269. this.blurVPostProcesses.push(blurY);
  87270. };
  87271. // Create texture adder post-process
  87272. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87273. var _this = this;
  87274. 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);
  87275. this.textureAdderPostProcess.onApply = function (effect) {
  87276. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87277. effect.setTexture("lensSampler", _this.lensTexture);
  87278. effect.setFloat("exposure", _this.exposure);
  87279. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87280. };
  87281. // Add to pipeline
  87282. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87283. };
  87284. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87285. var _this = this;
  87286. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87287. geometryRenderer.enablePosition = true;
  87288. var geometry = geometryRenderer.getGBuffer();
  87289. // Base post-process
  87290. 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));
  87291. var depthValues = BABYLON.Vector2.Zero();
  87292. this.volumetricLightPostProcess.onApply = function (effect) {
  87293. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87294. var generator = _this.sourceLight.getShadowGenerator();
  87295. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87296. effect.setTexture("positionSampler", geometry.textures[2]);
  87297. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87298. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87299. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87300. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87301. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87302. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87303. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87304. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87305. effect.setVector2("depthValues", depthValues);
  87306. }
  87307. };
  87308. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87309. // Smooth
  87310. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87311. // Merge
  87312. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87313. this.volumetricLightMergePostProces.onApply = function (effect) {
  87314. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87315. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87316. };
  87317. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87318. };
  87319. // Create luminance
  87320. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87321. var _this = this;
  87322. // Create luminance
  87323. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87324. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87325. var offsets = [];
  87326. this.luminancePostProcess.onApply = function (effect) {
  87327. var sU = (1.0 / _this.luminancePostProcess.width);
  87328. var sV = (1.0 / _this.luminancePostProcess.height);
  87329. offsets[0] = -0.5 * sU;
  87330. offsets[1] = 0.5 * sV;
  87331. offsets[2] = 0.5 * sU;
  87332. offsets[3] = 0.5 * sV;
  87333. offsets[4] = -0.5 * sU;
  87334. offsets[5] = -0.5 * sV;
  87335. offsets[6] = 0.5 * sU;
  87336. offsets[7] = -0.5 * sV;
  87337. effect.setArray2("lumOffsets", offsets);
  87338. };
  87339. // Add to pipeline
  87340. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87341. // Create down sample luminance
  87342. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87343. var size = Math.pow(3, i);
  87344. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87345. if (i === 0) {
  87346. defines += "#define FINAL_DOWN_SAMPLER";
  87347. }
  87348. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87349. this.luminanceDownSamplePostProcesses.push(postProcess);
  87350. }
  87351. // Create callbacks and add effects
  87352. var lastLuminance = this.luminancePostProcess;
  87353. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87354. var downSampleOffsets = new Array(18);
  87355. pp.onApply = function (effect) {
  87356. if (!lastLuminance) {
  87357. return;
  87358. }
  87359. var id = 0;
  87360. for (var x = -1; x < 2; x++) {
  87361. for (var y = -1; y < 2; y++) {
  87362. downSampleOffsets[id] = x / lastLuminance.width;
  87363. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87364. id += 2;
  87365. }
  87366. }
  87367. effect.setArray2("dsOffsets", downSampleOffsets);
  87368. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87369. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87370. lastLuminance = _this.luminancePostProcess;
  87371. }
  87372. else {
  87373. lastLuminance = pp;
  87374. }
  87375. };
  87376. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87377. pp.onAfterRender = function (effect) {
  87378. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87379. 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);
  87380. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87381. };
  87382. }
  87383. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87384. });
  87385. };
  87386. // Create HDR post-process
  87387. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87388. var _this = this;
  87389. 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);
  87390. var outputLiminance = 1;
  87391. var time = 0;
  87392. var lastTime = 0;
  87393. this.hdrPostProcess.onApply = function (effect) {
  87394. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87395. time += scene.getEngine().getDeltaTime();
  87396. if (outputLiminance < 0) {
  87397. outputLiminance = _this._hdrCurrentLuminance;
  87398. }
  87399. else {
  87400. var dt = (lastTime - time) / 1000.0;
  87401. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87402. outputLiminance += _this.hdrDecreaseRate * dt;
  87403. }
  87404. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87405. outputLiminance -= _this.hdrIncreaseRate * dt;
  87406. }
  87407. else {
  87408. outputLiminance = _this._hdrCurrentLuminance;
  87409. }
  87410. }
  87411. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87412. effect.setFloat("averageLuminance", outputLiminance);
  87413. lastTime = time;
  87414. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87415. };
  87416. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87417. };
  87418. // Create lens flare post-process
  87419. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87420. var _this = this;
  87421. 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);
  87422. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87423. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87424. 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);
  87425. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87426. var resolution = new BABYLON.Vector2(0, 0);
  87427. // Lens flare
  87428. this.lensFlarePostProcess.onApply = function (effect) {
  87429. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87430. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87431. effect.setFloat("strength", _this.lensFlareStrength);
  87432. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87433. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87434. // Shift
  87435. resolution.x = _this.lensFlarePostProcess.width;
  87436. resolution.y = _this.lensFlarePostProcess.height;
  87437. effect.setVector2("resolution", resolution);
  87438. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87439. };
  87440. // Compose
  87441. 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);
  87442. 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);
  87443. this.lensFlareComposePostProcess.onApply = function (effect) {
  87444. if (!_this._scene.activeCamera) {
  87445. return;
  87446. }
  87447. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87448. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87449. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87450. // Lens start rotation matrix
  87451. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87452. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87453. 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));
  87454. camRot *= 4.0;
  87455. 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);
  87456. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87457. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87458. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87459. };
  87460. };
  87461. // Create depth-of-field post-process
  87462. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87463. var _this = this;
  87464. 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);
  87465. this.depthOfFieldPostProcess.onApply = function (effect) {
  87466. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87467. effect.setTexture("depthSampler", _this._getDepthTexture());
  87468. effect.setFloat("distance", _this.depthOfFieldDistance);
  87469. };
  87470. // Add to pipeline
  87471. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87472. };
  87473. // Create motion blur post-process
  87474. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87475. var _this = this;
  87476. 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);
  87477. var motionScale = 0;
  87478. var prevViewProjection = BABYLON.Matrix.Identity();
  87479. var invViewProjection = BABYLON.Matrix.Identity();
  87480. var viewProjection = BABYLON.Matrix.Identity();
  87481. var screenSize = BABYLON.Vector2.Zero();
  87482. this.motionBlurPostProcess.onApply = function (effect) {
  87483. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87484. viewProjection.invertToRef(invViewProjection);
  87485. effect.setMatrix("inverseViewProjection", invViewProjection);
  87486. effect.setMatrix("prevViewProjection", prevViewProjection);
  87487. prevViewProjection = viewProjection;
  87488. screenSize.x = _this.motionBlurPostProcess.width;
  87489. screenSize.y = _this.motionBlurPostProcess.height;
  87490. effect.setVector2("screenSize", screenSize);
  87491. motionScale = scene.getEngine().getFps() / 60.0;
  87492. effect.setFloat("motionScale", motionScale);
  87493. effect.setFloat("motionStrength", _this.motionStrength);
  87494. effect.setTexture("depthSampler", _this._getDepthTexture());
  87495. };
  87496. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87497. };
  87498. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87499. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87500. var renderer = this._scene.enableGeometryBufferRenderer();
  87501. return renderer.getGBuffer().textures[0];
  87502. }
  87503. return this._scene.enableDepthRenderer().getDepthMap();
  87504. };
  87505. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87506. for (var i = 0; i < this._cameras.length; i++) {
  87507. var camera = this._cameras[i];
  87508. if (this.originalPostProcess) {
  87509. this.originalPostProcess.dispose(camera);
  87510. }
  87511. if (this.downSampleX4PostProcess) {
  87512. this.downSampleX4PostProcess.dispose(camera);
  87513. }
  87514. if (this.brightPassPostProcess) {
  87515. this.brightPassPostProcess.dispose(camera);
  87516. }
  87517. if (this.textureAdderPostProcess) {
  87518. this.textureAdderPostProcess.dispose(camera);
  87519. }
  87520. if (this.textureAdderFinalPostProcess) {
  87521. this.textureAdderFinalPostProcess.dispose(camera);
  87522. }
  87523. if (this.volumetricLightPostProcess) {
  87524. this.volumetricLightPostProcess.dispose(camera);
  87525. }
  87526. if (this.volumetricLightSmoothXPostProcess) {
  87527. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87528. }
  87529. if (this.volumetricLightSmoothYPostProcess) {
  87530. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87531. }
  87532. if (this.volumetricLightMergePostProces) {
  87533. this.volumetricLightMergePostProces.dispose(camera);
  87534. }
  87535. if (this.volumetricLightFinalPostProcess) {
  87536. this.volumetricLightFinalPostProcess.dispose(camera);
  87537. }
  87538. if (this.lensFlarePostProcess) {
  87539. this.lensFlarePostProcess.dispose(camera);
  87540. }
  87541. if (this.lensFlareComposePostProcess) {
  87542. this.lensFlareComposePostProcess.dispose(camera);
  87543. }
  87544. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87545. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87546. }
  87547. if (this.luminancePostProcess) {
  87548. this.luminancePostProcess.dispose(camera);
  87549. }
  87550. if (this.hdrPostProcess) {
  87551. this.hdrPostProcess.dispose(camera);
  87552. }
  87553. if (this.hdrFinalPostProcess) {
  87554. this.hdrFinalPostProcess.dispose(camera);
  87555. }
  87556. if (this.depthOfFieldPostProcess) {
  87557. this.depthOfFieldPostProcess.dispose(camera);
  87558. }
  87559. if (this.motionBlurPostProcess) {
  87560. this.motionBlurPostProcess.dispose(camera);
  87561. }
  87562. if (this.fxaaPostProcess) {
  87563. this.fxaaPostProcess.dispose(camera);
  87564. }
  87565. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87566. this.blurHPostProcesses[j].dispose(camera);
  87567. }
  87568. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87569. this.blurVPostProcesses[j].dispose(camera);
  87570. }
  87571. }
  87572. this.originalPostProcess = null;
  87573. this.downSampleX4PostProcess = null;
  87574. this.brightPassPostProcess = null;
  87575. this.textureAdderPostProcess = null;
  87576. this.textureAdderFinalPostProcess = null;
  87577. this.volumetricLightPostProcess = null;
  87578. this.volumetricLightSmoothXPostProcess = null;
  87579. this.volumetricLightSmoothYPostProcess = null;
  87580. this.volumetricLightMergePostProces = null;
  87581. this.volumetricLightFinalPostProcess = null;
  87582. this.lensFlarePostProcess = null;
  87583. this.lensFlareComposePostProcess = null;
  87584. this.luminancePostProcess = null;
  87585. this.hdrPostProcess = null;
  87586. this.hdrFinalPostProcess = null;
  87587. this.depthOfFieldPostProcess = null;
  87588. this.motionBlurPostProcess = null;
  87589. this.fxaaPostProcess = null;
  87590. this.luminanceDownSamplePostProcesses = [];
  87591. this.blurHPostProcesses = [];
  87592. this.blurVPostProcesses = [];
  87593. };
  87594. /**
  87595. * Dispose of the pipeline and stop all post processes
  87596. */
  87597. StandardRenderingPipeline.prototype.dispose = function () {
  87598. this._disposePostProcesses();
  87599. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87600. _super.prototype.dispose.call(this);
  87601. };
  87602. /**
  87603. * Serialize the rendering pipeline (Used when exporting)
  87604. * @returns the serialized object
  87605. */
  87606. StandardRenderingPipeline.prototype.serialize = function () {
  87607. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87608. if (this.sourceLight) {
  87609. serializationObject.sourceLightId = this.sourceLight.id;
  87610. }
  87611. serializationObject.customType = "StandardRenderingPipeline";
  87612. return serializationObject;
  87613. };
  87614. /**
  87615. * Parse the serialized pipeline
  87616. * @param source Source pipeline.
  87617. * @param scene The scene to load the pipeline to.
  87618. * @param rootUrl The URL of the serialized pipeline.
  87619. * @returns An instantiated pipeline from the serialized object.
  87620. */
  87621. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87622. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87623. if (source.sourceLightId) {
  87624. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87625. }
  87626. return p;
  87627. };
  87628. /**
  87629. * Luminance steps
  87630. */
  87631. StandardRenderingPipeline.LuminanceSteps = 6;
  87632. __decorate([
  87633. BABYLON.serialize()
  87634. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87635. __decorate([
  87636. BABYLON.serialize()
  87637. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87638. __decorate([
  87639. BABYLON.serialize()
  87640. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87641. __decorate([
  87642. BABYLON.serialize()
  87643. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87644. __decorate([
  87645. BABYLON.serializeAsTexture("lensTexture")
  87646. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87647. __decorate([
  87648. BABYLON.serialize()
  87649. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87650. __decorate([
  87651. BABYLON.serialize()
  87652. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87653. __decorate([
  87654. BABYLON.serialize()
  87655. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87656. __decorate([
  87657. BABYLON.serialize()
  87658. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87659. __decorate([
  87660. BABYLON.serialize()
  87661. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87662. __decorate([
  87663. BABYLON.serialize()
  87664. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87665. __decorate([
  87666. BABYLON.serializeAsTexture("lensColorTexture")
  87667. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87668. __decorate([
  87669. BABYLON.serialize()
  87670. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87671. __decorate([
  87672. BABYLON.serialize()
  87673. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87674. __decorate([
  87675. BABYLON.serialize()
  87676. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87677. __decorate([
  87678. BABYLON.serialize()
  87679. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87680. __decorate([
  87681. BABYLON.serializeAsTexture("lensStarTexture")
  87682. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87683. __decorate([
  87684. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87685. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87686. __decorate([
  87687. BABYLON.serialize()
  87688. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87689. __decorate([
  87690. BABYLON.serialize()
  87691. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87692. __decorate([
  87693. BABYLON.serialize()
  87694. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87695. __decorate([
  87696. BABYLON.serialize()
  87697. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87698. __decorate([
  87699. BABYLON.serialize()
  87700. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87701. __decorate([
  87702. BABYLON.serialize()
  87703. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87704. __decorate([
  87705. BABYLON.serialize()
  87706. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87707. __decorate([
  87708. BABYLON.serialize()
  87709. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87710. __decorate([
  87711. BABYLON.serialize()
  87712. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87713. __decorate([
  87714. BABYLON.serialize()
  87715. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87716. __decorate([
  87717. BABYLON.serialize()
  87718. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87719. __decorate([
  87720. BABYLON.serialize()
  87721. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87722. __decorate([
  87723. BABYLON.serialize()
  87724. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87725. __decorate([
  87726. BABYLON.serialize()
  87727. ], StandardRenderingPipeline.prototype, "samples", null);
  87728. return StandardRenderingPipeline;
  87729. }(BABYLON.PostProcessRenderPipeline));
  87730. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87731. })(BABYLON || (BABYLON = {}));
  87732. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87733. var BABYLON;
  87734. (function (BABYLON) {
  87735. /**
  87736. * Fxaa post process
  87737. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87738. */
  87739. var FxaaPostProcess = /** @class */ (function (_super) {
  87740. __extends(FxaaPostProcess, _super);
  87741. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87742. if (camera === void 0) { camera = null; }
  87743. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87744. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87745. var defines = _this._getDefines();
  87746. _this.updateEffect(defines);
  87747. _this.onApplyObservable.add(function (effect) {
  87748. var texelSize = _this.texelSize;
  87749. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87750. });
  87751. return _this;
  87752. }
  87753. FxaaPostProcess.prototype._getDefines = function () {
  87754. var engine = this.getEngine();
  87755. if (!engine) {
  87756. return null;
  87757. }
  87758. var glInfo = engine.getGlInfo();
  87759. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87760. return "#define MALI 1\n";
  87761. }
  87762. return null;
  87763. };
  87764. return FxaaPostProcess;
  87765. }(BABYLON.PostProcess));
  87766. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87767. })(BABYLON || (BABYLON = {}));
  87768. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87769. var BABYLON;
  87770. (function (BABYLON) {
  87771. /**
  87772. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87773. */
  87774. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87775. __extends(ChromaticAberrationPostProcess, _super);
  87776. /**
  87777. * Creates a new instance ChromaticAberrationPostProcess
  87778. * @param name The name of the effect.
  87779. * @param screenWidth The width of the screen to apply the effect on.
  87780. * @param screenHeight The height of the screen to apply the effect on.
  87781. * @param options The required width/height ratio to downsize to before computing the render pass.
  87782. * @param camera The camera to apply the render pass to.
  87783. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87784. * @param engine The engine which the post process will be applied. (default: current engine)
  87785. * @param reusable If the post process can be reused on the same frame. (default: false)
  87786. * @param textureType Type of textures used when performing the post process. (default: 0)
  87787. * @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)
  87788. */
  87789. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87790. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87791. if (blockCompilation === void 0) { blockCompilation = false; }
  87792. 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;
  87793. /**
  87794. * The amount of seperation of rgb channels (default: 30)
  87795. */
  87796. _this.aberrationAmount = 30;
  87797. /**
  87798. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87799. */
  87800. _this.radialIntensity = 0;
  87801. /**
  87802. * 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))
  87803. */
  87804. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  87805. /**
  87806. * 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))
  87807. */
  87808. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  87809. _this.onApplyObservable.add(function (effect) {
  87810. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  87811. effect.setFloat('screen_width', screenWidth);
  87812. effect.setFloat('screen_height', screenHeight);
  87813. effect.setFloat('radialIntensity', _this.radialIntensity);
  87814. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  87815. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  87816. });
  87817. return _this;
  87818. }
  87819. return ChromaticAberrationPostProcess;
  87820. }(BABYLON.PostProcess));
  87821. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  87822. })(BABYLON || (BABYLON = {}));
  87823. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  87824. var BABYLON;
  87825. (function (BABYLON) {
  87826. /**
  87827. * The GrainPostProcess adds noise to the image at mid luminance levels
  87828. */
  87829. var GrainPostProcess = /** @class */ (function (_super) {
  87830. __extends(GrainPostProcess, _super);
  87831. /**
  87832. * Creates a new instance of @see GrainPostProcess
  87833. * @param name The name of the effect.
  87834. * @param options The required width/height ratio to downsize to before computing the render pass.
  87835. * @param camera The camera to apply the render pass to.
  87836. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87837. * @param engine The engine which the post process will be applied. (default: current engine)
  87838. * @param reusable If the post process can be reused on the same frame. (default: false)
  87839. * @param textureType Type of textures used when performing the post process. (default: 0)
  87840. * @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)
  87841. */
  87842. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87843. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87844. if (blockCompilation === void 0) { blockCompilation = false; }
  87845. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87846. /**
  87847. * The intensity of the grain added (default: 30)
  87848. */
  87849. _this.intensity = 30;
  87850. /**
  87851. * If the grain should be randomized on every frame
  87852. */
  87853. _this.animated = false;
  87854. _this.onApplyObservable.add(function (effect) {
  87855. effect.setFloat('intensity', _this.intensity);
  87856. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  87857. });
  87858. return _this;
  87859. }
  87860. return GrainPostProcess;
  87861. }(BABYLON.PostProcess));
  87862. BABYLON.GrainPostProcess = GrainPostProcess;
  87863. })(BABYLON || (BABYLON = {}));
  87864. //# sourceMappingURL=babylon.grainPostProcess.js.map
  87865. var BABYLON;
  87866. (function (BABYLON) {
  87867. /**
  87868. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87869. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87870. */
  87871. var SharpenPostProcess = /** @class */ (function (_super) {
  87872. __extends(SharpenPostProcess, _super);
  87873. /**
  87874. * Creates a new instance ConvolutionPostProcess
  87875. * @param name The name of the effect.
  87876. * @param options The required width/height ratio to downsize to before computing the render pass.
  87877. * @param camera The camera to apply the render pass to.
  87878. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87879. * @param engine The engine which the post process will be applied. (default: current engine)
  87880. * @param reusable If the post process can be reused on the same frame. (default: false)
  87881. * @param textureType Type of textures used when performing the post process. (default: 0)
  87882. * @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)
  87883. */
  87884. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87885. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87886. if (blockCompilation === void 0) { blockCompilation = false; }
  87887. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87888. /**
  87889. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87890. */
  87891. _this.colorAmount = 1.0;
  87892. /**
  87893. * How much sharpness should be applied (default: 0.3)
  87894. */
  87895. _this.edgeAmount = 0.3;
  87896. _this.onApply = function (effect) {
  87897. effect.setFloat2("screenSize", _this.width, _this.height);
  87898. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87899. };
  87900. return _this;
  87901. }
  87902. return SharpenPostProcess;
  87903. }(BABYLON.PostProcess));
  87904. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87905. })(BABYLON || (BABYLON = {}));
  87906. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87907. var BABYLON;
  87908. (function (BABYLON) {
  87909. /**
  87910. * The Blur Post Process which blurs an image based on a kernel and direction.
  87911. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87912. */
  87913. var BlurPostProcess = /** @class */ (function (_super) {
  87914. __extends(BlurPostProcess, _super);
  87915. /**
  87916. * Creates a new instance BlurPostProcess
  87917. * @param name The name of the effect.
  87918. * @param direction The direction in which to blur the image.
  87919. * @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.
  87920. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87921. * @param camera The camera to apply the render pass to.
  87922. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87923. * @param engine The engine which the post process will be applied. (default: current engine)
  87924. * @param reusable If the post process can be reused on the same frame. (default: false)
  87925. * @param textureType Type of textures used when performing the post process. (default: 0)
  87926. * @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)
  87927. */
  87928. function BlurPostProcess(name,
  87929. /** The direction in which to blur the image. */
  87930. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87931. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87932. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87933. if (defines === void 0) { defines = ""; }
  87934. if (blockCompilation === void 0) { blockCompilation = false; }
  87935. 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;
  87936. _this.direction = direction;
  87937. _this.blockCompilation = blockCompilation;
  87938. _this._packedFloat = false;
  87939. _this._staticDefines = "";
  87940. _this._staticDefines = defines;
  87941. _this.onApplyObservable.add(function (effect) {
  87942. if (_this._outputTexture) {
  87943. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87944. }
  87945. else {
  87946. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87947. }
  87948. });
  87949. _this.kernel = kernel;
  87950. return _this;
  87951. }
  87952. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87953. /**
  87954. * Gets the length in pixels of the blur sample region
  87955. */
  87956. get: function () {
  87957. return this._idealKernel;
  87958. },
  87959. /**
  87960. * Sets the length in pixels of the blur sample region
  87961. */
  87962. set: function (v) {
  87963. if (this._idealKernel === v) {
  87964. return;
  87965. }
  87966. v = Math.max(v, 1);
  87967. this._idealKernel = v;
  87968. this._kernel = this._nearestBestKernel(v);
  87969. if (!this.blockCompilation) {
  87970. this._updateParameters();
  87971. }
  87972. },
  87973. enumerable: true,
  87974. configurable: true
  87975. });
  87976. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87977. /**
  87978. * Gets wether or not the blur is unpacking/repacking floats
  87979. */
  87980. get: function () {
  87981. return this._packedFloat;
  87982. },
  87983. /**
  87984. * Sets wether or not the blur needs to unpack/repack floats
  87985. */
  87986. set: function (v) {
  87987. if (this._packedFloat === v) {
  87988. return;
  87989. }
  87990. this._packedFloat = v;
  87991. if (!this.blockCompilation) {
  87992. this._updateParameters();
  87993. }
  87994. },
  87995. enumerable: true,
  87996. configurable: true
  87997. });
  87998. /**
  87999. * Updates the effect with the current post process compile time values and recompiles the shader.
  88000. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88001. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88002. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88003. * @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
  88004. * @param onCompiled Called when the shader has been compiled.
  88005. * @param onError Called if there is an error when compiling a shader.
  88006. */
  88007. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88008. if (defines === void 0) { defines = null; }
  88009. if (uniforms === void 0) { uniforms = null; }
  88010. if (samplers === void 0) { samplers = null; }
  88011. this._updateParameters(onCompiled, onError);
  88012. };
  88013. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  88014. // Generate sampling offsets and weights
  88015. var N = this._kernel;
  88016. var centerIndex = (N - 1) / 2;
  88017. // Generate Gaussian sampling weights over kernel
  88018. var offsets = [];
  88019. var weights = [];
  88020. var totalWeight = 0;
  88021. for (var i = 0; i < N; i++) {
  88022. var u = i / (N - 1);
  88023. var w = this._gaussianWeight(u * 2.0 - 1);
  88024. offsets[i] = (i - centerIndex);
  88025. weights[i] = w;
  88026. totalWeight += w;
  88027. }
  88028. // Normalize weights
  88029. for (var i = 0; i < weights.length; i++) {
  88030. weights[i] /= totalWeight;
  88031. }
  88032. // Optimize: combine samples to take advantage of hardware linear sampling
  88033. // Walk from left to center, combining pairs (symmetrically)
  88034. var linearSamplingWeights = [];
  88035. var linearSamplingOffsets = [];
  88036. var linearSamplingMap = [];
  88037. for (var i = 0; i <= centerIndex; i += 2) {
  88038. var j = Math.min(i + 1, Math.floor(centerIndex));
  88039. var singleCenterSample = i === j;
  88040. if (singleCenterSample) {
  88041. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88042. }
  88043. else {
  88044. var sharedCell = j === centerIndex;
  88045. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  88046. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  88047. if (offsetLinear === 0) {
  88048. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88049. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  88050. }
  88051. else {
  88052. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  88053. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  88054. }
  88055. }
  88056. }
  88057. for (var i = 0; i < linearSamplingMap.length; i++) {
  88058. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  88059. linearSamplingWeights[i] = linearSamplingMap[i].w;
  88060. }
  88061. // Replace with optimized
  88062. offsets = linearSamplingOffsets;
  88063. weights = linearSamplingWeights;
  88064. // Generate shaders
  88065. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  88066. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  88067. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  88068. var defines = "";
  88069. defines += this._staticDefines;
  88070. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  88071. if (this._staticDefines.indexOf("DOF") != -1) {
  88072. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  88073. varyingCount--;
  88074. }
  88075. for (var i = 0; i < varyingCount; i++) {
  88076. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  88077. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  88078. }
  88079. var depCount = 0;
  88080. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  88081. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  88082. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  88083. depCount++;
  88084. }
  88085. if (this.packedFloat) {
  88086. defines += "#define PACKEDFLOAT 1";
  88087. }
  88088. this.blockCompilation = false;
  88089. _super.prototype.updateEffect.call(this, defines, null, null, {
  88090. varyingCount: varyingCount,
  88091. depCount: depCount
  88092. }, onCompiled, onError);
  88093. };
  88094. /**
  88095. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88096. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88097. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88098. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88099. * The gaps between physical kernels are compensated for in the weighting of the samples
  88100. * @param idealKernel Ideal blur kernel.
  88101. * @return Nearest best kernel.
  88102. */
  88103. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  88104. var v = Math.round(idealKernel);
  88105. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  88106. var k = _a[_i];
  88107. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  88108. return Math.max(k, 3);
  88109. }
  88110. }
  88111. return Math.max(v, 3);
  88112. };
  88113. /**
  88114. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88115. * @param x The point on the Gaussian distribution to sample.
  88116. * @return the value of the Gaussian function at x.
  88117. */
  88118. BlurPostProcess.prototype._gaussianWeight = function (x) {
  88119. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  88120. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  88121. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  88122. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  88123. // truncated at around 1.3% of peak strength.
  88124. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  88125. var sigma = (1 / 3);
  88126. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  88127. var exponent = -((x * x) / (2.0 * sigma * sigma));
  88128. var weight = (1.0 / denominator) * Math.exp(exponent);
  88129. return weight;
  88130. };
  88131. /**
  88132. * Generates a string that can be used as a floating point number in GLSL.
  88133. * @param x Value to print.
  88134. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88135. * @return GLSL float string.
  88136. */
  88137. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88138. if (decimalFigures === void 0) { decimalFigures = 8; }
  88139. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88140. };
  88141. return BlurPostProcess;
  88142. }(BABYLON.PostProcess));
  88143. BABYLON.BlurPostProcess = BlurPostProcess;
  88144. })(BABYLON || (BABYLON = {}));
  88145. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88146. var BABYLON;
  88147. (function (BABYLON) {
  88148. /**
  88149. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88150. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88151. * based on samples that have a large difference in distance than the center pixel.
  88152. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88153. */
  88154. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88155. __extends(DepthOfFieldBlurPostProcess, _super);
  88156. /**
  88157. * Creates a new instance CircleOfConfusionPostProcess
  88158. * @param name The name of the effect.
  88159. * @param scene The scene the effect belongs to.
  88160. * @param direction The direction the blur should be applied.
  88161. * @param kernel The size of the kernel used to blur.
  88162. * @param options The required width/height ratio to downsize to before computing the render pass.
  88163. * @param camera The camera to apply the render pass to.
  88164. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88165. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88166. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88167. * @param engine The engine which the post process will be applied. (default: current engine)
  88168. * @param reusable If the post process can be reused on the same frame. (default: false)
  88169. * @param textureType Type of textures used when performing the post process. (default: 0)
  88170. * @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)
  88171. */
  88172. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88173. if (imageToBlur === void 0) { imageToBlur = null; }
  88174. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88175. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88176. if (blockCompilation === void 0) { blockCompilation = false; }
  88177. 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;
  88178. _this.direction = direction;
  88179. _this.onApplyObservable.add(function (effect) {
  88180. if (imageToBlur != null) {
  88181. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88182. }
  88183. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88184. if (scene.activeCamera) {
  88185. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88186. }
  88187. });
  88188. return _this;
  88189. }
  88190. return DepthOfFieldBlurPostProcess;
  88191. }(BABYLON.BlurPostProcess));
  88192. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88193. })(BABYLON || (BABYLON = {}));
  88194. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88195. var BABYLON;
  88196. (function (BABYLON) {
  88197. /**
  88198. * Options to be set when merging outputs from the default pipeline.
  88199. */
  88200. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88201. function DepthOfFieldMergePostProcessOptions() {
  88202. }
  88203. return DepthOfFieldMergePostProcessOptions;
  88204. }());
  88205. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88206. /**
  88207. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88208. */
  88209. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88210. __extends(DepthOfFieldMergePostProcess, _super);
  88211. /**
  88212. * Creates a new instance of DepthOfFieldMergePostProcess
  88213. * @param name The name of the effect.
  88214. * @param originalFromInput Post process which's input will be used for the merge.
  88215. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88216. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88217. * @param options The required width/height ratio to downsize to before computing the render pass.
  88218. * @param camera The camera to apply the render pass to.
  88219. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88220. * @param engine The engine which the post process will be applied. (default: current engine)
  88221. * @param reusable If the post process can be reused on the same frame. (default: false)
  88222. * @param textureType Type of textures used when performing the post process. (default: 0)
  88223. * @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)
  88224. */
  88225. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88226. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88227. if (blockCompilation === void 0) { blockCompilation = false; }
  88228. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88229. _this.blurSteps = blurSteps;
  88230. _this.onApplyObservable.add(function (effect) {
  88231. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88232. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88233. blurSteps.forEach(function (step, index) {
  88234. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88235. });
  88236. });
  88237. if (!blockCompilation) {
  88238. _this.updateEffect();
  88239. }
  88240. return _this;
  88241. }
  88242. /**
  88243. * Updates the effect with the current post process compile time values and recompiles the shader.
  88244. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88245. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88246. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88247. * @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
  88248. * @param onCompiled Called when the shader has been compiled.
  88249. * @param onError Called if there is an error when compiling a shader.
  88250. */
  88251. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88252. if (defines === void 0) { defines = null; }
  88253. if (uniforms === void 0) { uniforms = null; }
  88254. if (samplers === void 0) { samplers = null; }
  88255. if (!defines) {
  88256. defines = "";
  88257. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88258. }
  88259. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88260. };
  88261. return DepthOfFieldMergePostProcess;
  88262. }(BABYLON.PostProcess));
  88263. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88264. })(BABYLON || (BABYLON = {}));
  88265. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88266. var BABYLON;
  88267. (function (BABYLON) {
  88268. /**
  88269. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88270. */
  88271. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88272. __extends(CircleOfConfusionPostProcess, _super);
  88273. /**
  88274. * Creates a new instance CircleOfConfusionPostProcess
  88275. * @param name The name of the effect.
  88276. * @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.
  88277. * @param options The required width/height ratio to downsize to before computing the render pass.
  88278. * @param camera The camera to apply the render pass to.
  88279. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88280. * @param engine The engine which the post process will be applied. (default: current engine)
  88281. * @param reusable If the post process can be reused on the same frame. (default: false)
  88282. * @param textureType Type of textures used when performing the post process. (default: 0)
  88283. * @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)
  88284. */
  88285. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88286. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88287. if (blockCompilation === void 0) { blockCompilation = false; }
  88288. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88289. /**
  88290. * 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.
  88291. */
  88292. _this.lensSize = 50;
  88293. /**
  88294. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88295. */
  88296. _this.fStop = 1.4;
  88297. /**
  88298. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88299. */
  88300. _this.focusDistance = 2000;
  88301. /**
  88302. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88303. */
  88304. _this.focalLength = 50;
  88305. _this._depthTexture = null;
  88306. _this._depthTexture = depthTexture;
  88307. _this.onApplyObservable.add(function (effect) {
  88308. if (!_this._depthTexture) {
  88309. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88310. return;
  88311. }
  88312. effect.setTexture("depthSampler", _this._depthTexture);
  88313. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88314. var aperture = _this.lensSize / _this.fStop;
  88315. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88316. effect.setFloat('focusDistance', _this.focusDistance);
  88317. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88318. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88319. });
  88320. return _this;
  88321. }
  88322. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88323. /**
  88324. * 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.
  88325. */
  88326. set: function (value) {
  88327. this._depthTexture = value;
  88328. },
  88329. enumerable: true,
  88330. configurable: true
  88331. });
  88332. return CircleOfConfusionPostProcess;
  88333. }(BABYLON.PostProcess));
  88334. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88335. })(BABYLON || (BABYLON = {}));
  88336. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88337. var BABYLON;
  88338. (function (BABYLON) {
  88339. /**
  88340. * Specifies the level of max blur that should be applied when using the depth of field effect
  88341. */
  88342. var DepthOfFieldEffectBlurLevel;
  88343. (function (DepthOfFieldEffectBlurLevel) {
  88344. /**
  88345. * Subtle blur
  88346. */
  88347. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88348. /**
  88349. * Medium blur
  88350. */
  88351. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88352. /**
  88353. * Large blur
  88354. */
  88355. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88356. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88357. /**
  88358. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88359. */
  88360. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88361. __extends(DepthOfFieldEffect, _super);
  88362. /**
  88363. * Creates a new instance DepthOfFieldEffect
  88364. * @param scene The scene the effect belongs to.
  88365. * @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.
  88366. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88367. * @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)
  88368. */
  88369. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88370. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88371. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88372. if (blockCompilation === void 0) { blockCompilation = false; }
  88373. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88374. return _this._effects;
  88375. }, true) || this;
  88376. /**
  88377. * @hidden Internal post processes in depth of field effect
  88378. */
  88379. _this._effects = [];
  88380. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88381. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88382. // 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)
  88383. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88384. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88385. _this._depthOfFieldBlurY = [];
  88386. _this._depthOfFieldBlurX = [];
  88387. var blurCount = 1;
  88388. var kernelSize = 15;
  88389. switch (blurLevel) {
  88390. case DepthOfFieldEffectBlurLevel.High: {
  88391. blurCount = 3;
  88392. kernelSize = 51;
  88393. break;
  88394. }
  88395. case DepthOfFieldEffectBlurLevel.Medium: {
  88396. blurCount = 2;
  88397. kernelSize = 31;
  88398. break;
  88399. }
  88400. default: {
  88401. kernelSize = 15;
  88402. blurCount = 1;
  88403. break;
  88404. }
  88405. }
  88406. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88407. var ratio = 1.0;
  88408. for (var i = 0; i < blurCount; i++) {
  88409. 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);
  88410. blurY.autoClear = false;
  88411. ratio = 0.75 / Math.pow(2, i);
  88412. 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);
  88413. blurX.autoClear = false;
  88414. _this._depthOfFieldBlurY.push(blurY);
  88415. _this._depthOfFieldBlurX.push(blurX);
  88416. }
  88417. // Set all post processes on the effect.
  88418. _this._effects = [_this._circleOfConfusion];
  88419. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88420. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88421. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88422. }
  88423. // Merge blurred images with original image based on circleOfConfusion
  88424. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88425. _this._dofMerge.autoClear = false;
  88426. _this._effects.push(_this._dofMerge);
  88427. return _this;
  88428. }
  88429. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88430. get: function () {
  88431. return this._circleOfConfusion.focalLength;
  88432. },
  88433. /**
  88434. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88435. */
  88436. set: function (value) {
  88437. this._circleOfConfusion.focalLength = value;
  88438. },
  88439. enumerable: true,
  88440. configurable: true
  88441. });
  88442. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88443. get: function () {
  88444. return this._circleOfConfusion.fStop;
  88445. },
  88446. /**
  88447. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88448. */
  88449. set: function (value) {
  88450. this._circleOfConfusion.fStop = value;
  88451. },
  88452. enumerable: true,
  88453. configurable: true
  88454. });
  88455. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88456. get: function () {
  88457. return this._circleOfConfusion.focusDistance;
  88458. },
  88459. /**
  88460. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88461. */
  88462. set: function (value) {
  88463. this._circleOfConfusion.focusDistance = value;
  88464. },
  88465. enumerable: true,
  88466. configurable: true
  88467. });
  88468. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88469. get: function () {
  88470. return this._circleOfConfusion.lensSize;
  88471. },
  88472. /**
  88473. * 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.
  88474. */
  88475. set: function (value) {
  88476. this._circleOfConfusion.lensSize = value;
  88477. },
  88478. enumerable: true,
  88479. configurable: true
  88480. });
  88481. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88482. /**
  88483. * 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.
  88484. */
  88485. set: function (value) {
  88486. this._circleOfConfusion.depthTexture = value;
  88487. },
  88488. enumerable: true,
  88489. configurable: true
  88490. });
  88491. /**
  88492. * Disposes each of the internal effects for a given camera.
  88493. * @param camera The camera to dispose the effect on.
  88494. */
  88495. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88496. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88497. this._effects[effectIndex].dispose(camera);
  88498. }
  88499. };
  88500. /**
  88501. * @hidden Internal
  88502. */
  88503. DepthOfFieldEffect.prototype._updateEffects = function () {
  88504. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88505. this._effects[effectIndex].updateEffect();
  88506. }
  88507. };
  88508. /**
  88509. * Internal
  88510. * @returns if all the contained post processes are ready.
  88511. * @hidden
  88512. */
  88513. DepthOfFieldEffect.prototype._isReady = function () {
  88514. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88515. if (!this._effects[effectIndex].isReady()) {
  88516. return false;
  88517. }
  88518. }
  88519. return true;
  88520. };
  88521. return DepthOfFieldEffect;
  88522. }(BABYLON.PostProcessRenderEffect));
  88523. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88524. })(BABYLON || (BABYLON = {}));
  88525. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88526. var BABYLON;
  88527. (function (BABYLON) {
  88528. /**
  88529. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88530. */
  88531. var BloomMergePostProcess = /** @class */ (function (_super) {
  88532. __extends(BloomMergePostProcess, _super);
  88533. /**
  88534. * Creates a new instance of @see BloomMergePostProcess
  88535. * @param name The name of the effect.
  88536. * @param originalFromInput Post process which's input will be used for the merge.
  88537. * @param blurred Blurred highlights post process which's output will be used.
  88538. * @param weight Weight of the bloom to be added to the original input.
  88539. * @param options The required width/height ratio to downsize to before computing the render pass.
  88540. * @param camera The camera to apply the render pass to.
  88541. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88542. * @param engine The engine which the post process will be applied. (default: current engine)
  88543. * @param reusable If the post process can be reused on the same frame. (default: false)
  88544. * @param textureType Type of textures used when performing the post process. (default: 0)
  88545. * @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)
  88546. */
  88547. function BloomMergePostProcess(name, originalFromInput, blurred,
  88548. /** Weight of the bloom to be added to the original input. */
  88549. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88550. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88551. if (blockCompilation === void 0) { blockCompilation = false; }
  88552. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88553. _this.weight = weight;
  88554. _this.onApplyObservable.add(function (effect) {
  88555. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88556. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88557. effect.setFloat("bloomWeight", _this.weight);
  88558. });
  88559. if (!blockCompilation) {
  88560. _this.updateEffect();
  88561. }
  88562. return _this;
  88563. }
  88564. return BloomMergePostProcess;
  88565. }(BABYLON.PostProcess));
  88566. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88567. })(BABYLON || (BABYLON = {}));
  88568. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88569. var BABYLON;
  88570. (function (BABYLON) {
  88571. /**
  88572. * 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.
  88573. */
  88574. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88575. __extends(ExtractHighlightsPostProcess, _super);
  88576. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88577. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88578. if (blockCompilation === void 0) { blockCompilation = false; }
  88579. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88580. /**
  88581. * The luminance threshold, pixels below this value will be set to black.
  88582. */
  88583. _this.threshold = 0.9;
  88584. /** @hidden */
  88585. _this._exposure = 1;
  88586. /**
  88587. * Post process which has the input texture to be used when performing highlight extraction
  88588. * @hidden
  88589. */
  88590. _this._inputPostProcess = null;
  88591. _this.onApplyObservable.add(function (effect) {
  88592. if (_this._inputPostProcess) {
  88593. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88594. }
  88595. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88596. effect.setFloat('exposure', _this._exposure);
  88597. });
  88598. return _this;
  88599. }
  88600. return ExtractHighlightsPostProcess;
  88601. }(BABYLON.PostProcess));
  88602. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88603. })(BABYLON || (BABYLON = {}));
  88604. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88605. var BABYLON;
  88606. (function (BABYLON) {
  88607. /**
  88608. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88609. */
  88610. var BloomEffect = /** @class */ (function (_super) {
  88611. __extends(BloomEffect, _super);
  88612. /**
  88613. * Creates a new instance of @see BloomEffect
  88614. * @param scene The scene the effect belongs to.
  88615. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88616. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88617. * @param bloomWeight The the strength of bloom.
  88618. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88619. * @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)
  88620. */
  88621. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88622. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88623. if (blockCompilation === void 0) { blockCompilation = false; }
  88624. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88625. return _this._effects;
  88626. }, true) || this;
  88627. _this.bloomScale = bloomScale;
  88628. /**
  88629. * @hidden Internal
  88630. */
  88631. _this._effects = [];
  88632. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88633. _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);
  88634. _this._blurX.alwaysForcePOT = true;
  88635. _this._blurX.autoClear = false;
  88636. _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);
  88637. _this._blurY.alwaysForcePOT = true;
  88638. _this._blurY.autoClear = false;
  88639. _this.kernel = bloomKernel;
  88640. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88641. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88642. _this._merge.autoClear = false;
  88643. _this._effects.push(_this._merge);
  88644. return _this;
  88645. }
  88646. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88647. /**
  88648. * The luminance threshold to find bright areas of the image to bloom.
  88649. */
  88650. get: function () {
  88651. return this._downscale.threshold;
  88652. },
  88653. set: function (value) {
  88654. this._downscale.threshold = value;
  88655. },
  88656. enumerable: true,
  88657. configurable: true
  88658. });
  88659. Object.defineProperty(BloomEffect.prototype, "weight", {
  88660. /**
  88661. * The strength of the bloom.
  88662. */
  88663. get: function () {
  88664. return this._merge.weight;
  88665. },
  88666. set: function (value) {
  88667. this._merge.weight = value;
  88668. },
  88669. enumerable: true,
  88670. configurable: true
  88671. });
  88672. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88673. /**
  88674. * Specifies the size of the bloom blur kernel, relative to the final output size
  88675. */
  88676. get: function () {
  88677. return this._blurX.kernel / this.bloomScale;
  88678. },
  88679. set: function (value) {
  88680. this._blurX.kernel = value * this.bloomScale;
  88681. this._blurY.kernel = value * this.bloomScale;
  88682. },
  88683. enumerable: true,
  88684. configurable: true
  88685. });
  88686. /**
  88687. * Disposes each of the internal effects for a given camera.
  88688. * @param camera The camera to dispose the effect on.
  88689. */
  88690. BloomEffect.prototype.disposeEffects = function (camera) {
  88691. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88692. this._effects[effectIndex].dispose(camera);
  88693. }
  88694. };
  88695. /**
  88696. * @hidden Internal
  88697. */
  88698. BloomEffect.prototype._updateEffects = function () {
  88699. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88700. this._effects[effectIndex].updateEffect();
  88701. }
  88702. };
  88703. /**
  88704. * Internal
  88705. * @returns if all the contained post processes are ready.
  88706. * @hidden
  88707. */
  88708. BloomEffect.prototype._isReady = function () {
  88709. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88710. if (!this._effects[effectIndex].isReady()) {
  88711. return false;
  88712. }
  88713. }
  88714. return true;
  88715. };
  88716. return BloomEffect;
  88717. }(BABYLON.PostProcessRenderEffect));
  88718. BABYLON.BloomEffect = BloomEffect;
  88719. })(BABYLON || (BABYLON = {}));
  88720. //# sourceMappingURL=babylon.bloomEffect.js.map
  88721. var BABYLON;
  88722. (function (BABYLON) {
  88723. /**
  88724. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88725. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88726. */
  88727. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88728. __extends(DefaultRenderingPipeline, _super);
  88729. /**
  88730. * @constructor
  88731. * @param name - The rendering pipeline name (default: "")
  88732. * @param hdr - If high dynamic range textures should be used (default: true)
  88733. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88734. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88735. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88736. */
  88737. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88738. if (name === void 0) { name = ""; }
  88739. if (hdr === void 0) { hdr = true; }
  88740. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88741. if (automaticBuild === void 0) { automaticBuild = true; }
  88742. var _this = _super.call(this, scene.getEngine(), name) || this;
  88743. _this._camerasToBeAttached = [];
  88744. /**
  88745. * ID of the sharpen post process,
  88746. */
  88747. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88748. /**
  88749. * @ignore
  88750. * ID of the image processing post process;
  88751. */
  88752. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88753. /**
  88754. * @ignore
  88755. * ID of the Fast Approximate Anti-Aliasing post process;
  88756. */
  88757. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88758. /**
  88759. * ID of the chromatic aberration post process,
  88760. */
  88761. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88762. /**
  88763. * ID of the grain post process
  88764. */
  88765. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88766. /**
  88767. * Glow post process which adds a glow to emmisive areas of the image
  88768. */
  88769. _this._glowLayer = null;
  88770. /**
  88771. * Animations which can be used to tweak settings over a period of time
  88772. */
  88773. _this.animations = [];
  88774. _this._imageProcessingConfigurationObserver = null;
  88775. // Values
  88776. _this._sharpenEnabled = false;
  88777. _this._bloomEnabled = false;
  88778. _this._depthOfFieldEnabled = false;
  88779. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88780. _this._fxaaEnabled = false;
  88781. _this._imageProcessingEnabled = true;
  88782. _this._bloomScale = 0.5;
  88783. _this._chromaticAberrationEnabled = false;
  88784. _this._grainEnabled = false;
  88785. _this._buildAllowed = true;
  88786. _this._resizeObserver = null;
  88787. _this._hardwareScaleLevel = 1.0;
  88788. _this._bloomKernel = 64;
  88789. /**
  88790. * Specifies the weight of the bloom in the final rendering
  88791. */
  88792. _this._bloomWeight = 0.15;
  88793. /**
  88794. * Specifies the luma threshold for the area that will be blurred by the bloom
  88795. */
  88796. _this._bloomThreshold = 0.9;
  88797. _this._samples = 1;
  88798. _this._hasCleared = false;
  88799. _this._prevPostProcess = null;
  88800. _this._prevPrevPostProcess = null;
  88801. _this._depthOfFieldSceneObserver = null;
  88802. _this._cameras = cameras || scene.cameras;
  88803. _this._cameras = _this._cameras.slice();
  88804. _this._camerasToBeAttached = _this._cameras.slice();
  88805. _this._buildAllowed = automaticBuild;
  88806. // Initialize
  88807. _this._scene = scene;
  88808. var caps = _this._scene.getEngine().getCaps();
  88809. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  88810. // Misc
  88811. if (_this._hdr) {
  88812. if (caps.textureHalfFloatRender) {
  88813. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  88814. }
  88815. else if (caps.textureFloatRender) {
  88816. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  88817. }
  88818. }
  88819. else {
  88820. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  88821. }
  88822. // Attach
  88823. scene.postProcessRenderPipelineManager.addPipeline(_this);
  88824. var engine = _this._scene.getEngine();
  88825. // Create post processes before hand so they can be modified before enabled.
  88826. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  88827. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88828. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  88829. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  88830. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  88831. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88832. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  88833. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88834. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  88835. _this._resizeObserver = engine.onResizeObservable.add(function () {
  88836. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  88837. _this.bloomKernel = _this.bloomKernel;
  88838. });
  88839. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  88840. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  88841. });
  88842. _this._buildPipeline();
  88843. return _this;
  88844. }
  88845. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  88846. get: function () {
  88847. return this._sharpenEnabled;
  88848. },
  88849. /**
  88850. * Enable or disable the sharpen process from the pipeline
  88851. */
  88852. set: function (enabled) {
  88853. if (this._sharpenEnabled === enabled) {
  88854. return;
  88855. }
  88856. this._sharpenEnabled = enabled;
  88857. this._buildPipeline();
  88858. },
  88859. enumerable: true,
  88860. configurable: true
  88861. });
  88862. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88863. /**
  88864. * Specifies the size of the bloom blur kernel, relative to the final output size
  88865. */
  88866. get: function () {
  88867. return this._bloomKernel;
  88868. },
  88869. set: function (value) {
  88870. this._bloomKernel = value;
  88871. this.bloom.kernel = value / this._hardwareScaleLevel;
  88872. },
  88873. enumerable: true,
  88874. configurable: true
  88875. });
  88876. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88877. get: function () {
  88878. return this._bloomWeight;
  88879. },
  88880. /**
  88881. * The strength of the bloom.
  88882. */
  88883. set: function (value) {
  88884. if (this._bloomWeight === value) {
  88885. return;
  88886. }
  88887. this.bloom.weight = value;
  88888. this._bloomWeight = value;
  88889. },
  88890. enumerable: true,
  88891. configurable: true
  88892. });
  88893. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88894. get: function () {
  88895. return this._bloomThreshold;
  88896. },
  88897. /**
  88898. * The strength of the bloom.
  88899. */
  88900. set: function (value) {
  88901. if (this._bloomThreshold === value) {
  88902. return;
  88903. }
  88904. this.bloom.threshold = value;
  88905. this._bloomThreshold = value;
  88906. },
  88907. enumerable: true,
  88908. configurable: true
  88909. });
  88910. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88911. get: function () {
  88912. return this._bloomScale;
  88913. },
  88914. /**
  88915. * The scale of the bloom, lower value will provide better performance.
  88916. */
  88917. set: function (value) {
  88918. if (this._bloomScale === value) {
  88919. return;
  88920. }
  88921. this._bloomScale = value;
  88922. // recreate bloom and dispose old as this setting is not dynamic
  88923. this._rebuildBloom();
  88924. this._buildPipeline();
  88925. },
  88926. enumerable: true,
  88927. configurable: true
  88928. });
  88929. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88930. get: function () {
  88931. return this._bloomEnabled;
  88932. },
  88933. /**
  88934. * Enable or disable the bloom from the pipeline
  88935. */
  88936. set: function (enabled) {
  88937. if (this._bloomEnabled === enabled) {
  88938. return;
  88939. }
  88940. this._bloomEnabled = enabled;
  88941. this._buildPipeline();
  88942. },
  88943. enumerable: true,
  88944. configurable: true
  88945. });
  88946. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88947. // recreate bloom and dispose old as this setting is not dynamic
  88948. var oldBloom = this.bloom;
  88949. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88950. this.bloom.threshold = oldBloom.threshold;
  88951. for (var i = 0; i < this._cameras.length; i++) {
  88952. oldBloom.disposeEffects(this._cameras[i]);
  88953. }
  88954. };
  88955. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88956. /**
  88957. * If the depth of field is enabled.
  88958. */
  88959. get: function () {
  88960. return this._depthOfFieldEnabled;
  88961. },
  88962. set: function (enabled) {
  88963. if (this._depthOfFieldEnabled === enabled) {
  88964. return;
  88965. }
  88966. this._depthOfFieldEnabled = enabled;
  88967. this._buildPipeline();
  88968. },
  88969. enumerable: true,
  88970. configurable: true
  88971. });
  88972. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88973. /**
  88974. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88975. */
  88976. get: function () {
  88977. return this._depthOfFieldBlurLevel;
  88978. },
  88979. set: function (value) {
  88980. if (this._depthOfFieldBlurLevel === value) {
  88981. return;
  88982. }
  88983. this._depthOfFieldBlurLevel = value;
  88984. // recreate dof and dispose old as this setting is not dynamic
  88985. var oldDof = this.depthOfField;
  88986. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88987. this.depthOfField.focalLength = oldDof.focalLength;
  88988. this.depthOfField.focusDistance = oldDof.focusDistance;
  88989. this.depthOfField.fStop = oldDof.fStop;
  88990. this.depthOfField.lensSize = oldDof.lensSize;
  88991. for (var i = 0; i < this._cameras.length; i++) {
  88992. oldDof.disposeEffects(this._cameras[i]);
  88993. }
  88994. this._buildPipeline();
  88995. },
  88996. enumerable: true,
  88997. configurable: true
  88998. });
  88999. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  89000. get: function () {
  89001. return this._fxaaEnabled;
  89002. },
  89003. /**
  89004. * If the anti aliasing is enabled.
  89005. */
  89006. set: function (enabled) {
  89007. if (this._fxaaEnabled === enabled) {
  89008. return;
  89009. }
  89010. this._fxaaEnabled = enabled;
  89011. this._buildPipeline();
  89012. },
  89013. enumerable: true,
  89014. configurable: true
  89015. });
  89016. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  89017. get: function () {
  89018. return this._samples;
  89019. },
  89020. /**
  89021. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  89022. */
  89023. set: function (sampleCount) {
  89024. if (this._samples === sampleCount) {
  89025. return;
  89026. }
  89027. this._samples = sampleCount;
  89028. this._buildPipeline();
  89029. },
  89030. enumerable: true,
  89031. configurable: true
  89032. });
  89033. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  89034. get: function () {
  89035. return this._imageProcessingEnabled;
  89036. },
  89037. /**
  89038. * If image processing is enabled.
  89039. */
  89040. set: function (enabled) {
  89041. if (this._imageProcessingEnabled === enabled) {
  89042. return;
  89043. }
  89044. this._imageProcessingEnabled = enabled;
  89045. this._buildPipeline();
  89046. },
  89047. enumerable: true,
  89048. configurable: true
  89049. });
  89050. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  89051. get: function () {
  89052. return this._glowLayer == null;
  89053. },
  89054. /**
  89055. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  89056. */
  89057. set: function (enabled) {
  89058. if (enabled && !this._glowLayer) {
  89059. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  89060. }
  89061. else if (!enabled && this._glowLayer) {
  89062. this._glowLayer.dispose();
  89063. this._glowLayer = null;
  89064. }
  89065. },
  89066. enumerable: true,
  89067. configurable: true
  89068. });
  89069. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  89070. get: function () {
  89071. return this._chromaticAberrationEnabled;
  89072. },
  89073. /**
  89074. * Enable or disable the chromaticAberration process from the pipeline
  89075. */
  89076. set: function (enabled) {
  89077. if (this._chromaticAberrationEnabled === enabled) {
  89078. return;
  89079. }
  89080. this._chromaticAberrationEnabled = enabled;
  89081. this._buildPipeline();
  89082. },
  89083. enumerable: true,
  89084. configurable: true
  89085. });
  89086. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  89087. get: function () {
  89088. return this._grainEnabled;
  89089. },
  89090. /**
  89091. * Enable or disable the grain process from the pipeline
  89092. */
  89093. set: function (enabled) {
  89094. if (this._grainEnabled === enabled) {
  89095. return;
  89096. }
  89097. this._grainEnabled = enabled;
  89098. this._buildPipeline();
  89099. },
  89100. enumerable: true,
  89101. configurable: true
  89102. });
  89103. /**
  89104. * Force the compilation of the entire pipeline.
  89105. */
  89106. DefaultRenderingPipeline.prototype.prepare = function () {
  89107. var previousState = this._buildAllowed;
  89108. this._buildAllowed = true;
  89109. this._buildPipeline();
  89110. this._buildAllowed = previousState;
  89111. };
  89112. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  89113. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  89114. if (this._hasCleared) {
  89115. postProcess.autoClear = false;
  89116. }
  89117. else {
  89118. postProcess.autoClear = true;
  89119. this._scene.autoClear = false;
  89120. this._hasCleared = true;
  89121. }
  89122. if (!skipTextureSharing) {
  89123. if (this._prevPrevPostProcess) {
  89124. postProcess.shareOutputWith(this._prevPrevPostProcess);
  89125. }
  89126. else {
  89127. postProcess.useOwnOutput();
  89128. }
  89129. if (this._prevPostProcess) {
  89130. this._prevPrevPostProcess = this._prevPostProcess;
  89131. }
  89132. this._prevPostProcess = postProcess;
  89133. }
  89134. };
  89135. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89136. var _this = this;
  89137. if (!this._buildAllowed) {
  89138. return;
  89139. }
  89140. this._scene.autoClear = true;
  89141. var engine = this._scene.getEngine();
  89142. this._disposePostProcesses();
  89143. if (this._cameras !== null) {
  89144. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89145. // get back cameras to be used to reattach pipeline
  89146. this._cameras = this._camerasToBeAttached.slice();
  89147. }
  89148. this._reset();
  89149. this._prevPostProcess = null;
  89150. this._prevPrevPostProcess = null;
  89151. this._hasCleared = false;
  89152. if (this.depthOfFieldEnabled) {
  89153. // Multi camera suport
  89154. if (this._cameras.length > 1) {
  89155. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89156. var camera = _a[_i];
  89157. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89158. depthRenderer.useOnlyInActiveCamera = true;
  89159. }
  89160. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89161. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89162. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89163. }
  89164. });
  89165. }
  89166. else {
  89167. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89168. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89169. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89170. }
  89171. if (!this.depthOfField._isReady()) {
  89172. this.depthOfField._updateEffects();
  89173. }
  89174. this.addEffect(this.depthOfField);
  89175. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89176. }
  89177. else {
  89178. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89179. }
  89180. if (this.bloomEnabled) {
  89181. if (!this.bloom._isReady()) {
  89182. this.bloom._updateEffects();
  89183. }
  89184. this.addEffect(this.bloom);
  89185. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89186. }
  89187. if (this._imageProcessingEnabled) {
  89188. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89189. if (this._hdr) {
  89190. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89191. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89192. }
  89193. else {
  89194. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89195. }
  89196. }
  89197. if (this.sharpenEnabled) {
  89198. if (!this.sharpen.isReady()) {
  89199. this.sharpen.updateEffect();
  89200. }
  89201. this.addEffect(this._sharpenEffect);
  89202. this._setAutoClearAndTextureSharing(this.sharpen);
  89203. }
  89204. if (this.grainEnabled) {
  89205. if (!this.grain.isReady()) {
  89206. this.grain.updateEffect();
  89207. }
  89208. this.addEffect(this._grainEffect);
  89209. this._setAutoClearAndTextureSharing(this.grain);
  89210. }
  89211. if (this.chromaticAberrationEnabled) {
  89212. if (!this.chromaticAberration.isReady()) {
  89213. this.chromaticAberration.updateEffect();
  89214. }
  89215. this.addEffect(this._chromaticAberrationEffect);
  89216. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89217. }
  89218. if (this.fxaaEnabled) {
  89219. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89220. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89221. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89222. }
  89223. if (this._cameras !== null) {
  89224. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89225. }
  89226. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89227. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89228. }
  89229. };
  89230. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89231. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89232. for (var i = 0; i < this._cameras.length; i++) {
  89233. var camera = this._cameras[i];
  89234. if (this.imageProcessing) {
  89235. this.imageProcessing.dispose(camera);
  89236. }
  89237. if (this.fxaa) {
  89238. this.fxaa.dispose(camera);
  89239. }
  89240. // These are created in the constructor and should not be disposed on every pipeline change
  89241. if (disposeNonRecreated) {
  89242. if (this.sharpen) {
  89243. this.sharpen.dispose(camera);
  89244. }
  89245. if (this.depthOfField) {
  89246. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89247. this.depthOfField.disposeEffects(camera);
  89248. }
  89249. if (this.bloom) {
  89250. this.bloom.disposeEffects(camera);
  89251. }
  89252. if (this.chromaticAberration) {
  89253. this.chromaticAberration.dispose(camera);
  89254. }
  89255. if (this.grain) {
  89256. this.grain.dispose(camera);
  89257. }
  89258. if (this._glowLayer) {
  89259. this._glowLayer.dispose();
  89260. }
  89261. }
  89262. }
  89263. this.imageProcessing = null;
  89264. this.fxaa = null;
  89265. if (disposeNonRecreated) {
  89266. this.sharpen = null;
  89267. this._sharpenEffect = null;
  89268. this.depthOfField = null;
  89269. this.bloom = null;
  89270. this.chromaticAberration = null;
  89271. this._chromaticAberrationEffect = null;
  89272. this.grain = null;
  89273. this._grainEffect = null;
  89274. this._glowLayer = null;
  89275. }
  89276. };
  89277. /**
  89278. * Adds a camera to the pipeline
  89279. * @param camera the camera to be added
  89280. */
  89281. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89282. this._camerasToBeAttached.push(camera);
  89283. this._buildPipeline();
  89284. };
  89285. /**
  89286. * Removes a camera from the pipeline
  89287. * @param camera the camera to remove
  89288. */
  89289. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89290. var index = this._camerasToBeAttached.indexOf(camera);
  89291. this._camerasToBeAttached.splice(index, 1);
  89292. this._buildPipeline();
  89293. };
  89294. /**
  89295. * Dispose of the pipeline and stop all post processes
  89296. */
  89297. DefaultRenderingPipeline.prototype.dispose = function () {
  89298. this._disposePostProcesses(true);
  89299. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89300. this._scene.autoClear = true;
  89301. if (this._resizeObserver) {
  89302. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89303. this._resizeObserver = null;
  89304. }
  89305. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89306. _super.prototype.dispose.call(this);
  89307. };
  89308. /**
  89309. * Serialize the rendering pipeline (Used when exporting)
  89310. * @returns the serialized object
  89311. */
  89312. DefaultRenderingPipeline.prototype.serialize = function () {
  89313. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89314. serializationObject.customType = "DefaultRenderingPipeline";
  89315. return serializationObject;
  89316. };
  89317. /**
  89318. * Parse the serialized pipeline
  89319. * @param source Source pipeline.
  89320. * @param scene The scene to load the pipeline to.
  89321. * @param rootUrl The URL of the serialized pipeline.
  89322. * @returns An instantiated pipeline from the serialized object.
  89323. */
  89324. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89325. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89326. };
  89327. __decorate([
  89328. BABYLON.serialize()
  89329. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89330. __decorate([
  89331. BABYLON.serialize()
  89332. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89333. __decorate([
  89334. BABYLON.serialize()
  89335. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89336. __decorate([
  89337. BABYLON.serialize()
  89338. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89339. __decorate([
  89340. BABYLON.serialize()
  89341. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89342. __decorate([
  89343. BABYLON.serialize()
  89344. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89345. __decorate([
  89346. BABYLON.serialize()
  89347. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89348. __decorate([
  89349. BABYLON.serialize()
  89350. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89351. __decorate([
  89352. BABYLON.serialize()
  89353. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89354. __decorate([
  89355. BABYLON.serialize()
  89356. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89357. __decorate([
  89358. BABYLON.serialize()
  89359. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89360. __decorate([
  89361. BABYLON.serialize()
  89362. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89363. __decorate([
  89364. BABYLON.serialize()
  89365. ], DefaultRenderingPipeline.prototype, "samples", null);
  89366. __decorate([
  89367. BABYLON.serialize()
  89368. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89369. __decorate([
  89370. BABYLON.serialize()
  89371. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89372. __decorate([
  89373. BABYLON.serialize()
  89374. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89375. __decorate([
  89376. BABYLON.serialize()
  89377. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89378. return DefaultRenderingPipeline;
  89379. }(BABYLON.PostProcessRenderPipeline));
  89380. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89381. })(BABYLON || (BABYLON = {}));
  89382. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89383. var BABYLON;
  89384. (function (BABYLON) {
  89385. /**
  89386. * @hidden
  89387. */
  89388. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89389. __extends(ImageProcessingConfigurationDefines, _super);
  89390. function ImageProcessingConfigurationDefines() {
  89391. var _this = _super.call(this) || this;
  89392. _this.IMAGEPROCESSING = false;
  89393. _this.VIGNETTE = false;
  89394. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89395. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89396. _this.TONEMAPPING = false;
  89397. _this.TONEMAPPING_ACES = false;
  89398. _this.CONTRAST = false;
  89399. _this.COLORCURVES = false;
  89400. _this.COLORGRADING = false;
  89401. _this.COLORGRADING3D = false;
  89402. _this.SAMPLER3DGREENDEPTH = false;
  89403. _this.SAMPLER3DBGRMAP = false;
  89404. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89405. _this.EXPOSURE = false;
  89406. _this.rebuild();
  89407. return _this;
  89408. }
  89409. return ImageProcessingConfigurationDefines;
  89410. }(BABYLON.MaterialDefines));
  89411. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89412. /**
  89413. * This groups together the common properties used for image processing either in direct forward pass
  89414. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89415. * or not.
  89416. */
  89417. var ImageProcessingConfiguration = /** @class */ (function () {
  89418. function ImageProcessingConfiguration() {
  89419. /**
  89420. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89421. */
  89422. this.colorCurves = new BABYLON.ColorCurves();
  89423. this._colorCurvesEnabled = false;
  89424. this._colorGradingEnabled = false;
  89425. this._colorGradingWithGreenDepth = true;
  89426. this._colorGradingBGR = true;
  89427. /** @hidden */
  89428. this._exposure = 1.0;
  89429. this._toneMappingEnabled = false;
  89430. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89431. this._contrast = 1.0;
  89432. /**
  89433. * Vignette stretch size.
  89434. */
  89435. this.vignetteStretch = 0;
  89436. /**
  89437. * Vignette centre X Offset.
  89438. */
  89439. this.vignetteCentreX = 0;
  89440. /**
  89441. * Vignette centre Y Offset.
  89442. */
  89443. this.vignetteCentreY = 0;
  89444. /**
  89445. * Vignette weight or intensity of the vignette effect.
  89446. */
  89447. this.vignetteWeight = 1.5;
  89448. /**
  89449. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89450. * if vignetteEnabled is set to true.
  89451. */
  89452. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89453. /**
  89454. * Camera field of view used by the Vignette effect.
  89455. */
  89456. this.vignetteCameraFov = 0.5;
  89457. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89458. this._vignetteEnabled = false;
  89459. this._applyByPostProcess = false;
  89460. this._isEnabled = true;
  89461. /**
  89462. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89463. */
  89464. this.onUpdateParameters = new BABYLON.Observable();
  89465. }
  89466. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89467. /**
  89468. * Gets wether the color curves effect is enabled.
  89469. */
  89470. get: function () {
  89471. return this._colorCurvesEnabled;
  89472. },
  89473. /**
  89474. * Sets wether the color curves effect is enabled.
  89475. */
  89476. set: function (value) {
  89477. if (this._colorCurvesEnabled === value) {
  89478. return;
  89479. }
  89480. this._colorCurvesEnabled = value;
  89481. this._updateParameters();
  89482. },
  89483. enumerable: true,
  89484. configurable: true
  89485. });
  89486. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89487. /**
  89488. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89489. */
  89490. get: function () {
  89491. return this._colorGradingTexture;
  89492. },
  89493. /**
  89494. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89495. */
  89496. set: function (value) {
  89497. if (this._colorGradingTexture === value) {
  89498. return;
  89499. }
  89500. this._colorGradingTexture = value;
  89501. this._updateParameters();
  89502. },
  89503. enumerable: true,
  89504. configurable: true
  89505. });
  89506. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89507. /**
  89508. * Gets wether the color grading effect is enabled.
  89509. */
  89510. get: function () {
  89511. return this._colorGradingEnabled;
  89512. },
  89513. /**
  89514. * Sets wether the color grading effect is enabled.
  89515. */
  89516. set: function (value) {
  89517. if (this._colorGradingEnabled === value) {
  89518. return;
  89519. }
  89520. this._colorGradingEnabled = value;
  89521. this._updateParameters();
  89522. },
  89523. enumerable: true,
  89524. configurable: true
  89525. });
  89526. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89527. /**
  89528. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89529. */
  89530. get: function () {
  89531. return this._colorGradingWithGreenDepth;
  89532. },
  89533. /**
  89534. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89535. */
  89536. set: function (value) {
  89537. if (this._colorGradingWithGreenDepth === value) {
  89538. return;
  89539. }
  89540. this._colorGradingWithGreenDepth = value;
  89541. this._updateParameters();
  89542. },
  89543. enumerable: true,
  89544. configurable: true
  89545. });
  89546. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89547. /**
  89548. * Gets wether the color grading texture contains BGR values.
  89549. */
  89550. get: function () {
  89551. return this._colorGradingBGR;
  89552. },
  89553. /**
  89554. * Sets wether the color grading texture contains BGR values.
  89555. */
  89556. set: function (value) {
  89557. if (this._colorGradingBGR === value) {
  89558. return;
  89559. }
  89560. this._colorGradingBGR = value;
  89561. this._updateParameters();
  89562. },
  89563. enumerable: true,
  89564. configurable: true
  89565. });
  89566. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89567. /**
  89568. * Gets the Exposure used in the effect.
  89569. */
  89570. get: function () {
  89571. return this._exposure;
  89572. },
  89573. /**
  89574. * Sets the Exposure used in the effect.
  89575. */
  89576. set: function (value) {
  89577. if (this._exposure === value) {
  89578. return;
  89579. }
  89580. this._exposure = value;
  89581. this._updateParameters();
  89582. },
  89583. enumerable: true,
  89584. configurable: true
  89585. });
  89586. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89587. /**
  89588. * Gets wether the tone mapping effect is enabled.
  89589. */
  89590. get: function () {
  89591. return this._toneMappingEnabled;
  89592. },
  89593. /**
  89594. * Sets wether the tone mapping effect is enabled.
  89595. */
  89596. set: function (value) {
  89597. if (this._toneMappingEnabled === value) {
  89598. return;
  89599. }
  89600. this._toneMappingEnabled = value;
  89601. this._updateParameters();
  89602. },
  89603. enumerable: true,
  89604. configurable: true
  89605. });
  89606. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89607. /**
  89608. * Gets the type of tone mapping effect.
  89609. */
  89610. get: function () {
  89611. return this._toneMappingType;
  89612. },
  89613. /**
  89614. * Sets the type of tone mapping effect used in BabylonJS.
  89615. */
  89616. set: function (value) {
  89617. if (this._toneMappingType === value) {
  89618. return;
  89619. }
  89620. this._toneMappingType = value;
  89621. this._updateParameters();
  89622. },
  89623. enumerable: true,
  89624. configurable: true
  89625. });
  89626. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89627. /**
  89628. * Gets the contrast used in the effect.
  89629. */
  89630. get: function () {
  89631. return this._contrast;
  89632. },
  89633. /**
  89634. * Sets the contrast used in the effect.
  89635. */
  89636. set: function (value) {
  89637. if (this._contrast === value) {
  89638. return;
  89639. }
  89640. this._contrast = value;
  89641. this._updateParameters();
  89642. },
  89643. enumerable: true,
  89644. configurable: true
  89645. });
  89646. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89647. /**
  89648. * Gets the vignette blend mode allowing different kind of effect.
  89649. */
  89650. get: function () {
  89651. return this._vignetteBlendMode;
  89652. },
  89653. /**
  89654. * Sets the vignette blend mode allowing different kind of effect.
  89655. */
  89656. set: function (value) {
  89657. if (this._vignetteBlendMode === value) {
  89658. return;
  89659. }
  89660. this._vignetteBlendMode = value;
  89661. this._updateParameters();
  89662. },
  89663. enumerable: true,
  89664. configurable: true
  89665. });
  89666. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89667. /**
  89668. * Gets wether the vignette effect is enabled.
  89669. */
  89670. get: function () {
  89671. return this._vignetteEnabled;
  89672. },
  89673. /**
  89674. * Sets wether the vignette effect is enabled.
  89675. */
  89676. set: function (value) {
  89677. if (this._vignetteEnabled === value) {
  89678. return;
  89679. }
  89680. this._vignetteEnabled = value;
  89681. this._updateParameters();
  89682. },
  89683. enumerable: true,
  89684. configurable: true
  89685. });
  89686. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89687. /**
  89688. * Gets wether the image processing is applied through a post process or not.
  89689. */
  89690. get: function () {
  89691. return this._applyByPostProcess;
  89692. },
  89693. /**
  89694. * Sets wether the image processing is applied through a post process or not.
  89695. */
  89696. set: function (value) {
  89697. if (this._applyByPostProcess === value) {
  89698. return;
  89699. }
  89700. this._applyByPostProcess = value;
  89701. this._updateParameters();
  89702. },
  89703. enumerable: true,
  89704. configurable: true
  89705. });
  89706. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89707. /**
  89708. * Gets wether the image processing is enabled or not.
  89709. */
  89710. get: function () {
  89711. return this._isEnabled;
  89712. },
  89713. /**
  89714. * Sets wether the image processing is enabled or not.
  89715. */
  89716. set: function (value) {
  89717. if (this._isEnabled === value) {
  89718. return;
  89719. }
  89720. this._isEnabled = value;
  89721. this._updateParameters();
  89722. },
  89723. enumerable: true,
  89724. configurable: true
  89725. });
  89726. /**
  89727. * Method called each time the image processing information changes requires to recompile the effect.
  89728. */
  89729. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89730. this.onUpdateParameters.notifyObservers(this);
  89731. };
  89732. /**
  89733. * Gets the current class name.
  89734. * @return "ImageProcessingConfiguration"
  89735. */
  89736. ImageProcessingConfiguration.prototype.getClassName = function () {
  89737. return "ImageProcessingConfiguration";
  89738. };
  89739. /**
  89740. * Prepare the list of uniforms associated with the Image Processing effects.
  89741. * @param uniforms The list of uniforms used in the effect
  89742. * @param defines the list of defines currently in use
  89743. */
  89744. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89745. if (defines.EXPOSURE) {
  89746. uniforms.push("exposureLinear");
  89747. }
  89748. if (defines.CONTRAST) {
  89749. uniforms.push("contrast");
  89750. }
  89751. if (defines.COLORGRADING) {
  89752. uniforms.push("colorTransformSettings");
  89753. }
  89754. if (defines.VIGNETTE) {
  89755. uniforms.push("vInverseScreenSize");
  89756. uniforms.push("vignetteSettings1");
  89757. uniforms.push("vignetteSettings2");
  89758. }
  89759. if (defines.COLORCURVES) {
  89760. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89761. }
  89762. };
  89763. /**
  89764. * Prepare the list of samplers associated with the Image Processing effects.
  89765. * @param samplersList The list of uniforms used in the effect
  89766. * @param defines the list of defines currently in use
  89767. */
  89768. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89769. if (defines.COLORGRADING) {
  89770. samplersList.push("txColorTransform");
  89771. }
  89772. };
  89773. /**
  89774. * Prepare the list of defines associated to the shader.
  89775. * @param defines the list of defines to complete
  89776. * @param forPostProcess Define if we are currently in post process mode or not
  89777. */
  89778. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89779. if (forPostProcess === void 0) { forPostProcess = false; }
  89780. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89781. defines.VIGNETTE = false;
  89782. defines.TONEMAPPING = false;
  89783. defines.TONEMAPPING_ACES = false;
  89784. defines.CONTRAST = false;
  89785. defines.EXPOSURE = false;
  89786. defines.COLORCURVES = false;
  89787. defines.COLORGRADING = false;
  89788. defines.COLORGRADING3D = false;
  89789. defines.IMAGEPROCESSING = false;
  89790. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89791. return;
  89792. }
  89793. defines.VIGNETTE = this.vignetteEnabled;
  89794. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89795. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89796. defines.TONEMAPPING = this.toneMappingEnabled;
  89797. switch (this._toneMappingType) {
  89798. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89799. defines.TONEMAPPING_ACES = true;
  89800. break;
  89801. }
  89802. defines.CONTRAST = (this.contrast !== 1.0);
  89803. defines.EXPOSURE = (this.exposure !== 1.0);
  89804. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  89805. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  89806. if (defines.COLORGRADING) {
  89807. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  89808. }
  89809. else {
  89810. defines.COLORGRADING3D = false;
  89811. }
  89812. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  89813. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  89814. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  89815. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  89816. };
  89817. /**
  89818. * Returns true if all the image processing information are ready.
  89819. * @returns True if ready, otherwise, false
  89820. */
  89821. ImageProcessingConfiguration.prototype.isReady = function () {
  89822. // Color Grading texure can not be none blocking.
  89823. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  89824. };
  89825. /**
  89826. * Binds the image processing to the shader.
  89827. * @param effect The effect to bind to
  89828. * @param aspectRatio Define the current aspect ratio of the effect
  89829. */
  89830. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  89831. if (aspectRatio === void 0) { aspectRatio = 1; }
  89832. // Color Curves
  89833. if (this._colorCurvesEnabled && this.colorCurves) {
  89834. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  89835. }
  89836. // Vignette
  89837. if (this._vignetteEnabled) {
  89838. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  89839. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  89840. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  89841. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  89842. var vignetteScaleX = vignetteScaleY * aspectRatio;
  89843. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  89844. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  89845. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  89846. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  89847. var vignettePower = -2.0 * this.vignetteWeight;
  89848. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89849. }
  89850. // Exposure
  89851. effect.setFloat("exposureLinear", this.exposure);
  89852. // Contrast
  89853. effect.setFloat("contrast", this.contrast);
  89854. // Color transform settings
  89855. if (this.colorGradingTexture) {
  89856. effect.setTexture("txColorTransform", this.colorGradingTexture);
  89857. var textureSize = this.colorGradingTexture.getSize().height;
  89858. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89859. 0.5 / textureSize, // textureOffset
  89860. textureSize, // textureSize
  89861. this.colorGradingTexture.level // weight
  89862. );
  89863. }
  89864. };
  89865. /**
  89866. * Clones the current image processing instance.
  89867. * @return The cloned image processing
  89868. */
  89869. ImageProcessingConfiguration.prototype.clone = function () {
  89870. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89871. };
  89872. /**
  89873. * Serializes the current image processing instance to a json representation.
  89874. * @return a JSON representation
  89875. */
  89876. ImageProcessingConfiguration.prototype.serialize = function () {
  89877. return BABYLON.SerializationHelper.Serialize(this);
  89878. };
  89879. /**
  89880. * Parses the image processing from a json representation.
  89881. * @param source the JSON source to parse
  89882. * @return The parsed image processing
  89883. */
  89884. ImageProcessingConfiguration.Parse = function (source) {
  89885. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89886. };
  89887. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89888. /**
  89889. * Used to apply the vignette as a mix with the pixel color.
  89890. */
  89891. get: function () {
  89892. return this._VIGNETTEMODE_MULTIPLY;
  89893. },
  89894. enumerable: true,
  89895. configurable: true
  89896. });
  89897. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89898. /**
  89899. * Used to apply the vignette as a replacement of the pixel color.
  89900. */
  89901. get: function () {
  89902. return this._VIGNETTEMODE_OPAQUE;
  89903. },
  89904. enumerable: true,
  89905. configurable: true
  89906. });
  89907. /**
  89908. * Default tone mapping applied in BabylonJS.
  89909. */
  89910. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89911. /**
  89912. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89913. * to other engines rendering to increase portability.
  89914. */
  89915. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89916. // Static constants associated to the image processing.
  89917. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89918. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89919. __decorate([
  89920. BABYLON.serializeAsColorCurves()
  89921. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89922. __decorate([
  89923. BABYLON.serialize()
  89924. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89925. __decorate([
  89926. BABYLON.serializeAsTexture("colorGradingTexture")
  89927. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89928. __decorate([
  89929. BABYLON.serialize()
  89930. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89931. __decorate([
  89932. BABYLON.serialize()
  89933. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89934. __decorate([
  89935. BABYLON.serialize()
  89936. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89937. __decorate([
  89938. BABYLON.serialize()
  89939. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89940. __decorate([
  89941. BABYLON.serialize()
  89942. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89943. __decorate([
  89944. BABYLON.serialize()
  89945. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89946. __decorate([
  89947. BABYLON.serialize()
  89948. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89949. __decorate([
  89950. BABYLON.serialize()
  89951. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89952. __decorate([
  89953. BABYLON.serialize()
  89954. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89955. __decorate([
  89956. BABYLON.serialize()
  89957. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89958. __decorate([
  89959. BABYLON.serialize()
  89960. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89961. __decorate([
  89962. BABYLON.serializeAsColor4()
  89963. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89964. __decorate([
  89965. BABYLON.serialize()
  89966. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89967. __decorate([
  89968. BABYLON.serialize()
  89969. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89970. __decorate([
  89971. BABYLON.serialize()
  89972. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89973. __decorate([
  89974. BABYLON.serialize()
  89975. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89976. __decorate([
  89977. BABYLON.serialize()
  89978. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89979. return ImageProcessingConfiguration;
  89980. }());
  89981. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89982. })(BABYLON || (BABYLON = {}));
  89983. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  89984. var BABYLON;
  89985. (function (BABYLON) {
  89986. /**
  89987. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89988. * It can help converting any input color in a desired output one. This can then be used to create effects
  89989. * from sepia, black and white to sixties or futuristic rendering...
  89990. *
  89991. * The only supported format is currently 3dl.
  89992. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89993. */
  89994. var ColorGradingTexture = /** @class */ (function (_super) {
  89995. __extends(ColorGradingTexture, _super);
  89996. /**
  89997. * Instantiates a ColorGradingTexture from the following parameters.
  89998. *
  89999. * @param url The location of the color gradind data (currently only supporting 3dl)
  90000. * @param scene The scene the texture will be used in
  90001. */
  90002. function ColorGradingTexture(url, scene) {
  90003. var _this = _super.call(this, scene) || this;
  90004. if (!url) {
  90005. return _this;
  90006. }
  90007. _this._engine = scene.getEngine();
  90008. _this._textureMatrix = BABYLON.Matrix.Identity();
  90009. _this.name = url;
  90010. _this.url = url;
  90011. _this.hasAlpha = false;
  90012. _this.isCube = false;
  90013. _this.is3D = _this._engine.webGLVersion > 1;
  90014. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90015. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90016. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90017. _this.anisotropicFilteringLevel = 1;
  90018. _this._texture = _this._getFromCache(url, true);
  90019. if (!_this._texture) {
  90020. if (!scene.useDelayedTextureLoading) {
  90021. _this.loadTexture();
  90022. }
  90023. else {
  90024. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  90025. }
  90026. }
  90027. return _this;
  90028. }
  90029. /**
  90030. * Returns the texture matrix used in most of the material.
  90031. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  90032. */
  90033. ColorGradingTexture.prototype.getTextureMatrix = function () {
  90034. return this._textureMatrix;
  90035. };
  90036. /**
  90037. * Occurs when the file being loaded is a .3dl LUT file.
  90038. */
  90039. ColorGradingTexture.prototype.load3dlTexture = function () {
  90040. var engine = this._engine;
  90041. var texture;
  90042. if (engine.webGLVersion === 1) {
  90043. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90044. }
  90045. else {
  90046. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90047. }
  90048. this._texture = texture;
  90049. var callback = function (text) {
  90050. if (typeof text !== "string") {
  90051. return;
  90052. }
  90053. var data = null;
  90054. var tempData = null;
  90055. var line;
  90056. var lines = text.split('\n');
  90057. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  90058. var maxColor = 0;
  90059. for (var i = 0; i < lines.length; i++) {
  90060. line = lines[i];
  90061. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  90062. continue;
  90063. }
  90064. if (line.indexOf('#') === 0) {
  90065. continue;
  90066. }
  90067. var words = line.split(" ");
  90068. if (size === 0) {
  90069. // Number of space + one
  90070. size = words.length;
  90071. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  90072. tempData = new Float32Array(size * size * size * 4);
  90073. continue;
  90074. }
  90075. if (size != 0) {
  90076. var r = Math.max(parseInt(words[0]), 0);
  90077. var g = Math.max(parseInt(words[1]), 0);
  90078. var b = Math.max(parseInt(words[2]), 0);
  90079. maxColor = Math.max(r, maxColor);
  90080. maxColor = Math.max(g, maxColor);
  90081. maxColor = Math.max(b, maxColor);
  90082. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  90083. if (tempData) {
  90084. tempData[pixelStorageIndex + 0] = r;
  90085. tempData[pixelStorageIndex + 1] = g;
  90086. tempData[pixelStorageIndex + 2] = b;
  90087. }
  90088. // Keep for reference in case of back compat problems.
  90089. // pixelIndexSlice++;
  90090. // if (pixelIndexSlice % size == 0) {
  90091. // pixelIndexH++;
  90092. // pixelIndexSlice = 0;
  90093. // if (pixelIndexH % size == 0) {
  90094. // pixelIndexW++;
  90095. // pixelIndexH = 0;
  90096. // }
  90097. // }
  90098. pixelIndexH++;
  90099. if (pixelIndexH % size == 0) {
  90100. pixelIndexSlice++;
  90101. pixelIndexH = 0;
  90102. if (pixelIndexSlice % size == 0) {
  90103. pixelIndexW++;
  90104. pixelIndexSlice = 0;
  90105. }
  90106. }
  90107. }
  90108. }
  90109. if (tempData && data) {
  90110. for (var i = 0; i < tempData.length; i++) {
  90111. if (i > 0 && (i + 1) % 4 === 0) {
  90112. data[i] = 255;
  90113. }
  90114. else {
  90115. var value = tempData[i];
  90116. data[i] = (value / maxColor * 255);
  90117. }
  90118. }
  90119. }
  90120. if (texture.is3D) {
  90121. texture.updateSize(size, size, size);
  90122. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90123. }
  90124. else {
  90125. texture.updateSize(size * size, size);
  90126. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90127. }
  90128. };
  90129. var scene = this.getScene();
  90130. if (scene) {
  90131. scene._loadFile(this.url, callback);
  90132. }
  90133. else {
  90134. this._engine._loadFile(this.url, callback);
  90135. }
  90136. return this._texture;
  90137. };
  90138. /**
  90139. * Starts the loading process of the texture.
  90140. */
  90141. ColorGradingTexture.prototype.loadTexture = function () {
  90142. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90143. this.load3dlTexture();
  90144. }
  90145. };
  90146. /**
  90147. * Clones the color gradind texture.
  90148. */
  90149. ColorGradingTexture.prototype.clone = function () {
  90150. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90151. // Base texture
  90152. newTexture.level = this.level;
  90153. return newTexture;
  90154. };
  90155. /**
  90156. * Called during delayed load for textures.
  90157. */
  90158. ColorGradingTexture.prototype.delayLoad = function () {
  90159. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90160. return;
  90161. }
  90162. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90163. this._texture = this._getFromCache(this.url, true);
  90164. if (!this._texture) {
  90165. this.loadTexture();
  90166. }
  90167. };
  90168. /**
  90169. * Parses a color grading texture serialized by Babylon.
  90170. * @param parsedTexture The texture information being parsedTexture
  90171. * @param scene The scene to load the texture in
  90172. * @param rootUrl The root url of the data assets to load
  90173. * @return A color gradind texture
  90174. */
  90175. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90176. var texture = null;
  90177. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90178. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90179. texture.name = parsedTexture.name;
  90180. texture.level = parsedTexture.level;
  90181. }
  90182. return texture;
  90183. };
  90184. /**
  90185. * Serializes the LUT texture to json format.
  90186. */
  90187. ColorGradingTexture.prototype.serialize = function () {
  90188. if (!this.name) {
  90189. return null;
  90190. }
  90191. var serializationObject = {};
  90192. serializationObject.name = this.name;
  90193. serializationObject.level = this.level;
  90194. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90195. return serializationObject;
  90196. };
  90197. /**
  90198. * Empty line regex stored for GC.
  90199. */
  90200. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90201. return ColorGradingTexture;
  90202. }(BABYLON.BaseTexture));
  90203. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90204. })(BABYLON || (BABYLON = {}));
  90205. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90206. var BABYLON;
  90207. (function (BABYLON) {
  90208. /**
  90209. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90210. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90211. * 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;
  90212. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90213. */
  90214. var ColorCurves = /** @class */ (function () {
  90215. function ColorCurves() {
  90216. this._dirty = true;
  90217. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90218. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90219. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90220. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90221. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90222. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90223. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90224. this._globalHue = 30;
  90225. this._globalDensity = 0;
  90226. this._globalSaturation = 0;
  90227. this._globalExposure = 0;
  90228. this._highlightsHue = 30;
  90229. this._highlightsDensity = 0;
  90230. this._highlightsSaturation = 0;
  90231. this._highlightsExposure = 0;
  90232. this._midtonesHue = 30;
  90233. this._midtonesDensity = 0;
  90234. this._midtonesSaturation = 0;
  90235. this._midtonesExposure = 0;
  90236. this._shadowsHue = 30;
  90237. this._shadowsDensity = 0;
  90238. this._shadowsSaturation = 0;
  90239. this._shadowsExposure = 0;
  90240. }
  90241. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90242. /**
  90243. * Gets the global Hue value.
  90244. * 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).
  90245. */
  90246. get: function () {
  90247. return this._globalHue;
  90248. },
  90249. /**
  90250. * Sets the global Hue value.
  90251. * 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).
  90252. */
  90253. set: function (value) {
  90254. this._globalHue = value;
  90255. this._dirty = true;
  90256. },
  90257. enumerable: true,
  90258. configurable: true
  90259. });
  90260. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90261. /**
  90262. * Gets the global Density value.
  90263. * 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.
  90264. * Values less than zero provide a filter of opposite hue.
  90265. */
  90266. get: function () {
  90267. return this._globalDensity;
  90268. },
  90269. /**
  90270. * Sets the global Density value.
  90271. * 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.
  90272. * Values less than zero provide a filter of opposite hue.
  90273. */
  90274. set: function (value) {
  90275. this._globalDensity = value;
  90276. this._dirty = true;
  90277. },
  90278. enumerable: true,
  90279. configurable: true
  90280. });
  90281. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90282. /**
  90283. * Gets the global Saturation value.
  90284. * 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.
  90285. */
  90286. get: function () {
  90287. return this._globalSaturation;
  90288. },
  90289. /**
  90290. * Sets the global Saturation value.
  90291. * 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.
  90292. */
  90293. set: function (value) {
  90294. this._globalSaturation = value;
  90295. this._dirty = true;
  90296. },
  90297. enumerable: true,
  90298. configurable: true
  90299. });
  90300. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90301. /**
  90302. * Gets the global Exposure value.
  90303. * 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.
  90304. */
  90305. get: function () {
  90306. return this._globalExposure;
  90307. },
  90308. /**
  90309. * Sets the global Exposure value.
  90310. * 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.
  90311. */
  90312. set: function (value) {
  90313. this._globalExposure = value;
  90314. this._dirty = true;
  90315. },
  90316. enumerable: true,
  90317. configurable: true
  90318. });
  90319. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90320. /**
  90321. * Gets the highlights Hue value.
  90322. * 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).
  90323. */
  90324. get: function () {
  90325. return this._highlightsHue;
  90326. },
  90327. /**
  90328. * Sets the highlights Hue value.
  90329. * 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).
  90330. */
  90331. set: function (value) {
  90332. this._highlightsHue = value;
  90333. this._dirty = true;
  90334. },
  90335. enumerable: true,
  90336. configurable: true
  90337. });
  90338. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90339. /**
  90340. * Gets the highlights Density value.
  90341. * 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.
  90342. * Values less than zero provide a filter of opposite hue.
  90343. */
  90344. get: function () {
  90345. return this._highlightsDensity;
  90346. },
  90347. /**
  90348. * Sets the highlights Density value.
  90349. * 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.
  90350. * Values less than zero provide a filter of opposite hue.
  90351. */
  90352. set: function (value) {
  90353. this._highlightsDensity = value;
  90354. this._dirty = true;
  90355. },
  90356. enumerable: true,
  90357. configurable: true
  90358. });
  90359. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90360. /**
  90361. * Gets the highlights Saturation value.
  90362. * 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.
  90363. */
  90364. get: function () {
  90365. return this._highlightsSaturation;
  90366. },
  90367. /**
  90368. * Sets the highlights Saturation value.
  90369. * 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.
  90370. */
  90371. set: function (value) {
  90372. this._highlightsSaturation = value;
  90373. this._dirty = true;
  90374. },
  90375. enumerable: true,
  90376. configurable: true
  90377. });
  90378. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90379. /**
  90380. * Gets the highlights Exposure value.
  90381. * 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.
  90382. */
  90383. get: function () {
  90384. return this._highlightsExposure;
  90385. },
  90386. /**
  90387. * Sets the highlights Exposure value.
  90388. * 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.
  90389. */
  90390. set: function (value) {
  90391. this._highlightsExposure = value;
  90392. this._dirty = true;
  90393. },
  90394. enumerable: true,
  90395. configurable: true
  90396. });
  90397. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90398. /**
  90399. * Gets the midtones Hue value.
  90400. * 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).
  90401. */
  90402. get: function () {
  90403. return this._midtonesHue;
  90404. },
  90405. /**
  90406. * Sets the midtones Hue value.
  90407. * 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).
  90408. */
  90409. set: function (value) {
  90410. this._midtonesHue = value;
  90411. this._dirty = true;
  90412. },
  90413. enumerable: true,
  90414. configurable: true
  90415. });
  90416. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90417. /**
  90418. * Gets the midtones Density value.
  90419. * 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.
  90420. * Values less than zero provide a filter of opposite hue.
  90421. */
  90422. get: function () {
  90423. return this._midtonesDensity;
  90424. },
  90425. /**
  90426. * Sets the midtones Density value.
  90427. * 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.
  90428. * Values less than zero provide a filter of opposite hue.
  90429. */
  90430. set: function (value) {
  90431. this._midtonesDensity = value;
  90432. this._dirty = true;
  90433. },
  90434. enumerable: true,
  90435. configurable: true
  90436. });
  90437. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90438. /**
  90439. * Gets the midtones Saturation value.
  90440. * 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.
  90441. */
  90442. get: function () {
  90443. return this._midtonesSaturation;
  90444. },
  90445. /**
  90446. * Sets the midtones Saturation value.
  90447. * 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.
  90448. */
  90449. set: function (value) {
  90450. this._midtonesSaturation = value;
  90451. this._dirty = true;
  90452. },
  90453. enumerable: true,
  90454. configurable: true
  90455. });
  90456. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90457. /**
  90458. * Gets the midtones Exposure value.
  90459. * 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.
  90460. */
  90461. get: function () {
  90462. return this._midtonesExposure;
  90463. },
  90464. /**
  90465. * Sets the midtones Exposure value.
  90466. * 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.
  90467. */
  90468. set: function (value) {
  90469. this._midtonesExposure = value;
  90470. this._dirty = true;
  90471. },
  90472. enumerable: true,
  90473. configurable: true
  90474. });
  90475. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90476. /**
  90477. * Gets the shadows Hue value.
  90478. * 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).
  90479. */
  90480. get: function () {
  90481. return this._shadowsHue;
  90482. },
  90483. /**
  90484. * Sets the shadows Hue value.
  90485. * 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).
  90486. */
  90487. set: function (value) {
  90488. this._shadowsHue = value;
  90489. this._dirty = true;
  90490. },
  90491. enumerable: true,
  90492. configurable: true
  90493. });
  90494. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90495. /**
  90496. * Gets the shadows Density value.
  90497. * 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.
  90498. * Values less than zero provide a filter of opposite hue.
  90499. */
  90500. get: function () {
  90501. return this._shadowsDensity;
  90502. },
  90503. /**
  90504. * Sets the shadows Density value.
  90505. * 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.
  90506. * Values less than zero provide a filter of opposite hue.
  90507. */
  90508. set: function (value) {
  90509. this._shadowsDensity = value;
  90510. this._dirty = true;
  90511. },
  90512. enumerable: true,
  90513. configurable: true
  90514. });
  90515. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90516. /**
  90517. * Gets the shadows Saturation value.
  90518. * 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.
  90519. */
  90520. get: function () {
  90521. return this._shadowsSaturation;
  90522. },
  90523. /**
  90524. * Sets the shadows Saturation value.
  90525. * 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.
  90526. */
  90527. set: function (value) {
  90528. this._shadowsSaturation = value;
  90529. this._dirty = true;
  90530. },
  90531. enumerable: true,
  90532. configurable: true
  90533. });
  90534. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90535. /**
  90536. * Gets the shadows Exposure value.
  90537. * 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.
  90538. */
  90539. get: function () {
  90540. return this._shadowsExposure;
  90541. },
  90542. /**
  90543. * Sets the shadows Exposure value.
  90544. * 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.
  90545. */
  90546. set: function (value) {
  90547. this._shadowsExposure = value;
  90548. this._dirty = true;
  90549. },
  90550. enumerable: true,
  90551. configurable: true
  90552. });
  90553. /**
  90554. * Returns the class name
  90555. * @returns The class name
  90556. */
  90557. ColorCurves.prototype.getClassName = function () {
  90558. return "ColorCurves";
  90559. };
  90560. /**
  90561. * Binds the color curves to the shader.
  90562. * @param colorCurves The color curve to bind
  90563. * @param effect The effect to bind to
  90564. * @param positiveUniform The positive uniform shader parameter
  90565. * @param neutralUniform The neutral uniform shader parameter
  90566. * @param negativeUniform The negative uniform shader parameter
  90567. */
  90568. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90569. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90570. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90571. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90572. if (colorCurves._dirty) {
  90573. colorCurves._dirty = false;
  90574. // Fill in global info.
  90575. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90576. // Compute highlights info.
  90577. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90578. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90579. // Compute midtones info.
  90580. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90581. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90582. // Compute shadows info.
  90583. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90584. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90585. // Compute deltas (neutral is midtones).
  90586. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90587. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90588. }
  90589. if (effect) {
  90590. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90591. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90592. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90593. }
  90594. };
  90595. /**
  90596. * Prepare the list of uniforms associated with the ColorCurves effects.
  90597. * @param uniformsList The list of uniforms used in the effect
  90598. */
  90599. ColorCurves.PrepareUniforms = function (uniformsList) {
  90600. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90601. };
  90602. /**
  90603. * Returns color grading data based on a hue, density, saturation and exposure value.
  90604. * @param filterHue The hue of the color filter.
  90605. * @param filterDensity The density of the color filter.
  90606. * @param saturation The saturation.
  90607. * @param exposure The exposure.
  90608. * @param result The result data container.
  90609. */
  90610. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90611. if (hue == null) {
  90612. return;
  90613. }
  90614. hue = ColorCurves.clamp(hue, 0, 360);
  90615. density = ColorCurves.clamp(density, -100, 100);
  90616. saturation = ColorCurves.clamp(saturation, -100, 100);
  90617. exposure = ColorCurves.clamp(exposure, -100, 100);
  90618. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90619. // so that the maximum filter density is only 50% control. This provides fine control
  90620. // for small values and reasonable range.
  90621. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90622. density *= 0.5;
  90623. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90624. if (density < 0) {
  90625. density *= -1;
  90626. hue = (hue + 180) % 360;
  90627. }
  90628. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90629. result.scaleToRef(2, result);
  90630. result.a = 1 + 0.01 * saturation;
  90631. };
  90632. /**
  90633. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90634. * @param value The input slider value in range [-100,100].
  90635. * @returns Adjusted value.
  90636. */
  90637. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90638. value /= 100;
  90639. var x = Math.abs(value);
  90640. x = Math.pow(x, 2);
  90641. if (value < 0) {
  90642. x *= -1;
  90643. }
  90644. x *= 100;
  90645. return x;
  90646. };
  90647. /**
  90648. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90649. * @param hue The hue (H) input.
  90650. * @param saturation The saturation (S) input.
  90651. * @param brightness The brightness (B) input.
  90652. * @result An RGBA color represented as Vector4.
  90653. */
  90654. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90655. var h = ColorCurves.clamp(hue, 0, 360);
  90656. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90657. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90658. if (s === 0) {
  90659. result.r = v;
  90660. result.g = v;
  90661. result.b = v;
  90662. }
  90663. else {
  90664. // sector 0 to 5
  90665. h /= 60;
  90666. var i = Math.floor(h);
  90667. // fractional part of h
  90668. var f = h - i;
  90669. var p = v * (1 - s);
  90670. var q = v * (1 - s * f);
  90671. var t = v * (1 - s * (1 - f));
  90672. switch (i) {
  90673. case 0:
  90674. result.r = v;
  90675. result.g = t;
  90676. result.b = p;
  90677. break;
  90678. case 1:
  90679. result.r = q;
  90680. result.g = v;
  90681. result.b = p;
  90682. break;
  90683. case 2:
  90684. result.r = p;
  90685. result.g = v;
  90686. result.b = t;
  90687. break;
  90688. case 3:
  90689. result.r = p;
  90690. result.g = q;
  90691. result.b = v;
  90692. break;
  90693. case 4:
  90694. result.r = t;
  90695. result.g = p;
  90696. result.b = v;
  90697. break;
  90698. default: // case 5:
  90699. result.r = v;
  90700. result.g = p;
  90701. result.b = q;
  90702. break;
  90703. }
  90704. }
  90705. result.a = 1;
  90706. };
  90707. /**
  90708. * Returns a value clamped between min and max
  90709. * @param value The value to clamp
  90710. * @param min The minimum of value
  90711. * @param max The maximum of value
  90712. * @returns The clamped value.
  90713. */
  90714. ColorCurves.clamp = function (value, min, max) {
  90715. return Math.min(Math.max(value, min), max);
  90716. };
  90717. /**
  90718. * Clones the current color curve instance.
  90719. * @return The cloned curves
  90720. */
  90721. ColorCurves.prototype.clone = function () {
  90722. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90723. };
  90724. /**
  90725. * Serializes the current color curve instance to a json representation.
  90726. * @return a JSON representation
  90727. */
  90728. ColorCurves.prototype.serialize = function () {
  90729. return BABYLON.SerializationHelper.Serialize(this);
  90730. };
  90731. /**
  90732. * Parses the color curve from a json representation.
  90733. * @param source the JSON source to parse
  90734. * @return The parsed curves
  90735. */
  90736. ColorCurves.Parse = function (source) {
  90737. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90738. };
  90739. __decorate([
  90740. BABYLON.serialize()
  90741. ], ColorCurves.prototype, "_globalHue", void 0);
  90742. __decorate([
  90743. BABYLON.serialize()
  90744. ], ColorCurves.prototype, "_globalDensity", void 0);
  90745. __decorate([
  90746. BABYLON.serialize()
  90747. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90748. __decorate([
  90749. BABYLON.serialize()
  90750. ], ColorCurves.prototype, "_globalExposure", void 0);
  90751. __decorate([
  90752. BABYLON.serialize()
  90753. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90754. __decorate([
  90755. BABYLON.serialize()
  90756. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90757. __decorate([
  90758. BABYLON.serialize()
  90759. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90760. __decorate([
  90761. BABYLON.serialize()
  90762. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90763. __decorate([
  90764. BABYLON.serialize()
  90765. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90766. __decorate([
  90767. BABYLON.serialize()
  90768. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90769. __decorate([
  90770. BABYLON.serialize()
  90771. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90772. __decorate([
  90773. BABYLON.serialize()
  90774. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90775. return ColorCurves;
  90776. }());
  90777. BABYLON.ColorCurves = ColorCurves;
  90778. })(BABYLON || (BABYLON = {}));
  90779. //# sourceMappingURL=babylon.colorCurves.js.map
  90780. var BABYLON;
  90781. (function (BABYLON) {
  90782. /**
  90783. * Post process which applies a refractin texture
  90784. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90785. */
  90786. var RefractionPostProcess = /** @class */ (function (_super) {
  90787. __extends(RefractionPostProcess, _super);
  90788. /**
  90789. * Initializes the RefractionPostProcess
  90790. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90791. * @param name The name of the effect.
  90792. * @param refractionTextureUrl Url of the refraction texture to use
  90793. * @param color the base color of the refraction (used to taint the rendering)
  90794. * @param depth simulated refraction depth
  90795. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90796. * @param camera The camera to apply the render pass to.
  90797. * @param options The required width/height ratio to downsize to before computing the render pass.
  90798. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90799. * @param engine The engine which the post process will be applied. (default: current engine)
  90800. * @param reusable If the post process can be reused on the same frame. (default: false)
  90801. */
  90802. function RefractionPostProcess(name, refractionTextureUrl,
  90803. /** the base color of the refraction (used to taint the rendering) */
  90804. color,
  90805. /** simulated refraction depth */
  90806. depth,
  90807. /** the coefficient of the base color (0 to remove base color tainting) */
  90808. colorLevel, options, camera, samplingMode, engine, reusable) {
  90809. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  90810. _this.color = color;
  90811. _this.depth = depth;
  90812. _this.colorLevel = colorLevel;
  90813. _this._ownRefractionTexture = true;
  90814. _this.onActivateObservable.add(function (cam) {
  90815. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  90816. });
  90817. _this.onApplyObservable.add(function (effect) {
  90818. effect.setColor3("baseColor", _this.color);
  90819. effect.setFloat("depth", _this.depth);
  90820. effect.setFloat("colorLevel", _this.colorLevel);
  90821. effect.setTexture("refractionSampler", _this._refTexture);
  90822. });
  90823. return _this;
  90824. }
  90825. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  90826. /**
  90827. * Gets or sets the refraction texture
  90828. * Please note that you are responsible for disposing the texture if you set it manually
  90829. */
  90830. get: function () {
  90831. return this._refTexture;
  90832. },
  90833. set: function (value) {
  90834. if (this._refTexture && this._ownRefractionTexture) {
  90835. this._refTexture.dispose();
  90836. }
  90837. this._refTexture = value;
  90838. this._ownRefractionTexture = false;
  90839. },
  90840. enumerable: true,
  90841. configurable: true
  90842. });
  90843. // Methods
  90844. /**
  90845. * Disposes of the post process
  90846. * @param camera Camera to dispose post process on
  90847. */
  90848. RefractionPostProcess.prototype.dispose = function (camera) {
  90849. if (this._refTexture && this._ownRefractionTexture) {
  90850. this._refTexture.dispose();
  90851. this._refTexture = null;
  90852. }
  90853. _super.prototype.dispose.call(this, camera);
  90854. };
  90855. return RefractionPostProcess;
  90856. }(BABYLON.PostProcess));
  90857. BABYLON.RefractionPostProcess = RefractionPostProcess;
  90858. })(BABYLON || (BABYLON = {}));
  90859. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  90860. var BABYLON;
  90861. (function (BABYLON) {
  90862. /**
  90863. * Post process used to render in black and white
  90864. */
  90865. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90866. __extends(BlackAndWhitePostProcess, _super);
  90867. /**
  90868. * Creates a black and white post process
  90869. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90870. * @param name The name of the effect.
  90871. * @param options The required width/height ratio to downsize to before computing the render pass.
  90872. * @param camera The camera to apply the render pass to.
  90873. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90874. * @param engine The engine which the post process will be applied. (default: current engine)
  90875. * @param reusable If the post process can be reused on the same frame. (default: false)
  90876. */
  90877. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90878. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90879. /**
  90880. * Linear about to convert he result to black and white (default: 1)
  90881. */
  90882. _this.degree = 1;
  90883. _this.onApplyObservable.add(function (effect) {
  90884. effect.setFloat("degree", _this.degree);
  90885. });
  90886. return _this;
  90887. }
  90888. return BlackAndWhitePostProcess;
  90889. }(BABYLON.PostProcess));
  90890. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90891. })(BABYLON || (BABYLON = {}));
  90892. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90893. var BABYLON;
  90894. (function (BABYLON) {
  90895. /**
  90896. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90897. * input texture to perform effects such as edge detection or sharpening
  90898. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90899. */
  90900. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90901. __extends(ConvolutionPostProcess, _super);
  90902. /**
  90903. * Creates a new instance ConvolutionPostProcess
  90904. * @param name The name of the effect.
  90905. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90906. * @param options The required width/height ratio to downsize to before computing the render pass.
  90907. * @param camera The camera to apply the render pass to.
  90908. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90909. * @param engine The engine which the post process will be applied. (default: current engine)
  90910. * @param reusable If the post process can be reused on the same frame. (default: false)
  90911. * @param textureType Type of textures used when performing the post process. (default: 0)
  90912. */
  90913. function ConvolutionPostProcess(name,
  90914. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90915. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90916. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90917. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90918. _this.kernel = kernel;
  90919. _this.onApply = function (effect) {
  90920. effect.setFloat2("screenSize", _this.width, _this.height);
  90921. effect.setArray("kernel", _this.kernel);
  90922. };
  90923. return _this;
  90924. }
  90925. // Statics
  90926. /**
  90927. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90928. */
  90929. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90930. /**
  90931. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90932. */
  90933. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90934. /**
  90935. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90936. */
  90937. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90938. /**
  90939. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90940. */
  90941. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90942. /**
  90943. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90944. */
  90945. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90946. /**
  90947. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90948. */
  90949. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90950. return ConvolutionPostProcess;
  90951. }(BABYLON.PostProcess));
  90952. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90953. })(BABYLON || (BABYLON = {}));
  90954. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  90955. var BABYLON;
  90956. (function (BABYLON) {
  90957. /**
  90958. * Applies a kernel filter to the image
  90959. */
  90960. var FilterPostProcess = /** @class */ (function (_super) {
  90961. __extends(FilterPostProcess, _super);
  90962. /**
  90963. *
  90964. * @param name The name of the effect.
  90965. * @param kernelMatrix The matrix to be applied to the image
  90966. * @param options The required width/height ratio to downsize to before computing the render pass.
  90967. * @param camera The camera to apply the render pass to.
  90968. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90969. * @param engine The engine which the post process will be applied. (default: current engine)
  90970. * @param reusable If the post process can be reused on the same frame. (default: false)
  90971. */
  90972. function FilterPostProcess(name,
  90973. /** The matrix to be applied to the image */
  90974. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90975. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90976. _this.kernelMatrix = kernelMatrix;
  90977. _this.onApply = function (effect) {
  90978. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90979. };
  90980. return _this;
  90981. }
  90982. return FilterPostProcess;
  90983. }(BABYLON.PostProcess));
  90984. BABYLON.FilterPostProcess = FilterPostProcess;
  90985. })(BABYLON || (BABYLON = {}));
  90986. //# sourceMappingURL=babylon.filterPostProcess.js.map
  90987. var BABYLON;
  90988. (function (BABYLON) {
  90989. /**
  90990. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90991. */
  90992. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90993. __extends(VolumetricLightScatteringPostProcess, _super);
  90994. /**
  90995. * @constructor
  90996. * @param name The post-process name
  90997. * @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)
  90998. * @param camera The camera that the post-process will be attached to
  90999. * @param mesh The mesh used to create the light scattering
  91000. * @param samples The post-process quality, default 100
  91001. * @param samplingModeThe post-process filtering mode
  91002. * @param engine The babylon engine
  91003. * @param reusable If the post-process is reusable
  91004. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  91005. */
  91006. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  91007. if (samples === void 0) { samples = 100; }
  91008. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91009. 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;
  91010. _this._screenCoordinates = BABYLON.Vector2.Zero();
  91011. /**
  91012. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  91013. */
  91014. _this.customMeshPosition = BABYLON.Vector3.Zero();
  91015. /**
  91016. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  91017. */
  91018. _this.useCustomMeshPosition = false;
  91019. /**
  91020. * If the post-process should inverse the light scattering direction
  91021. */
  91022. _this.invert = true;
  91023. /**
  91024. * Array containing the excluded meshes not rendered in the internal pass
  91025. */
  91026. _this.excludedMeshes = new Array();
  91027. /**
  91028. * Controls the overall intensity of the post-process
  91029. */
  91030. _this.exposure = 0.3;
  91031. /**
  91032. * Dissipates each sample's contribution in range [0, 1]
  91033. */
  91034. _this.decay = 0.96815;
  91035. /**
  91036. * Controls the overall intensity of each sample
  91037. */
  91038. _this.weight = 0.58767;
  91039. /**
  91040. * Controls the density of each sample
  91041. */
  91042. _this.density = 0.926;
  91043. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  91044. engine = scene.getEngine();
  91045. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  91046. // Configure mesh
  91047. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  91048. // Configure
  91049. _this._createPass(scene, ratio.passRatio || ratio);
  91050. _this.onActivate = function (camera) {
  91051. if (!_this.isSupported) {
  91052. _this.dispose(camera);
  91053. }
  91054. _this.onActivate = null;
  91055. };
  91056. _this.onApplyObservable.add(function (effect) {
  91057. _this._updateMeshScreenCoordinates(scene);
  91058. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  91059. effect.setFloat("exposure", _this.exposure);
  91060. effect.setFloat("decay", _this.decay);
  91061. effect.setFloat("weight", _this.weight);
  91062. effect.setFloat("density", _this.density);
  91063. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  91064. });
  91065. return _this;
  91066. }
  91067. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  91068. /**
  91069. * @hidden
  91070. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  91071. */
  91072. get: function () {
  91073. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91074. return false;
  91075. },
  91076. set: function (useDiffuseColor) {
  91077. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91078. },
  91079. enumerable: true,
  91080. configurable: true
  91081. });
  91082. /**
  91083. * Returns the string "VolumetricLightScatteringPostProcess"
  91084. * @returns "VolumetricLightScatteringPostProcess"
  91085. */
  91086. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  91087. return "VolumetricLightScatteringPostProcess";
  91088. };
  91089. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  91090. var mesh = subMesh.getMesh();
  91091. // Render this.mesh as default
  91092. if (mesh === this.mesh && mesh.material) {
  91093. return mesh.material.isReady(mesh);
  91094. }
  91095. var defines = [];
  91096. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91097. var material = subMesh.getMaterial();
  91098. // Alpha test
  91099. if (material) {
  91100. if (material.needAlphaTesting()) {
  91101. defines.push("#define ALPHATEST");
  91102. }
  91103. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91104. attribs.push(BABYLON.VertexBuffer.UVKind);
  91105. defines.push("#define UV1");
  91106. }
  91107. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  91108. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91109. defines.push("#define UV2");
  91110. }
  91111. }
  91112. // Bones
  91113. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91114. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91115. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91116. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91117. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91118. }
  91119. else {
  91120. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91121. }
  91122. // Instances
  91123. if (useInstances) {
  91124. defines.push("#define INSTANCES");
  91125. attribs.push("world0");
  91126. attribs.push("world1");
  91127. attribs.push("world2");
  91128. attribs.push("world3");
  91129. }
  91130. // Get correct effect
  91131. var join = defines.join("\n");
  91132. if (this._cachedDefines !== join) {
  91133. this._cachedDefines = join;
  91134. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91135. }
  91136. return this._volumetricLightScatteringPass.isReady();
  91137. };
  91138. /**
  91139. * Sets the new light position for light scattering effect
  91140. * @param position The new custom light position
  91141. */
  91142. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91143. this.customMeshPosition = position;
  91144. };
  91145. /**
  91146. * Returns the light position for light scattering effect
  91147. * @return Vector3 The custom light position
  91148. */
  91149. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91150. return this.customMeshPosition;
  91151. };
  91152. /**
  91153. * Disposes the internal assets and detaches the post-process from the camera
  91154. */
  91155. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91156. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91157. if (rttIndex !== -1) {
  91158. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91159. }
  91160. this._volumetricLightScatteringRTT.dispose();
  91161. _super.prototype.dispose.call(this, camera);
  91162. };
  91163. /**
  91164. * Returns the render target texture used by the post-process
  91165. * @return the render target texture used by the post-process
  91166. */
  91167. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91168. return this._volumetricLightScatteringRTT;
  91169. };
  91170. // Private methods
  91171. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91172. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91173. return true;
  91174. }
  91175. return false;
  91176. };
  91177. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91178. var _this = this;
  91179. var engine = scene.getEngine();
  91180. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91181. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91182. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91183. this._volumetricLightScatteringRTT.renderList = null;
  91184. this._volumetricLightScatteringRTT.renderParticles = false;
  91185. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91186. var camera = this.getCamera();
  91187. if (camera) {
  91188. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91189. }
  91190. else {
  91191. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91192. }
  91193. // Custom render function for submeshes
  91194. var renderSubMesh = function (subMesh) {
  91195. var mesh = subMesh.getRenderingMesh();
  91196. if (_this._meshExcluded(mesh)) {
  91197. return;
  91198. }
  91199. var material = subMesh.getMaterial();
  91200. if (!material) {
  91201. return;
  91202. }
  91203. var scene = mesh.getScene();
  91204. var engine = scene.getEngine();
  91205. // Culling
  91206. engine.setState(material.backFaceCulling);
  91207. // Managing instances
  91208. var batch = mesh._getInstancesRenderList(subMesh._id);
  91209. if (batch.mustReturn) {
  91210. return;
  91211. }
  91212. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91213. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91214. var effect = _this._volumetricLightScatteringPass;
  91215. if (mesh === _this.mesh) {
  91216. if (subMesh.effect) {
  91217. effect = subMesh.effect;
  91218. }
  91219. else {
  91220. effect = material.getEffect();
  91221. }
  91222. }
  91223. engine.enableEffect(effect);
  91224. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91225. if (mesh === _this.mesh) {
  91226. material.bind(mesh.getWorldMatrix(), mesh);
  91227. }
  91228. else {
  91229. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91230. // Alpha test
  91231. if (material && material.needAlphaTesting()) {
  91232. var alphaTexture = material.getAlphaTestTexture();
  91233. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91234. if (alphaTexture) {
  91235. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91236. }
  91237. }
  91238. // Bones
  91239. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91240. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91241. }
  91242. }
  91243. // Draw
  91244. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91245. }
  91246. };
  91247. // Render target texture callbacks
  91248. var savedSceneClearColor;
  91249. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91250. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91251. savedSceneClearColor = scene.clearColor;
  91252. scene.clearColor = sceneClearColor;
  91253. });
  91254. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91255. scene.clearColor = savedSceneClearColor;
  91256. });
  91257. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91258. var engine = scene.getEngine();
  91259. var index;
  91260. if (depthOnlySubMeshes.length) {
  91261. engine.setColorWrite(false);
  91262. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91263. renderSubMesh(depthOnlySubMeshes.data[index]);
  91264. }
  91265. engine.setColorWrite(true);
  91266. }
  91267. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91268. renderSubMesh(opaqueSubMeshes.data[index]);
  91269. }
  91270. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91271. renderSubMesh(alphaTestSubMeshes.data[index]);
  91272. }
  91273. if (transparentSubMeshes.length) {
  91274. // Sort sub meshes
  91275. for (index = 0; index < transparentSubMeshes.length; index++) {
  91276. var submesh = transparentSubMeshes.data[index];
  91277. var boundingInfo = submesh.getBoundingInfo();
  91278. if (boundingInfo && scene.activeCamera) {
  91279. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91280. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91281. }
  91282. }
  91283. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91284. sortedArray.sort(function (a, b) {
  91285. // Alpha index first
  91286. if (a._alphaIndex > b._alphaIndex) {
  91287. return 1;
  91288. }
  91289. if (a._alphaIndex < b._alphaIndex) {
  91290. return -1;
  91291. }
  91292. // Then distance to camera
  91293. if (a._distanceToCamera < b._distanceToCamera) {
  91294. return 1;
  91295. }
  91296. if (a._distanceToCamera > b._distanceToCamera) {
  91297. return -1;
  91298. }
  91299. return 0;
  91300. });
  91301. // Render sub meshes
  91302. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91303. for (index = 0; index < sortedArray.length; index++) {
  91304. renderSubMesh(sortedArray[index]);
  91305. }
  91306. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91307. }
  91308. };
  91309. };
  91310. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91311. var transform = scene.getTransformMatrix();
  91312. var meshPosition;
  91313. if (this.useCustomMeshPosition) {
  91314. meshPosition = this.customMeshPosition;
  91315. }
  91316. else if (this.attachedNode) {
  91317. meshPosition = this.attachedNode.position;
  91318. }
  91319. else {
  91320. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91321. }
  91322. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91323. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91324. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91325. if (this.invert) {
  91326. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91327. }
  91328. };
  91329. // Static methods
  91330. /**
  91331. * Creates a default mesh for the Volumeric Light Scattering post-process
  91332. * @param name The mesh name
  91333. * @param scene The scene where to create the mesh
  91334. * @return the default mesh
  91335. */
  91336. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91337. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91338. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91339. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91340. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91341. mesh.material = material;
  91342. return mesh;
  91343. };
  91344. __decorate([
  91345. BABYLON.serializeAsVector3()
  91346. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91347. __decorate([
  91348. BABYLON.serialize()
  91349. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91350. __decorate([
  91351. BABYLON.serialize()
  91352. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91353. __decorate([
  91354. BABYLON.serializeAsMeshReference()
  91355. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91356. __decorate([
  91357. BABYLON.serialize()
  91358. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91359. __decorate([
  91360. BABYLON.serialize()
  91361. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91362. __decorate([
  91363. BABYLON.serialize()
  91364. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91365. __decorate([
  91366. BABYLON.serialize()
  91367. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91368. __decorate([
  91369. BABYLON.serialize()
  91370. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91371. return VolumetricLightScatteringPostProcess;
  91372. }(BABYLON.PostProcess));
  91373. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91374. })(BABYLON || (BABYLON = {}));
  91375. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91376. var BABYLON;
  91377. (function (BABYLON) {
  91378. /**
  91379. *
  91380. * This post-process allows the modification of rendered colors by using
  91381. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91382. *
  91383. * The object needs to be provided an url to a texture containing the color
  91384. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91385. * Use an image editing software to tweak the LUT to match your needs.
  91386. *
  91387. * For an example of a color LUT, see here:
  91388. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91389. * For explanations on color grading, see here:
  91390. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91391. *
  91392. */
  91393. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91394. __extends(ColorCorrectionPostProcess, _super);
  91395. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91396. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91397. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91398. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91399. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91400. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91401. _this.onApply = function (effect) {
  91402. effect.setTexture("colorTable", _this._colorTableTexture);
  91403. };
  91404. return _this;
  91405. }
  91406. return ColorCorrectionPostProcess;
  91407. }(BABYLON.PostProcess));
  91408. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91409. })(BABYLON || (BABYLON = {}));
  91410. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91411. var BABYLON;
  91412. (function (BABYLON) {
  91413. /** Defines operator used for tonemapping */
  91414. var TonemappingOperator;
  91415. (function (TonemappingOperator) {
  91416. /** Hable */
  91417. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91418. /** Reinhard */
  91419. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91420. /** HejiDawson */
  91421. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91422. /** Photographic */
  91423. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91424. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91425. /**
  91426. * Defines a post process to apply tone mapping
  91427. */
  91428. var TonemapPostProcess = /** @class */ (function (_super) {
  91429. __extends(TonemapPostProcess, _super);
  91430. /**
  91431. * Creates a new TonemapPostProcess
  91432. * @param name defines the name of the postprocess
  91433. * @param _operator defines the operator to use
  91434. * @param exposureAdjustment defines the required exposure adjustement
  91435. * @param camera defines the camera to use (can be null)
  91436. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91437. * @param engine defines the hosting engine (can be ignore if camera is set)
  91438. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91439. */
  91440. function TonemapPostProcess(name, _operator,
  91441. /** Defines the required exposure adjustement */
  91442. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91443. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91444. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91445. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91446. _this._operator = _operator;
  91447. _this.exposureAdjustment = exposureAdjustment;
  91448. var defines = "#define ";
  91449. if (_this._operator === TonemappingOperator.Hable) {
  91450. defines += "HABLE_TONEMAPPING";
  91451. }
  91452. else if (_this._operator === TonemappingOperator.Reinhard) {
  91453. defines += "REINHARD_TONEMAPPING";
  91454. }
  91455. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91456. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91457. }
  91458. else if (_this._operator === TonemappingOperator.Photographic) {
  91459. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91460. }
  91461. //sadly a second call to create the effect.
  91462. _this.updateEffect(defines);
  91463. _this.onApply = function (effect) {
  91464. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91465. };
  91466. return _this;
  91467. }
  91468. return TonemapPostProcess;
  91469. }(BABYLON.PostProcess));
  91470. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91471. })(BABYLON || (BABYLON = {}));
  91472. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91473. var BABYLON;
  91474. (function (BABYLON) {
  91475. /**
  91476. * DisplayPassPostProcess which produces an output the same as it's input
  91477. */
  91478. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91479. __extends(DisplayPassPostProcess, _super);
  91480. /**
  91481. * Creates the DisplayPassPostProcess
  91482. * @param name The name of the effect.
  91483. * @param options The required width/height ratio to downsize to before computing the render pass.
  91484. * @param camera The camera to apply the render pass to.
  91485. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91486. * @param engine The engine which the post process will be applied. (default: current engine)
  91487. * @param reusable If the post process can be reused on the same frame. (default: false)
  91488. */
  91489. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91490. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91491. }
  91492. return DisplayPassPostProcess;
  91493. }(BABYLON.PostProcess));
  91494. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91495. })(BABYLON || (BABYLON = {}));
  91496. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91497. var BABYLON;
  91498. (function (BABYLON) {
  91499. /**
  91500. * Extracts highlights from the image
  91501. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91502. */
  91503. var HighlightsPostProcess = /** @class */ (function (_super) {
  91504. __extends(HighlightsPostProcess, _super);
  91505. /**
  91506. * Extracts highlights from the image
  91507. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91508. * @param name The name of the effect.
  91509. * @param options The required width/height ratio to downsize to before computing the render pass.
  91510. * @param camera The camera to apply the render pass to.
  91511. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91512. * @param engine The engine which the post process will be applied. (default: current engine)
  91513. * @param reusable If the post process can be reused on the same frame. (default: false)
  91514. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91515. */
  91516. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91517. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91518. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91519. }
  91520. return HighlightsPostProcess;
  91521. }(BABYLON.PostProcess));
  91522. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91523. })(BABYLON || (BABYLON = {}));
  91524. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91525. var BABYLON;
  91526. (function (BABYLON) {
  91527. /**
  91528. * ImageProcessingPostProcess
  91529. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91530. */
  91531. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91532. __extends(ImageProcessingPostProcess, _super);
  91533. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91534. if (camera === void 0) { camera = null; }
  91535. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91536. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91537. _this._fromLinearSpace = true;
  91538. /**
  91539. * Defines cache preventing GC.
  91540. */
  91541. _this._defines = {
  91542. IMAGEPROCESSING: false,
  91543. VIGNETTE: false,
  91544. VIGNETTEBLENDMODEMULTIPLY: false,
  91545. VIGNETTEBLENDMODEOPAQUE: false,
  91546. TONEMAPPING: false,
  91547. TONEMAPPING_ACES: false,
  91548. CONTRAST: false,
  91549. COLORCURVES: false,
  91550. COLORGRADING: false,
  91551. COLORGRADING3D: false,
  91552. FROMLINEARSPACE: false,
  91553. SAMPLER3DGREENDEPTH: false,
  91554. SAMPLER3DBGRMAP: false,
  91555. IMAGEPROCESSINGPOSTPROCESS: false,
  91556. EXPOSURE: false,
  91557. };
  91558. // Setup the configuration as forced by the constructor. This would then not force the
  91559. // scene materials output in linear space and let untouched the default forward pass.
  91560. if (imageProcessingConfiguration) {
  91561. imageProcessingConfiguration.applyByPostProcess = true;
  91562. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91563. // This will cause the shader to be compiled
  91564. _this.fromLinearSpace = false;
  91565. }
  91566. // Setup the default processing configuration to the scene.
  91567. else {
  91568. _this._attachImageProcessingConfiguration(null, true);
  91569. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91570. }
  91571. _this.onApply = function (effect) {
  91572. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91573. };
  91574. return _this;
  91575. }
  91576. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91577. /**
  91578. * Gets the image processing configuration used either in this material.
  91579. */
  91580. get: function () {
  91581. return this._imageProcessingConfiguration;
  91582. },
  91583. /**
  91584. * Sets the Default image processing configuration used either in the this material.
  91585. *
  91586. * If sets to null, the scene one is in use.
  91587. */
  91588. set: function (value) {
  91589. this._attachImageProcessingConfiguration(value);
  91590. },
  91591. enumerable: true,
  91592. configurable: true
  91593. });
  91594. /**
  91595. * Attaches a new image processing configuration to the PBR Material.
  91596. * @param configuration
  91597. */
  91598. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91599. var _this = this;
  91600. if (doNotBuild === void 0) { doNotBuild = false; }
  91601. if (configuration === this._imageProcessingConfiguration) {
  91602. return;
  91603. }
  91604. // Detaches observer.
  91605. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91606. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91607. }
  91608. // Pick the scene configuration if needed.
  91609. if (!configuration) {
  91610. var scene = null;
  91611. var engine = this.getEngine();
  91612. var camera = this.getCamera();
  91613. if (camera) {
  91614. scene = camera.getScene();
  91615. }
  91616. else if (engine && engine.scenes) {
  91617. var scenes = engine.scenes;
  91618. scene = scenes[scenes.length - 1];
  91619. }
  91620. else {
  91621. scene = BABYLON.Engine.LastCreatedScene;
  91622. }
  91623. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91624. }
  91625. else {
  91626. this._imageProcessingConfiguration = configuration;
  91627. }
  91628. // Attaches observer.
  91629. if (this._imageProcessingConfiguration) {
  91630. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91631. _this._updateParameters();
  91632. });
  91633. }
  91634. // Ensure the effect will be rebuilt.
  91635. if (!doNotBuild) {
  91636. this._updateParameters();
  91637. }
  91638. };
  91639. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91640. /**
  91641. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91642. */
  91643. get: function () {
  91644. return this.imageProcessingConfiguration.colorCurves;
  91645. },
  91646. /**
  91647. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91648. */
  91649. set: function (value) {
  91650. this.imageProcessingConfiguration.colorCurves = value;
  91651. },
  91652. enumerable: true,
  91653. configurable: true
  91654. });
  91655. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91656. /**
  91657. * Gets wether the color curves effect is enabled.
  91658. */
  91659. get: function () {
  91660. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91661. },
  91662. /**
  91663. * Sets wether the color curves effect is enabled.
  91664. */
  91665. set: function (value) {
  91666. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91667. },
  91668. enumerable: true,
  91669. configurable: true
  91670. });
  91671. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91672. /**
  91673. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91674. */
  91675. get: function () {
  91676. return this.imageProcessingConfiguration.colorGradingTexture;
  91677. },
  91678. /**
  91679. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91680. */
  91681. set: function (value) {
  91682. this.imageProcessingConfiguration.colorGradingTexture = value;
  91683. },
  91684. enumerable: true,
  91685. configurable: true
  91686. });
  91687. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91688. /**
  91689. * Gets wether the color grading effect is enabled.
  91690. */
  91691. get: function () {
  91692. return this.imageProcessingConfiguration.colorGradingEnabled;
  91693. },
  91694. /**
  91695. * Gets wether the color grading effect is enabled.
  91696. */
  91697. set: function (value) {
  91698. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91699. },
  91700. enumerable: true,
  91701. configurable: true
  91702. });
  91703. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91704. /**
  91705. * Gets exposure used in the effect.
  91706. */
  91707. get: function () {
  91708. return this.imageProcessingConfiguration.exposure;
  91709. },
  91710. /**
  91711. * Sets exposure used in the effect.
  91712. */
  91713. set: function (value) {
  91714. this.imageProcessingConfiguration.exposure = value;
  91715. },
  91716. enumerable: true,
  91717. configurable: true
  91718. });
  91719. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91720. /**
  91721. * Gets wether tonemapping is enabled or not.
  91722. */
  91723. get: function () {
  91724. return this._imageProcessingConfiguration.toneMappingEnabled;
  91725. },
  91726. /**
  91727. * Sets wether tonemapping is enabled or not
  91728. */
  91729. set: function (value) {
  91730. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91731. },
  91732. enumerable: true,
  91733. configurable: true
  91734. });
  91735. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91736. /**
  91737. * Gets contrast used in the effect.
  91738. */
  91739. get: function () {
  91740. return this.imageProcessingConfiguration.contrast;
  91741. },
  91742. /**
  91743. * Sets contrast used in the effect.
  91744. */
  91745. set: function (value) {
  91746. this.imageProcessingConfiguration.contrast = value;
  91747. },
  91748. enumerable: true,
  91749. configurable: true
  91750. });
  91751. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91752. /**
  91753. * Gets Vignette stretch size.
  91754. */
  91755. get: function () {
  91756. return this.imageProcessingConfiguration.vignetteStretch;
  91757. },
  91758. /**
  91759. * Sets Vignette stretch size.
  91760. */
  91761. set: function (value) {
  91762. this.imageProcessingConfiguration.vignetteStretch = value;
  91763. },
  91764. enumerable: true,
  91765. configurable: true
  91766. });
  91767. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91768. /**
  91769. * Gets Vignette centre X Offset.
  91770. */
  91771. get: function () {
  91772. return this.imageProcessingConfiguration.vignetteCentreX;
  91773. },
  91774. /**
  91775. * Sets Vignette centre X Offset.
  91776. */
  91777. set: function (value) {
  91778. this.imageProcessingConfiguration.vignetteCentreX = value;
  91779. },
  91780. enumerable: true,
  91781. configurable: true
  91782. });
  91783. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91784. /**
  91785. * Gets Vignette centre Y Offset.
  91786. */
  91787. get: function () {
  91788. return this.imageProcessingConfiguration.vignetteCentreY;
  91789. },
  91790. /**
  91791. * Sets Vignette centre Y Offset.
  91792. */
  91793. set: function (value) {
  91794. this.imageProcessingConfiguration.vignetteCentreY = value;
  91795. },
  91796. enumerable: true,
  91797. configurable: true
  91798. });
  91799. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  91800. /**
  91801. * Gets Vignette weight or intensity of the vignette effect.
  91802. */
  91803. get: function () {
  91804. return this.imageProcessingConfiguration.vignetteWeight;
  91805. },
  91806. /**
  91807. * Sets Vignette weight or intensity of the vignette effect.
  91808. */
  91809. set: function (value) {
  91810. this.imageProcessingConfiguration.vignetteWeight = value;
  91811. },
  91812. enumerable: true,
  91813. configurable: true
  91814. });
  91815. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  91816. /**
  91817. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91818. * if vignetteEnabled is set to true.
  91819. */
  91820. get: function () {
  91821. return this.imageProcessingConfiguration.vignetteColor;
  91822. },
  91823. /**
  91824. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91825. * if vignetteEnabled is set to true.
  91826. */
  91827. set: function (value) {
  91828. this.imageProcessingConfiguration.vignetteColor = value;
  91829. },
  91830. enumerable: true,
  91831. configurable: true
  91832. });
  91833. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  91834. /**
  91835. * Gets Camera field of view used by the Vignette effect.
  91836. */
  91837. get: function () {
  91838. return this.imageProcessingConfiguration.vignetteCameraFov;
  91839. },
  91840. /**
  91841. * Sets Camera field of view used by the Vignette effect.
  91842. */
  91843. set: function (value) {
  91844. this.imageProcessingConfiguration.vignetteCameraFov = value;
  91845. },
  91846. enumerable: true,
  91847. configurable: true
  91848. });
  91849. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91850. /**
  91851. * Gets the vignette blend mode allowing different kind of effect.
  91852. */
  91853. get: function () {
  91854. return this.imageProcessingConfiguration.vignetteBlendMode;
  91855. },
  91856. /**
  91857. * Sets the vignette blend mode allowing different kind of effect.
  91858. */
  91859. set: function (value) {
  91860. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91861. },
  91862. enumerable: true,
  91863. configurable: true
  91864. });
  91865. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91866. /**
  91867. * Gets wether the vignette effect is enabled.
  91868. */
  91869. get: function () {
  91870. return this.imageProcessingConfiguration.vignetteEnabled;
  91871. },
  91872. /**
  91873. * Sets wether the vignette effect is enabled.
  91874. */
  91875. set: function (value) {
  91876. this.imageProcessingConfiguration.vignetteEnabled = value;
  91877. },
  91878. enumerable: true,
  91879. configurable: true
  91880. });
  91881. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91882. /**
  91883. * Gets wether the input of the processing is in Gamma or Linear Space.
  91884. */
  91885. get: function () {
  91886. return this._fromLinearSpace;
  91887. },
  91888. /**
  91889. * Sets wether the input of the processing is in Gamma or Linear Space.
  91890. */
  91891. set: function (value) {
  91892. if (this._fromLinearSpace === value) {
  91893. return;
  91894. }
  91895. this._fromLinearSpace = value;
  91896. this._updateParameters();
  91897. },
  91898. enumerable: true,
  91899. configurable: true
  91900. });
  91901. /**
  91902. * "ImageProcessingPostProcess"
  91903. * @returns "ImageProcessingPostProcess"
  91904. */
  91905. ImageProcessingPostProcess.prototype.getClassName = function () {
  91906. return "ImageProcessingPostProcess";
  91907. };
  91908. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91909. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91910. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91911. var defines = "";
  91912. for (var define in this._defines) {
  91913. if (this._defines[define]) {
  91914. defines += "#define " + define + ";\r\n";
  91915. }
  91916. }
  91917. var samplers = ["textureSampler"];
  91918. var uniforms = ["scale"];
  91919. if (BABYLON.ImageProcessingConfiguration) {
  91920. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91921. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91922. }
  91923. this.updateEffect(defines, uniforms, samplers);
  91924. };
  91925. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91926. _super.prototype.dispose.call(this, camera);
  91927. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91928. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91929. }
  91930. if (this._imageProcessingConfiguration) {
  91931. this.imageProcessingConfiguration.applyByPostProcess = false;
  91932. }
  91933. };
  91934. __decorate([
  91935. BABYLON.serialize()
  91936. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91937. return ImageProcessingPostProcess;
  91938. }(BABYLON.PostProcess));
  91939. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91940. })(BABYLON || (BABYLON = {}));
  91941. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  91942. var BABYLON;
  91943. (function (BABYLON) {
  91944. /**
  91945. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91946. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91947. * As an example, all you have to do is to create the post-process:
  91948. * var mb = new BABYLON.MotionBlurPostProcess(
  91949. * 'mb', // The name of the effect.
  91950. * scene, // The scene containing the objects to blur according to their velocity.
  91951. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91952. * camera // The camera to apply the render pass to.
  91953. * );
  91954. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91955. */
  91956. var MotionBlurPostProcess = /** @class */ (function (_super) {
  91957. __extends(MotionBlurPostProcess, _super);
  91958. /**
  91959. * Creates a new instance MotionBlurPostProcess
  91960. * @param name The name of the effect.
  91961. * @param scene The scene containing the objects to blur according to their velocity.
  91962. * @param options The required width/height ratio to downsize to before computing the render pass.
  91963. * @param camera The camera to apply the render pass to.
  91964. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91965. * @param engine The engine which the post process will be applied. (default: current engine)
  91966. * @param reusable If the post process can be reused on the same frame. (default: false)
  91967. * @param textureType Type of textures used when performing the post process. (default: 0)
  91968. * @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)
  91969. */
  91970. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91971. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91972. if (blockCompilation === void 0) { blockCompilation = false; }
  91973. 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;
  91974. /**
  91975. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91976. */
  91977. _this.motionStrength = 1;
  91978. _this._motionBlurSamples = 32;
  91979. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91980. if (!_this._geometryBufferRenderer) {
  91981. // Geometry buffer renderer is not supported. So, work as a passthrough.
  91982. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91983. _this.updateEffect();
  91984. }
  91985. else {
  91986. // Geometry buffer renderer is supported.
  91987. _this._geometryBufferRenderer.enableVelocity = true;
  91988. _this.onApply = function (effect) {
  91989. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91990. effect.setFloat("motionScale", scene.getAnimationRatio());
  91991. effect.setFloat("motionStrength", _this.motionStrength);
  91992. if (_this._geometryBufferRenderer) {
  91993. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91994. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91995. }
  91996. };
  91997. }
  91998. return _this;
  91999. }
  92000. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  92001. /**
  92002. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  92003. */
  92004. get: function () {
  92005. return this._motionBlurSamples;
  92006. },
  92007. /**
  92008. * Sets the number of iterations to be used for motion blur quality
  92009. */
  92010. set: function (samples) {
  92011. this._motionBlurSamples = samples;
  92012. if (this._geometryBufferRenderer) {
  92013. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  92014. }
  92015. },
  92016. enumerable: true,
  92017. configurable: true
  92018. });
  92019. /**
  92020. * Disposes the post process.
  92021. * @param camera The camera to dispose the post process on.
  92022. */
  92023. MotionBlurPostProcess.prototype.dispose = function (camera) {
  92024. if (this._geometryBufferRenderer) {
  92025. // Clear previous transformation matrices dictionary used to compute objects velocities
  92026. this._geometryBufferRenderer._previousTransformationMatrices = {};
  92027. }
  92028. _super.prototype.dispose.call(this, camera);
  92029. };
  92030. return MotionBlurPostProcess;
  92031. }(BABYLON.PostProcess));
  92032. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  92033. })(BABYLON || (BABYLON = {}));
  92034. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  92035. var BABYLON;
  92036. (function (BABYLON) {
  92037. /**
  92038. * Class used to store bone information
  92039. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92040. */
  92041. var Bone = /** @class */ (function (_super) {
  92042. __extends(Bone, _super);
  92043. /**
  92044. * Create a new bone
  92045. * @param name defines the bone name
  92046. * @param skeleton defines the parent skeleton
  92047. * @param parentBone defines the parent (can be null if the bone is the root)
  92048. * @param localMatrix defines the local matrix
  92049. * @param restPose defines the rest pose matrix
  92050. * @param baseMatrix defines the base matrix
  92051. * @param index defines index of the bone in the hiearchy
  92052. */
  92053. function Bone(
  92054. /**
  92055. * defines the bone name
  92056. */
  92057. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  92058. if (parentBone === void 0) { parentBone = null; }
  92059. if (localMatrix === void 0) { localMatrix = null; }
  92060. if (restPose === void 0) { restPose = null; }
  92061. if (baseMatrix === void 0) { baseMatrix = null; }
  92062. if (index === void 0) { index = null; }
  92063. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  92064. _this.name = name;
  92065. /**
  92066. * Gets the list of child bones
  92067. */
  92068. _this.children = new Array();
  92069. /** Gets the animations associated with this bone */
  92070. _this.animations = new Array();
  92071. /**
  92072. * @hidden Internal only
  92073. * Set this value to map this bone to a different index in the transform matrices
  92074. * Set this value to -1 to exclude the bone from the transform matrices
  92075. */
  92076. _this._index = null;
  92077. _this._absoluteTransform = new BABYLON.Matrix();
  92078. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  92079. _this._scalingDeterminant = 1;
  92080. _this._worldTransform = new BABYLON.Matrix();
  92081. _this._needToDecompose = true;
  92082. _this._needToCompose = false;
  92083. _this._skeleton = skeleton;
  92084. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  92085. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  92086. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  92087. _this._index = index;
  92088. skeleton.bones.push(_this);
  92089. _this.setParent(parentBone, false);
  92090. if (baseMatrix || localMatrix) {
  92091. _this._updateDifferenceMatrix();
  92092. }
  92093. return _this;
  92094. }
  92095. Object.defineProperty(Bone.prototype, "_matrix", {
  92096. /** @hidden */
  92097. get: function () {
  92098. this._compose();
  92099. return this._localMatrix;
  92100. },
  92101. /** @hidden */
  92102. set: function (value) {
  92103. this._localMatrix.copyFrom(value);
  92104. this._needToDecompose = true;
  92105. },
  92106. enumerable: true,
  92107. configurable: true
  92108. });
  92109. // Members
  92110. /**
  92111. * Gets the parent skeleton
  92112. * @returns a skeleton
  92113. */
  92114. Bone.prototype.getSkeleton = function () {
  92115. return this._skeleton;
  92116. };
  92117. /**
  92118. * Gets parent bone
  92119. * @returns a bone or null if the bone is the root of the bone hierarchy
  92120. */
  92121. Bone.prototype.getParent = function () {
  92122. return this._parent;
  92123. };
  92124. /**
  92125. * Sets the parent bone
  92126. * @param parent defines the parent (can be null if the bone is the root)
  92127. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92128. */
  92129. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  92130. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92131. if (this._parent === parent) {
  92132. return;
  92133. }
  92134. if (this._parent) {
  92135. var index = this._parent.children.indexOf(this);
  92136. if (index !== -1) {
  92137. this._parent.children.splice(index, 1);
  92138. }
  92139. }
  92140. this._parent = parent;
  92141. if (this._parent) {
  92142. this._parent.children.push(this);
  92143. }
  92144. if (updateDifferenceMatrix) {
  92145. this._updateDifferenceMatrix();
  92146. }
  92147. this.markAsDirty();
  92148. };
  92149. /**
  92150. * Gets the local matrix
  92151. * @returns a matrix
  92152. */
  92153. Bone.prototype.getLocalMatrix = function () {
  92154. this._compose();
  92155. return this._localMatrix;
  92156. };
  92157. /**
  92158. * Gets the base matrix (initial matrix which remains unchanged)
  92159. * @returns a matrix
  92160. */
  92161. Bone.prototype.getBaseMatrix = function () {
  92162. return this._baseMatrix;
  92163. };
  92164. /**
  92165. * Gets the rest pose matrix
  92166. * @returns a matrix
  92167. */
  92168. Bone.prototype.getRestPose = function () {
  92169. return this._restPose;
  92170. };
  92171. /**
  92172. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92173. */
  92174. Bone.prototype.getWorldMatrix = function () {
  92175. return this._worldTransform;
  92176. };
  92177. /**
  92178. * Sets the local matrix to rest pose matrix
  92179. */
  92180. Bone.prototype.returnToRest = function () {
  92181. this.updateMatrix(this._restPose.clone());
  92182. };
  92183. /**
  92184. * Gets the inverse of the absolute transform matrix.
  92185. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92186. * @returns a matrix
  92187. */
  92188. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92189. return this._invertedAbsoluteTransform;
  92190. };
  92191. /**
  92192. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92193. * @returns a matrix
  92194. */
  92195. Bone.prototype.getAbsoluteTransform = function () {
  92196. return this._absoluteTransform;
  92197. };
  92198. Object.defineProperty(Bone.prototype, "position", {
  92199. // Properties (matches AbstractMesh properties)
  92200. /** Gets or sets current position (in local space) */
  92201. get: function () {
  92202. this._decompose();
  92203. return this._localPosition;
  92204. },
  92205. set: function (newPosition) {
  92206. this._decompose();
  92207. this._localPosition.copyFrom(newPosition);
  92208. this._markAsDirtyAndCompose();
  92209. },
  92210. enumerable: true,
  92211. configurable: true
  92212. });
  92213. Object.defineProperty(Bone.prototype, "rotation", {
  92214. /** Gets or sets current rotation (in local space) */
  92215. get: function () {
  92216. return this.getRotation();
  92217. },
  92218. set: function (newRotation) {
  92219. this.setRotation(newRotation);
  92220. },
  92221. enumerable: true,
  92222. configurable: true
  92223. });
  92224. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92225. /** Gets or sets current rotation quaternion (in local space) */
  92226. get: function () {
  92227. this._decompose();
  92228. return this._localRotation;
  92229. },
  92230. set: function (newRotation) {
  92231. this.setRotationQuaternion(newRotation);
  92232. },
  92233. enumerable: true,
  92234. configurable: true
  92235. });
  92236. Object.defineProperty(Bone.prototype, "scaling", {
  92237. /** Gets or sets current scaling (in local space) */
  92238. get: function () {
  92239. return this.getScale();
  92240. },
  92241. set: function (newScaling) {
  92242. this.setScale(newScaling);
  92243. },
  92244. enumerable: true,
  92245. configurable: true
  92246. });
  92247. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92248. /**
  92249. * Gets the animation properties override
  92250. */
  92251. get: function () {
  92252. return this._skeleton.animationPropertiesOverride;
  92253. },
  92254. enumerable: true,
  92255. configurable: true
  92256. });
  92257. // Methods
  92258. Bone.prototype._decompose = function () {
  92259. if (!this._needToDecompose) {
  92260. return;
  92261. }
  92262. this._needToDecompose = false;
  92263. if (!this._localScaling) {
  92264. this._localScaling = BABYLON.Vector3.Zero();
  92265. this._localRotation = BABYLON.Quaternion.Zero();
  92266. this._localPosition = BABYLON.Vector3.Zero();
  92267. }
  92268. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92269. };
  92270. Bone.prototype._compose = function () {
  92271. if (!this._needToCompose) {
  92272. return;
  92273. }
  92274. this._needToCompose = false;
  92275. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92276. };
  92277. /**
  92278. * Update the base and local matrices
  92279. * @param matrix defines the new base or local matrix
  92280. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92281. * @param updateLocalMatrix defines if the local matrix should be updated
  92282. */
  92283. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92284. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92285. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92286. this._baseMatrix.copyFrom(matrix);
  92287. if (updateDifferenceMatrix) {
  92288. this._updateDifferenceMatrix();
  92289. }
  92290. if (updateLocalMatrix) {
  92291. this._localMatrix.copyFrom(matrix);
  92292. this._markAsDirtyAndDecompose();
  92293. }
  92294. else {
  92295. this.markAsDirty();
  92296. }
  92297. };
  92298. /** @hidden */
  92299. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92300. if (updateChildren === void 0) { updateChildren = true; }
  92301. if (!rootMatrix) {
  92302. rootMatrix = this._baseMatrix;
  92303. }
  92304. if (this._parent) {
  92305. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92306. }
  92307. else {
  92308. this._absoluteTransform.copyFrom(rootMatrix);
  92309. }
  92310. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92311. if (updateChildren) {
  92312. for (var index = 0; index < this.children.length; index++) {
  92313. this.children[index]._updateDifferenceMatrix();
  92314. }
  92315. }
  92316. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92317. };
  92318. /**
  92319. * Flag the bone as dirty (Forcing it to update everything)
  92320. */
  92321. Bone.prototype.markAsDirty = function () {
  92322. this._currentRenderId++;
  92323. this._childRenderId++;
  92324. this._skeleton._markAsDirty();
  92325. };
  92326. Bone.prototype._markAsDirtyAndCompose = function () {
  92327. this.markAsDirty();
  92328. this._needToCompose = true;
  92329. };
  92330. Bone.prototype._markAsDirtyAndDecompose = function () {
  92331. this.markAsDirty();
  92332. this._needToDecompose = true;
  92333. };
  92334. /**
  92335. * Copy an animation range from another bone
  92336. * @param source defines the source bone
  92337. * @param rangeName defines the range name to copy
  92338. * @param frameOffset defines the frame offset
  92339. * @param rescaleAsRequired defines if rescaling must be applied if required
  92340. * @param skelDimensionsRatio defines the scaling ratio
  92341. * @returns true if operation was successful
  92342. */
  92343. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92344. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92345. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92346. // all animation may be coming from a library skeleton, so may need to create animation
  92347. if (this.animations.length === 0) {
  92348. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92349. this.animations[0].setKeys([]);
  92350. }
  92351. // get animation info / verify there is such a range from the source bone
  92352. var sourceRange = source.animations[0].getRange(rangeName);
  92353. if (!sourceRange) {
  92354. return false;
  92355. }
  92356. var from = sourceRange.from;
  92357. var to = sourceRange.to;
  92358. var sourceKeys = source.animations[0].getKeys();
  92359. // rescaling prep
  92360. var sourceBoneLength = source.length;
  92361. var sourceParent = source.getParent();
  92362. var parent = this.getParent();
  92363. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92364. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92365. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92366. var destKeys = this.animations[0].getKeys();
  92367. // loop vars declaration
  92368. var orig;
  92369. var origTranslation;
  92370. var mat;
  92371. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92372. orig = sourceKeys[key];
  92373. if (orig.frame >= from && orig.frame <= to) {
  92374. if (rescaleAsRequired) {
  92375. mat = orig.value.clone();
  92376. // scale based on parent ratio, when bone has parent
  92377. if (parentScalingReqd) {
  92378. origTranslation = mat.getTranslation();
  92379. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92380. // scale based on skeleton dimension ratio when root bone, and value is passed
  92381. }
  92382. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92383. origTranslation = mat.getTranslation();
  92384. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92385. // use original when root bone, and no data for skelDimensionsRatio
  92386. }
  92387. else {
  92388. mat = orig.value;
  92389. }
  92390. }
  92391. else {
  92392. mat = orig.value;
  92393. }
  92394. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92395. }
  92396. }
  92397. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92398. return true;
  92399. };
  92400. /**
  92401. * Translate the bone in local or world space
  92402. * @param vec The amount to translate the bone
  92403. * @param space The space that the translation is in
  92404. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92405. */
  92406. Bone.prototype.translate = function (vec, space, mesh) {
  92407. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92408. var lm = this.getLocalMatrix();
  92409. if (space == BABYLON.Space.LOCAL) {
  92410. lm.addAtIndex(12, vec.x);
  92411. lm.addAtIndex(13, vec.y);
  92412. lm.addAtIndex(14, vec.z);
  92413. }
  92414. else {
  92415. var wm = null;
  92416. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92417. if (mesh) {
  92418. wm = mesh.getWorldMatrix();
  92419. }
  92420. this._skeleton.computeAbsoluteTransforms();
  92421. var tmat = Bone._tmpMats[0];
  92422. var tvec = Bone._tmpVecs[0];
  92423. if (this._parent) {
  92424. if (mesh && wm) {
  92425. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92426. tmat.multiplyToRef(wm, tmat);
  92427. }
  92428. else {
  92429. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92430. }
  92431. }
  92432. tmat.setTranslationFromFloats(0, 0, 0);
  92433. tmat.invert();
  92434. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92435. lm.addAtIndex(12, tvec.x);
  92436. lm.addAtIndex(13, tvec.y);
  92437. lm.addAtIndex(14, tvec.z);
  92438. }
  92439. this._markAsDirtyAndDecompose();
  92440. };
  92441. /**
  92442. * Set the postion of the bone in local or world space
  92443. * @param position The position to set the bone
  92444. * @param space The space that the position is in
  92445. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92446. */
  92447. Bone.prototype.setPosition = function (position, space, mesh) {
  92448. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92449. var lm = this.getLocalMatrix();
  92450. if (space == BABYLON.Space.LOCAL) {
  92451. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92452. }
  92453. else {
  92454. var wm = null;
  92455. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92456. if (mesh) {
  92457. wm = mesh.getWorldMatrix();
  92458. }
  92459. this._skeleton.computeAbsoluteTransforms();
  92460. var tmat = Bone._tmpMats[0];
  92461. var vec = Bone._tmpVecs[0];
  92462. if (this._parent) {
  92463. if (mesh && wm) {
  92464. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92465. tmat.multiplyToRef(wm, tmat);
  92466. }
  92467. else {
  92468. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92469. }
  92470. }
  92471. tmat.invert();
  92472. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92473. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92474. }
  92475. this._markAsDirtyAndDecompose();
  92476. };
  92477. /**
  92478. * Set the absolute position of the bone (world space)
  92479. * @param position The position to set the bone
  92480. * @param mesh The mesh that this bone is attached to
  92481. */
  92482. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92483. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92484. };
  92485. /**
  92486. * Scale the bone on the x, y and z axes (in local space)
  92487. * @param x The amount to scale the bone on the x axis
  92488. * @param y The amount to scale the bone on the y axis
  92489. * @param z The amount to scale the bone on the z axis
  92490. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92491. */
  92492. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92493. if (scaleChildren === void 0) { scaleChildren = false; }
  92494. var locMat = this.getLocalMatrix();
  92495. // Apply new scaling on top of current local matrix
  92496. var scaleMat = Bone._tmpMats[0];
  92497. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92498. scaleMat.multiplyToRef(locMat, locMat);
  92499. // Invert scaling matrix and apply the inverse to all children
  92500. scaleMat.invert();
  92501. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92502. var child = _a[_i];
  92503. var cm = child.getLocalMatrix();
  92504. cm.multiplyToRef(scaleMat, cm);
  92505. cm.multiplyAtIndex(12, x);
  92506. cm.multiplyAtIndex(13, y);
  92507. cm.multiplyAtIndex(14, z);
  92508. child._markAsDirtyAndDecompose();
  92509. }
  92510. this._markAsDirtyAndDecompose();
  92511. if (scaleChildren) {
  92512. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92513. var child = _c[_b];
  92514. child.scale(x, y, z, scaleChildren);
  92515. }
  92516. }
  92517. };
  92518. /**
  92519. * Set the bone scaling in local space
  92520. * @param scale defines the scaling vector
  92521. */
  92522. Bone.prototype.setScale = function (scale) {
  92523. this._decompose();
  92524. this._localScaling.copyFrom(scale);
  92525. this._markAsDirtyAndCompose();
  92526. };
  92527. /**
  92528. * Gets the current scaling in local space
  92529. * @returns the current scaling vector
  92530. */
  92531. Bone.prototype.getScale = function () {
  92532. this._decompose();
  92533. return this._localScaling;
  92534. };
  92535. /**
  92536. * Gets the current scaling in local space and stores it in a target vector
  92537. * @param result defines the target vector
  92538. */
  92539. Bone.prototype.getScaleToRef = function (result) {
  92540. this._decompose();
  92541. result.copyFrom(this._localScaling);
  92542. };
  92543. /**
  92544. * Set the yaw, pitch, and roll of the bone in local or world space
  92545. * @param yaw The rotation of the bone on the y axis
  92546. * @param pitch The rotation of the bone on the x axis
  92547. * @param roll The rotation of the bone on the z axis
  92548. * @param space The space that the axes of rotation are in
  92549. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92550. */
  92551. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92552. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92553. if (space === BABYLON.Space.LOCAL) {
  92554. var quat = Bone._tmpQuat;
  92555. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92556. this.setRotationQuaternion(quat, space, mesh);
  92557. return;
  92558. }
  92559. var rotMatInv = Bone._tmpMats[0];
  92560. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92561. return;
  92562. }
  92563. var rotMat = Bone._tmpMats[1];
  92564. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92565. rotMatInv.multiplyToRef(rotMat, rotMat);
  92566. this._rotateWithMatrix(rotMat, space, mesh);
  92567. };
  92568. /**
  92569. * Add a rotation to the bone on an axis in local or world space
  92570. * @param axis The axis to rotate the bone on
  92571. * @param amount The amount to rotate the bone
  92572. * @param space The space that the axis is in
  92573. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92574. */
  92575. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92576. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92577. var rmat = Bone._tmpMats[0];
  92578. rmat.setTranslationFromFloats(0, 0, 0);
  92579. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92580. this._rotateWithMatrix(rmat, space, mesh);
  92581. };
  92582. /**
  92583. * Set the rotation of the bone to a particular axis angle in local or world space
  92584. * @param axis The axis to rotate the bone on
  92585. * @param angle The angle that the bone should be rotated to
  92586. * @param space The space that the axis is in
  92587. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92588. */
  92589. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92590. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92591. if (space === BABYLON.Space.LOCAL) {
  92592. var quat = Bone._tmpQuat;
  92593. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92594. this.setRotationQuaternion(quat, space, mesh);
  92595. return;
  92596. }
  92597. var rotMatInv = Bone._tmpMats[0];
  92598. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92599. return;
  92600. }
  92601. var rotMat = Bone._tmpMats[1];
  92602. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92603. rotMatInv.multiplyToRef(rotMat, rotMat);
  92604. this._rotateWithMatrix(rotMat, space, mesh);
  92605. };
  92606. /**
  92607. * Set the euler rotation of the bone in local of world space
  92608. * @param rotation The euler rotation that the bone should be set to
  92609. * @param space The space that the rotation is in
  92610. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92611. */
  92612. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92613. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92614. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92615. };
  92616. /**
  92617. * Set the quaternion rotation of the bone in local of world space
  92618. * @param quat The quaternion rotation that the bone should be set to
  92619. * @param space The space that the rotation is in
  92620. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92621. */
  92622. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92623. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92624. if (space === BABYLON.Space.LOCAL) {
  92625. this._decompose();
  92626. this._localRotation.copyFrom(quat);
  92627. this._markAsDirtyAndCompose();
  92628. return;
  92629. }
  92630. var rotMatInv = Bone._tmpMats[0];
  92631. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92632. return;
  92633. }
  92634. var rotMat = Bone._tmpMats[1];
  92635. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92636. rotMatInv.multiplyToRef(rotMat, rotMat);
  92637. this._rotateWithMatrix(rotMat, space, mesh);
  92638. };
  92639. /**
  92640. * Set the rotation matrix of the bone in local of world space
  92641. * @param rotMat The rotation matrix that the bone should be set to
  92642. * @param space The space that the rotation is in
  92643. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92644. */
  92645. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92646. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92647. if (space === BABYLON.Space.LOCAL) {
  92648. var quat = Bone._tmpQuat;
  92649. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92650. this.setRotationQuaternion(quat, space, mesh);
  92651. return;
  92652. }
  92653. var rotMatInv = Bone._tmpMats[0];
  92654. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92655. return;
  92656. }
  92657. var rotMat2 = Bone._tmpMats[1];
  92658. rotMat2.copyFrom(rotMat);
  92659. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92660. this._rotateWithMatrix(rotMat2, space, mesh);
  92661. };
  92662. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92663. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92664. var lmat = this.getLocalMatrix();
  92665. var lx = lmat.m[12];
  92666. var ly = lmat.m[13];
  92667. var lz = lmat.m[14];
  92668. var parent = this.getParent();
  92669. var parentScale = Bone._tmpMats[3];
  92670. var parentScaleInv = Bone._tmpMats[4];
  92671. if (parent && space == BABYLON.Space.WORLD) {
  92672. if (mesh) {
  92673. parentScale.copyFrom(mesh.getWorldMatrix());
  92674. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92675. }
  92676. else {
  92677. parentScale.copyFrom(parent.getAbsoluteTransform());
  92678. }
  92679. parentScaleInv.copyFrom(parentScale);
  92680. parentScaleInv.invert();
  92681. lmat.multiplyToRef(parentScale, lmat);
  92682. lmat.multiplyToRef(rmat, lmat);
  92683. lmat.multiplyToRef(parentScaleInv, lmat);
  92684. }
  92685. else {
  92686. if (space == BABYLON.Space.WORLD && mesh) {
  92687. parentScale.copyFrom(mesh.getWorldMatrix());
  92688. parentScaleInv.copyFrom(parentScale);
  92689. parentScaleInv.invert();
  92690. lmat.multiplyToRef(parentScale, lmat);
  92691. lmat.multiplyToRef(rmat, lmat);
  92692. lmat.multiplyToRef(parentScaleInv, lmat);
  92693. }
  92694. else {
  92695. lmat.multiplyToRef(rmat, lmat);
  92696. }
  92697. }
  92698. lmat.setTranslationFromFloats(lx, ly, lz);
  92699. this.computeAbsoluteTransforms();
  92700. this._markAsDirtyAndDecompose();
  92701. };
  92702. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92703. var scaleMatrix = Bone._tmpMats[2];
  92704. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92705. if (mesh) {
  92706. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92707. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92708. }
  92709. rotMatInv.invert();
  92710. if (isNaN(rotMatInv.m[0])) {
  92711. // Matrix failed to invert.
  92712. // This can happen if scale is zero for example.
  92713. return false;
  92714. }
  92715. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92716. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92717. return true;
  92718. };
  92719. /**
  92720. * Get the position of the bone in local or world space
  92721. * @param space The space that the returned position is in
  92722. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92723. * @returns The position of the bone
  92724. */
  92725. Bone.prototype.getPosition = function (space, mesh) {
  92726. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92727. if (mesh === void 0) { mesh = null; }
  92728. var pos = BABYLON.Vector3.Zero();
  92729. this.getPositionToRef(space, mesh, pos);
  92730. return pos;
  92731. };
  92732. /**
  92733. * Copy the position of the bone to a vector3 in local or world space
  92734. * @param space The space that the returned position is in
  92735. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92736. * @param result The vector3 to copy the position to
  92737. */
  92738. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92739. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92740. if (space == BABYLON.Space.LOCAL) {
  92741. var lm = this.getLocalMatrix();
  92742. result.x = lm.m[12];
  92743. result.y = lm.m[13];
  92744. result.z = lm.m[14];
  92745. }
  92746. else {
  92747. var wm = null;
  92748. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92749. if (mesh) {
  92750. wm = mesh.getWorldMatrix();
  92751. }
  92752. this._skeleton.computeAbsoluteTransforms();
  92753. var tmat = Bone._tmpMats[0];
  92754. if (mesh && wm) {
  92755. tmat.copyFrom(this.getAbsoluteTransform());
  92756. tmat.multiplyToRef(wm, tmat);
  92757. }
  92758. else {
  92759. tmat = this.getAbsoluteTransform();
  92760. }
  92761. result.x = tmat.m[12];
  92762. result.y = tmat.m[13];
  92763. result.z = tmat.m[14];
  92764. }
  92765. };
  92766. /**
  92767. * Get the absolute position of the bone (world space)
  92768. * @param mesh The mesh that this bone is attached to
  92769. * @returns The absolute position of the bone
  92770. */
  92771. Bone.prototype.getAbsolutePosition = function (mesh) {
  92772. if (mesh === void 0) { mesh = null; }
  92773. var pos = BABYLON.Vector3.Zero();
  92774. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92775. return pos;
  92776. };
  92777. /**
  92778. * Copy the absolute position of the bone (world space) to the result param
  92779. * @param mesh The mesh that this bone is attached to
  92780. * @param result The vector3 to copy the absolute position to
  92781. */
  92782. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  92783. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  92784. };
  92785. /**
  92786. * Compute the absolute transforms of this bone and its children
  92787. */
  92788. Bone.prototype.computeAbsoluteTransforms = function () {
  92789. this._compose();
  92790. if (this._parent) {
  92791. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92792. }
  92793. else {
  92794. this._absoluteTransform.copyFrom(this._localMatrix);
  92795. var poseMatrix = this._skeleton.getPoseMatrix();
  92796. if (poseMatrix) {
  92797. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  92798. }
  92799. }
  92800. var children = this.children;
  92801. var len = children.length;
  92802. for (var i = 0; i < len; i++) {
  92803. children[i].computeAbsoluteTransforms();
  92804. }
  92805. };
  92806. /**
  92807. * Get the world direction from an axis that is in the local space of the bone
  92808. * @param localAxis The local direction that is used to compute the world direction
  92809. * @param mesh The mesh that this bone is attached to
  92810. * @returns The world direction
  92811. */
  92812. Bone.prototype.getDirection = function (localAxis, mesh) {
  92813. if (mesh === void 0) { mesh = null; }
  92814. var result = BABYLON.Vector3.Zero();
  92815. this.getDirectionToRef(localAxis, mesh, result);
  92816. return result;
  92817. };
  92818. /**
  92819. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  92820. * @param localAxis The local direction that is used to compute the world direction
  92821. * @param mesh The mesh that this bone is attached to
  92822. * @param result The vector3 that the world direction will be copied to
  92823. */
  92824. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  92825. if (mesh === void 0) { mesh = null; }
  92826. var wm = null;
  92827. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92828. if (mesh) {
  92829. wm = mesh.getWorldMatrix();
  92830. }
  92831. this._skeleton.computeAbsoluteTransforms();
  92832. var mat = Bone._tmpMats[0];
  92833. mat.copyFrom(this.getAbsoluteTransform());
  92834. if (mesh && wm) {
  92835. mat.multiplyToRef(wm, mat);
  92836. }
  92837. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  92838. result.normalize();
  92839. };
  92840. /**
  92841. * Get the euler rotation of the bone in local or world space
  92842. * @param space The space that the rotation should be in
  92843. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92844. * @returns The euler rotation
  92845. */
  92846. Bone.prototype.getRotation = function (space, mesh) {
  92847. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92848. if (mesh === void 0) { mesh = null; }
  92849. var result = BABYLON.Vector3.Zero();
  92850. this.getRotationToRef(space, mesh, result);
  92851. return result;
  92852. };
  92853. /**
  92854. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92855. * @param space The space that the rotation should be in
  92856. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92857. * @param result The vector3 that the rotation should be copied to
  92858. */
  92859. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92860. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92861. if (mesh === void 0) { mesh = null; }
  92862. var quat = Bone._tmpQuat;
  92863. this.getRotationQuaternionToRef(space, mesh, quat);
  92864. quat.toEulerAnglesToRef(result);
  92865. };
  92866. /**
  92867. * Get the quaternion rotation of the bone in either local or world space
  92868. * @param space The space that the rotation should be in
  92869. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92870. * @returns The quaternion rotation
  92871. */
  92872. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92873. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92874. if (mesh === void 0) { mesh = null; }
  92875. var result = BABYLON.Quaternion.Identity();
  92876. this.getRotationQuaternionToRef(space, mesh, result);
  92877. return result;
  92878. };
  92879. /**
  92880. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92881. * @param space The space that the rotation should be in
  92882. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92883. * @param result The quaternion that the rotation should be copied to
  92884. */
  92885. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92886. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92887. if (mesh === void 0) { mesh = null; }
  92888. if (space == BABYLON.Space.LOCAL) {
  92889. this._decompose();
  92890. result.copyFrom(this._localRotation);
  92891. }
  92892. else {
  92893. var mat = Bone._tmpMats[0];
  92894. var amat = this.getAbsoluteTransform();
  92895. if (mesh) {
  92896. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92897. }
  92898. else {
  92899. mat.copyFrom(amat);
  92900. }
  92901. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92902. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92903. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92904. mat.decompose(undefined, result, undefined);
  92905. }
  92906. };
  92907. /**
  92908. * Get the rotation matrix of the bone in local or world space
  92909. * @param space The space that the rotation should be in
  92910. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92911. * @returns The rotation matrix
  92912. */
  92913. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92914. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92915. var result = BABYLON.Matrix.Identity();
  92916. this.getRotationMatrixToRef(space, mesh, result);
  92917. return result;
  92918. };
  92919. /**
  92920. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92921. * @param space The space that the rotation should be in
  92922. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92923. * @param result The quaternion that the rotation should be copied to
  92924. */
  92925. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92926. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92927. if (space == BABYLON.Space.LOCAL) {
  92928. this.getLocalMatrix().getRotationMatrixToRef(result);
  92929. }
  92930. else {
  92931. var mat = Bone._tmpMats[0];
  92932. var amat = this.getAbsoluteTransform();
  92933. if (mesh) {
  92934. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92935. }
  92936. else {
  92937. mat.copyFrom(amat);
  92938. }
  92939. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92940. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92941. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92942. mat.getRotationMatrixToRef(result);
  92943. }
  92944. };
  92945. /**
  92946. * Get the world position of a point that is in the local space of the bone
  92947. * @param position The local position
  92948. * @param mesh The mesh that this bone is attached to
  92949. * @returns The world position
  92950. */
  92951. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92952. if (mesh === void 0) { mesh = null; }
  92953. var result = BABYLON.Vector3.Zero();
  92954. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92955. return result;
  92956. };
  92957. /**
  92958. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92959. * @param position The local position
  92960. * @param mesh The mesh that this bone is attached to
  92961. * @param result The vector3 that the world position should be copied to
  92962. */
  92963. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92964. if (mesh === void 0) { mesh = null; }
  92965. var wm = null;
  92966. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92967. if (mesh) {
  92968. wm = mesh.getWorldMatrix();
  92969. }
  92970. this._skeleton.computeAbsoluteTransforms();
  92971. var tmat = Bone._tmpMats[0];
  92972. if (mesh && wm) {
  92973. tmat.copyFrom(this.getAbsoluteTransform());
  92974. tmat.multiplyToRef(wm, tmat);
  92975. }
  92976. else {
  92977. tmat = this.getAbsoluteTransform();
  92978. }
  92979. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92980. };
  92981. /**
  92982. * Get the local position of a point that is in world space
  92983. * @param position The world position
  92984. * @param mesh The mesh that this bone is attached to
  92985. * @returns The local position
  92986. */
  92987. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92988. if (mesh === void 0) { mesh = null; }
  92989. var result = BABYLON.Vector3.Zero();
  92990. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92991. return result;
  92992. };
  92993. /**
  92994. * Get the local position of a point that is in world space and copy it to the result param
  92995. * @param position The world position
  92996. * @param mesh The mesh that this bone is attached to
  92997. * @param result The vector3 that the local position should be copied to
  92998. */
  92999. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  93000. if (mesh === void 0) { mesh = null; }
  93001. var wm = null;
  93002. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93003. if (mesh) {
  93004. wm = mesh.getWorldMatrix();
  93005. }
  93006. this._skeleton.computeAbsoluteTransforms();
  93007. var tmat = Bone._tmpMats[0];
  93008. tmat.copyFrom(this.getAbsoluteTransform());
  93009. if (mesh && wm) {
  93010. tmat.multiplyToRef(wm, tmat);
  93011. }
  93012. tmat.invert();
  93013. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93014. };
  93015. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  93016. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  93017. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93018. return Bone;
  93019. }(BABYLON.Node));
  93020. BABYLON.Bone = Bone;
  93021. })(BABYLON || (BABYLON = {}));
  93022. //# sourceMappingURL=babylon.bone.js.map
  93023. var BABYLON;
  93024. (function (BABYLON) {
  93025. /**
  93026. * Class used to apply inverse kinematics to bones
  93027. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  93028. */
  93029. var BoneIKController = /** @class */ (function () {
  93030. /**
  93031. * Creates a new BoneIKController
  93032. * @param mesh defines the mesh to control
  93033. * @param bone defines the bone to control
  93034. * @param options defines options to set up the controller
  93035. */
  93036. function BoneIKController(mesh, bone, options) {
  93037. /**
  93038. * Gets or sets the target position
  93039. */
  93040. this.targetPosition = BABYLON.Vector3.Zero();
  93041. /**
  93042. * Gets or sets the pole target position
  93043. */
  93044. this.poleTargetPosition = BABYLON.Vector3.Zero();
  93045. /**
  93046. * Gets or sets the pole target local offset
  93047. */
  93048. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  93049. /**
  93050. * Gets or sets the pole angle
  93051. */
  93052. this.poleAngle = 0;
  93053. /**
  93054. * 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)
  93055. */
  93056. this.slerpAmount = 1;
  93057. this._bone1Quat = BABYLON.Quaternion.Identity();
  93058. this._bone1Mat = BABYLON.Matrix.Identity();
  93059. this._bone2Ang = Math.PI;
  93060. this._maxAngle = Math.PI;
  93061. this._rightHandedSystem = false;
  93062. this._bendAxis = BABYLON.Vector3.Right();
  93063. this._slerping = false;
  93064. this._adjustRoll = 0;
  93065. this._bone2 = bone;
  93066. this._bone1 = bone.getParent();
  93067. if (!this._bone1) {
  93068. return;
  93069. }
  93070. this.mesh = mesh;
  93071. var bonePos = bone.getPosition();
  93072. if (bone.getAbsoluteTransform().determinant() > 0) {
  93073. this._rightHandedSystem = true;
  93074. this._bendAxis.x = 0;
  93075. this._bendAxis.y = 0;
  93076. this._bendAxis.z = -1;
  93077. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  93078. this._adjustRoll = Math.PI * .5;
  93079. this._bendAxis.z = 1;
  93080. }
  93081. }
  93082. if (this._bone1.length) {
  93083. var boneScale1 = this._bone1.getScale();
  93084. var boneScale2 = this._bone2.getScale();
  93085. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  93086. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  93087. }
  93088. else if (this._bone1.children[0]) {
  93089. mesh.computeWorldMatrix(true);
  93090. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  93091. var pos2 = this._bone2.getAbsolutePosition(mesh);
  93092. var pos3 = this._bone1.getAbsolutePosition(mesh);
  93093. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  93094. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  93095. }
  93096. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  93097. this.maxAngle = Math.PI;
  93098. if (options) {
  93099. if (options.targetMesh) {
  93100. this.targetMesh = options.targetMesh;
  93101. this.targetMesh.computeWorldMatrix(true);
  93102. }
  93103. if (options.poleTargetMesh) {
  93104. this.poleTargetMesh = options.poleTargetMesh;
  93105. this.poleTargetMesh.computeWorldMatrix(true);
  93106. }
  93107. else if (options.poleTargetBone) {
  93108. this.poleTargetBone = options.poleTargetBone;
  93109. }
  93110. else if (this._bone1.getParent()) {
  93111. this.poleTargetBone = this._bone1.getParent();
  93112. }
  93113. if (options.poleTargetLocalOffset) {
  93114. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  93115. }
  93116. if (options.poleAngle) {
  93117. this.poleAngle = options.poleAngle;
  93118. }
  93119. if (options.bendAxis) {
  93120. this._bendAxis.copyFrom(options.bendAxis);
  93121. }
  93122. if (options.maxAngle) {
  93123. this.maxAngle = options.maxAngle;
  93124. }
  93125. if (options.slerpAmount) {
  93126. this.slerpAmount = options.slerpAmount;
  93127. }
  93128. }
  93129. }
  93130. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  93131. /**
  93132. * Gets or sets maximum allowed angle
  93133. */
  93134. get: function () {
  93135. return this._maxAngle;
  93136. },
  93137. set: function (value) {
  93138. this._setMaxAngle(value);
  93139. },
  93140. enumerable: true,
  93141. configurable: true
  93142. });
  93143. BoneIKController.prototype._setMaxAngle = function (ang) {
  93144. if (ang < 0) {
  93145. ang = 0;
  93146. }
  93147. if (ang > Math.PI || ang == undefined) {
  93148. ang = Math.PI;
  93149. }
  93150. this._maxAngle = ang;
  93151. var a = this._bone1Length;
  93152. var b = this._bone2Length;
  93153. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93154. };
  93155. /**
  93156. * Force the controller to update the bones
  93157. */
  93158. BoneIKController.prototype.update = function () {
  93159. var bone1 = this._bone1;
  93160. if (!bone1) {
  93161. return;
  93162. }
  93163. var target = this.targetPosition;
  93164. var poleTarget = this.poleTargetPosition;
  93165. var mat1 = BoneIKController._tmpMats[0];
  93166. var mat2 = BoneIKController._tmpMats[1];
  93167. if (this.targetMesh) {
  93168. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93169. }
  93170. if (this.poleTargetBone) {
  93171. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93172. }
  93173. else if (this.poleTargetMesh) {
  93174. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93175. }
  93176. var bonePos = BoneIKController._tmpVecs[0];
  93177. var zaxis = BoneIKController._tmpVecs[1];
  93178. var xaxis = BoneIKController._tmpVecs[2];
  93179. var yaxis = BoneIKController._tmpVecs[3];
  93180. var upAxis = BoneIKController._tmpVecs[4];
  93181. var _tmpQuat = BoneIKController._tmpQuat;
  93182. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93183. poleTarget.subtractToRef(bonePos, upAxis);
  93184. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93185. upAxis.y = 1;
  93186. }
  93187. else {
  93188. upAxis.normalize();
  93189. }
  93190. target.subtractToRef(bonePos, yaxis);
  93191. yaxis.normalize();
  93192. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93193. zaxis.normalize();
  93194. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93195. xaxis.normalize();
  93196. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93197. var a = this._bone1Length;
  93198. var b = this._bone2Length;
  93199. var c = BABYLON.Vector3.Distance(bonePos, target);
  93200. if (this._maxReach > 0) {
  93201. c = Math.min(this._maxReach, c);
  93202. }
  93203. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93204. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93205. if (acosa > 1) {
  93206. acosa = 1;
  93207. }
  93208. if (acosb > 1) {
  93209. acosb = 1;
  93210. }
  93211. if (acosa < -1) {
  93212. acosa = -1;
  93213. }
  93214. if (acosb < -1) {
  93215. acosb = -1;
  93216. }
  93217. var angA = Math.acos(acosa);
  93218. var angB = Math.acos(acosb);
  93219. var angC = -angA - angB;
  93220. if (this._rightHandedSystem) {
  93221. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93222. mat2.multiplyToRef(mat1, mat1);
  93223. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93224. mat2.multiplyToRef(mat1, mat1);
  93225. }
  93226. else {
  93227. var _tmpVec = BoneIKController._tmpVecs[5];
  93228. _tmpVec.copyFrom(this._bendAxis);
  93229. _tmpVec.x *= -1;
  93230. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93231. mat2.multiplyToRef(mat1, mat1);
  93232. }
  93233. if (this.poleAngle) {
  93234. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93235. mat1.multiplyToRef(mat2, mat1);
  93236. }
  93237. if (this._bone1) {
  93238. if (this.slerpAmount < 1) {
  93239. if (!this._slerping) {
  93240. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93241. }
  93242. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93243. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93244. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93245. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93246. this._slerping = true;
  93247. }
  93248. else {
  93249. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93250. this._bone1Mat.copyFrom(mat1);
  93251. this._slerping = false;
  93252. }
  93253. }
  93254. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93255. this._bone2Ang = angC;
  93256. };
  93257. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93258. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93259. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93260. return BoneIKController;
  93261. }());
  93262. BABYLON.BoneIKController = BoneIKController;
  93263. })(BABYLON || (BABYLON = {}));
  93264. //# sourceMappingURL=babylon.boneIKController.js.map
  93265. var BABYLON;
  93266. (function (BABYLON) {
  93267. /**
  93268. * Class used to make a bone look toward a point in space
  93269. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93270. */
  93271. var BoneLookController = /** @class */ (function () {
  93272. /**
  93273. * Create a BoneLookController
  93274. * @param mesh the mesh that the bone belongs to
  93275. * @param bone the bone that will be looking to the target
  93276. * @param target the target Vector3 to look at
  93277. * @param settings optional settings:
  93278. * * maxYaw: the maximum angle the bone will yaw to
  93279. * * minYaw: the minimum angle the bone will yaw to
  93280. * * maxPitch: the maximum angle the bone will pitch to
  93281. * * minPitch: the minimum angle the bone will yaw to
  93282. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93283. * * upAxis: the up axis of the coordinate system
  93284. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93285. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93286. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93287. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93288. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93289. * * adjustRoll: used to make an adjustment to the roll of the bone
  93290. **/
  93291. function BoneLookController(mesh, bone, target, options) {
  93292. /**
  93293. * The up axis of the coordinate system that is used when the bone is rotated
  93294. */
  93295. this.upAxis = BABYLON.Vector3.Up();
  93296. /**
  93297. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93298. */
  93299. this.upAxisSpace = BABYLON.Space.LOCAL;
  93300. /**
  93301. * Used to make an adjustment to the yaw of the bone
  93302. */
  93303. this.adjustYaw = 0;
  93304. /**
  93305. * Used to make an adjustment to the pitch of the bone
  93306. */
  93307. this.adjustPitch = 0;
  93308. /**
  93309. * Used to make an adjustment to the roll of the bone
  93310. */
  93311. this.adjustRoll = 0;
  93312. /**
  93313. * 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)
  93314. */
  93315. this.slerpAmount = 1;
  93316. this._boneQuat = BABYLON.Quaternion.Identity();
  93317. this._slerping = false;
  93318. this._firstFrameSkipped = false;
  93319. this._fowardAxis = BABYLON.Vector3.Forward();
  93320. this.mesh = mesh;
  93321. this.bone = bone;
  93322. this.target = target;
  93323. if (options) {
  93324. if (options.adjustYaw) {
  93325. this.adjustYaw = options.adjustYaw;
  93326. }
  93327. if (options.adjustPitch) {
  93328. this.adjustPitch = options.adjustPitch;
  93329. }
  93330. if (options.adjustRoll) {
  93331. this.adjustRoll = options.adjustRoll;
  93332. }
  93333. if (options.maxYaw != null) {
  93334. this.maxYaw = options.maxYaw;
  93335. }
  93336. else {
  93337. this.maxYaw = Math.PI;
  93338. }
  93339. if (options.minYaw != null) {
  93340. this.minYaw = options.minYaw;
  93341. }
  93342. else {
  93343. this.minYaw = -Math.PI;
  93344. }
  93345. if (options.maxPitch != null) {
  93346. this.maxPitch = options.maxPitch;
  93347. }
  93348. else {
  93349. this.maxPitch = Math.PI;
  93350. }
  93351. if (options.minPitch != null) {
  93352. this.minPitch = options.minPitch;
  93353. }
  93354. else {
  93355. this.minPitch = -Math.PI;
  93356. }
  93357. if (options.slerpAmount != null) {
  93358. this.slerpAmount = options.slerpAmount;
  93359. }
  93360. if (options.upAxis != null) {
  93361. this.upAxis = options.upAxis;
  93362. }
  93363. if (options.upAxisSpace != null) {
  93364. this.upAxisSpace = options.upAxisSpace;
  93365. }
  93366. if (options.yawAxis != null || options.pitchAxis != null) {
  93367. var newYawAxis = BABYLON.Axis.Y;
  93368. var newPitchAxis = BABYLON.Axis.X;
  93369. if (options.yawAxis != null) {
  93370. newYawAxis = options.yawAxis.clone();
  93371. newYawAxis.normalize();
  93372. }
  93373. if (options.pitchAxis != null) {
  93374. newPitchAxis = options.pitchAxis.clone();
  93375. newPitchAxis.normalize();
  93376. }
  93377. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93378. this._transformYawPitch = BABYLON.Matrix.Identity();
  93379. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93380. this._transformYawPitchInv = this._transformYawPitch.clone();
  93381. this._transformYawPitch.invert();
  93382. }
  93383. }
  93384. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93385. this.upAxisSpace = BABYLON.Space.LOCAL;
  93386. }
  93387. }
  93388. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93389. /**
  93390. * Gets or sets the minimum yaw angle that the bone can look to
  93391. */
  93392. get: function () {
  93393. return this._minYaw;
  93394. },
  93395. set: function (value) {
  93396. this._minYaw = value;
  93397. this._minYawSin = Math.sin(value);
  93398. this._minYawCos = Math.cos(value);
  93399. if (this._maxYaw != null) {
  93400. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93401. this._yawRange = this._maxYaw - this._minYaw;
  93402. }
  93403. },
  93404. enumerable: true,
  93405. configurable: true
  93406. });
  93407. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93408. /**
  93409. * Gets or sets the maximum yaw angle that the bone can look to
  93410. */
  93411. get: function () {
  93412. return this._maxYaw;
  93413. },
  93414. set: function (value) {
  93415. this._maxYaw = value;
  93416. this._maxYawSin = Math.sin(value);
  93417. this._maxYawCos = Math.cos(value);
  93418. if (this._minYaw != null) {
  93419. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93420. this._yawRange = this._maxYaw - this._minYaw;
  93421. }
  93422. },
  93423. enumerable: true,
  93424. configurable: true
  93425. });
  93426. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93427. /**
  93428. * Gets or sets the minimum pitch angle that the bone can look to
  93429. */
  93430. get: function () {
  93431. return this._minPitch;
  93432. },
  93433. set: function (value) {
  93434. this._minPitch = value;
  93435. this._minPitchTan = Math.tan(value);
  93436. },
  93437. enumerable: true,
  93438. configurable: true
  93439. });
  93440. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93441. /**
  93442. * Gets or sets the maximum pitch angle that the bone can look to
  93443. */
  93444. get: function () {
  93445. return this._maxPitch;
  93446. },
  93447. set: function (value) {
  93448. this._maxPitch = value;
  93449. this._maxPitchTan = Math.tan(value);
  93450. },
  93451. enumerable: true,
  93452. configurable: true
  93453. });
  93454. /**
  93455. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93456. */
  93457. BoneLookController.prototype.update = function () {
  93458. //skip the first frame when slerping so that the mesh rotation is correct
  93459. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93460. this._firstFrameSkipped = true;
  93461. return;
  93462. }
  93463. var bone = this.bone;
  93464. var bonePos = BoneLookController._tmpVecs[0];
  93465. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93466. var target = this.target;
  93467. var _tmpMat1 = BoneLookController._tmpMats[0];
  93468. var _tmpMat2 = BoneLookController._tmpMats[1];
  93469. var mesh = this.mesh;
  93470. var parentBone = bone.getParent();
  93471. var upAxis = BoneLookController._tmpVecs[1];
  93472. upAxis.copyFrom(this.upAxis);
  93473. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93474. if (this._transformYawPitch) {
  93475. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93476. }
  93477. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93478. }
  93479. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93480. mesh.getDirectionToRef(upAxis, upAxis);
  93481. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93482. upAxis.normalize();
  93483. }
  93484. }
  93485. var checkYaw = false;
  93486. var checkPitch = false;
  93487. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93488. checkYaw = true;
  93489. }
  93490. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93491. checkPitch = true;
  93492. }
  93493. if (checkYaw || checkPitch) {
  93494. var spaceMat = BoneLookController._tmpMats[2];
  93495. var spaceMatInv = BoneLookController._tmpMats[3];
  93496. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93497. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93498. }
  93499. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93500. spaceMat.copyFrom(mesh.getWorldMatrix());
  93501. }
  93502. else {
  93503. var forwardAxis = BoneLookController._tmpVecs[2];
  93504. forwardAxis.copyFrom(this._fowardAxis);
  93505. if (this._transformYawPitch) {
  93506. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93507. }
  93508. if (parentBone) {
  93509. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93510. }
  93511. else {
  93512. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93513. }
  93514. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93515. rightAxis.normalize();
  93516. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93517. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93518. }
  93519. spaceMat.invertToRef(spaceMatInv);
  93520. var xzlen = null;
  93521. if (checkPitch) {
  93522. var localTarget = BoneLookController._tmpVecs[3];
  93523. target.subtractToRef(bonePos, localTarget);
  93524. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93525. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93526. var pitch = Math.atan2(localTarget.y, xzlen);
  93527. var newPitch = pitch;
  93528. if (pitch > this._maxPitch) {
  93529. localTarget.y = this._maxPitchTan * xzlen;
  93530. newPitch = this._maxPitch;
  93531. }
  93532. else if (pitch < this._minPitch) {
  93533. localTarget.y = this._minPitchTan * xzlen;
  93534. newPitch = this._minPitch;
  93535. }
  93536. if (pitch != newPitch) {
  93537. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93538. localTarget.addInPlace(bonePos);
  93539. target = localTarget;
  93540. }
  93541. }
  93542. if (checkYaw) {
  93543. var localTarget = BoneLookController._tmpVecs[4];
  93544. target.subtractToRef(bonePos, localTarget);
  93545. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93546. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93547. var newYaw = yaw;
  93548. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93549. if (xzlen == null) {
  93550. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93551. }
  93552. if (this._yawRange > Math.PI) {
  93553. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93554. localTarget.z = this._maxYawCos * xzlen;
  93555. localTarget.x = this._maxYawSin * xzlen;
  93556. newYaw = this._maxYaw;
  93557. }
  93558. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93559. localTarget.z = this._minYawCos * xzlen;
  93560. localTarget.x = this._minYawSin * xzlen;
  93561. newYaw = this._minYaw;
  93562. }
  93563. }
  93564. else {
  93565. if (yaw > this._maxYaw) {
  93566. localTarget.z = this._maxYawCos * xzlen;
  93567. localTarget.x = this._maxYawSin * xzlen;
  93568. newYaw = this._maxYaw;
  93569. }
  93570. else if (yaw < this._minYaw) {
  93571. localTarget.z = this._minYawCos * xzlen;
  93572. localTarget.x = this._minYawSin * xzlen;
  93573. newYaw = this._minYaw;
  93574. }
  93575. }
  93576. }
  93577. if (this._slerping && this._yawRange > Math.PI) {
  93578. //are we going to be crossing into the min/max region?
  93579. var boneFwd = BoneLookController._tmpVecs[8];
  93580. boneFwd.copyFrom(BABYLON.Axis.Z);
  93581. if (this._transformYawPitch) {
  93582. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93583. }
  93584. var boneRotMat = BoneLookController._tmpMats[4];
  93585. this._boneQuat.toRotationMatrix(boneRotMat);
  93586. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93587. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93588. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93589. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93590. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93591. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93592. if (angBtwTar > angBtwMidYaw) {
  93593. if (xzlen == null) {
  93594. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93595. }
  93596. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93597. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93598. if (angBtwMin < angBtwMax) {
  93599. newYaw = boneYaw + Math.PI * .75;
  93600. localTarget.z = Math.cos(newYaw) * xzlen;
  93601. localTarget.x = Math.sin(newYaw) * xzlen;
  93602. }
  93603. else {
  93604. newYaw = boneYaw - Math.PI * .75;
  93605. localTarget.z = Math.cos(newYaw) * xzlen;
  93606. localTarget.x = Math.sin(newYaw) * xzlen;
  93607. }
  93608. }
  93609. }
  93610. if (yaw != newYaw) {
  93611. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93612. localTarget.addInPlace(bonePos);
  93613. target = localTarget;
  93614. }
  93615. }
  93616. }
  93617. var zaxis = BoneLookController._tmpVecs[5];
  93618. var xaxis = BoneLookController._tmpVecs[6];
  93619. var yaxis = BoneLookController._tmpVecs[7];
  93620. var _tmpQuat = BoneLookController._tmpQuat;
  93621. target.subtractToRef(bonePos, zaxis);
  93622. zaxis.normalize();
  93623. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93624. xaxis.normalize();
  93625. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93626. yaxis.normalize();
  93627. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93628. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93629. return;
  93630. }
  93631. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93632. return;
  93633. }
  93634. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93635. return;
  93636. }
  93637. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93638. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93639. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93640. }
  93641. if (this.slerpAmount < 1) {
  93642. if (!this._slerping) {
  93643. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93644. }
  93645. if (this._transformYawPitch) {
  93646. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93647. }
  93648. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93649. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93650. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93651. this._slerping = true;
  93652. }
  93653. else {
  93654. if (this._transformYawPitch) {
  93655. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93656. }
  93657. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93658. this._slerping = false;
  93659. }
  93660. };
  93661. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93662. var angDiff = ang2 - ang1;
  93663. angDiff %= Math.PI * 2;
  93664. if (angDiff > Math.PI) {
  93665. angDiff -= Math.PI * 2;
  93666. }
  93667. else if (angDiff < -Math.PI) {
  93668. angDiff += Math.PI * 2;
  93669. }
  93670. return angDiff;
  93671. };
  93672. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93673. ang1 %= (2 * Math.PI);
  93674. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93675. ang2 %= (2 * Math.PI);
  93676. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93677. var ab = 0;
  93678. if (ang1 < ang2) {
  93679. ab = ang2 - ang1;
  93680. }
  93681. else {
  93682. ab = ang1 - ang2;
  93683. }
  93684. if (ab > Math.PI) {
  93685. ab = Math.PI * 2 - ab;
  93686. }
  93687. return ab;
  93688. };
  93689. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93690. ang %= (2 * Math.PI);
  93691. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93692. ang1 %= (2 * Math.PI);
  93693. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93694. ang2 %= (2 * Math.PI);
  93695. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93696. if (ang1 < ang2) {
  93697. if (ang > ang1 && ang < ang2) {
  93698. return true;
  93699. }
  93700. }
  93701. else {
  93702. if (ang > ang2 && ang < ang1) {
  93703. return true;
  93704. }
  93705. }
  93706. return false;
  93707. };
  93708. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93709. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93710. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93711. return BoneLookController;
  93712. }());
  93713. BABYLON.BoneLookController = BoneLookController;
  93714. })(BABYLON || (BABYLON = {}));
  93715. //# sourceMappingURL=babylon.boneLookController.js.map
  93716. var BABYLON;
  93717. (function (BABYLON) {
  93718. /**
  93719. * Class used to handle skinning animations
  93720. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93721. */
  93722. var Skeleton = /** @class */ (function () {
  93723. /**
  93724. * Creates a new skeleton
  93725. * @param name defines the skeleton name
  93726. * @param id defines the skeleton Id
  93727. * @param scene defines the hosting scene
  93728. */
  93729. function Skeleton(
  93730. /** defines the skeleton name */
  93731. name,
  93732. /** defines the skeleton Id */
  93733. id, scene) {
  93734. this.name = name;
  93735. this.id = id;
  93736. /**
  93737. * Gets the list of child bones
  93738. */
  93739. this.bones = new Array();
  93740. /**
  93741. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93742. */
  93743. this.needInitialSkinMatrix = false;
  93744. this._isDirty = true;
  93745. this._meshesWithPoseMatrix = new Array();
  93746. this._identity = BABYLON.Matrix.Identity();
  93747. this._ranges = {};
  93748. this._lastAbsoluteTransformsUpdateId = -1;
  93749. this._canUseTextureForBones = false;
  93750. /**
  93751. * Specifies if the skeleton should be serialized
  93752. */
  93753. this.doNotSerialize = false;
  93754. /**
  93755. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93756. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93757. */
  93758. this.useTextureToStoreBoneMatrices = true;
  93759. this._animationPropertiesOverride = null;
  93760. // Events
  93761. /**
  93762. * An observable triggered before computing the skeleton's matrices
  93763. */
  93764. this.onBeforeComputeObservable = new BABYLON.Observable();
  93765. this.bones = [];
  93766. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93767. this._scene.skeletons.push(this);
  93768. //make sure it will recalculate the matrix next time prepare is called.
  93769. this._isDirty = true;
  93770. var engineCaps = this._scene.getEngine().getCaps();
  93771. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  93772. }
  93773. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93774. /**
  93775. * Gets or sets the animation properties override
  93776. */
  93777. get: function () {
  93778. if (!this._animationPropertiesOverride) {
  93779. return this._scene.animationPropertiesOverride;
  93780. }
  93781. return this._animationPropertiesOverride;
  93782. },
  93783. set: function (value) {
  93784. this._animationPropertiesOverride = value;
  93785. },
  93786. enumerable: true,
  93787. configurable: true
  93788. });
  93789. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  93790. /**
  93791. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  93792. */
  93793. get: function () {
  93794. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  93795. },
  93796. enumerable: true,
  93797. configurable: true
  93798. });
  93799. // Members
  93800. /**
  93801. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  93802. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  93803. * @returns a Float32Array containing matrices data
  93804. */
  93805. Skeleton.prototype.getTransformMatrices = function (mesh) {
  93806. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  93807. return mesh._bonesTransformMatrices;
  93808. }
  93809. if (!this._transformMatrices) {
  93810. this.prepare();
  93811. }
  93812. return this._transformMatrices;
  93813. };
  93814. /**
  93815. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  93816. * @returns a raw texture containing the data
  93817. */
  93818. Skeleton.prototype.getTransformMatrixTexture = function () {
  93819. return this._transformMatrixTexture;
  93820. };
  93821. /**
  93822. * Gets the current hosting scene
  93823. * @returns a scene object
  93824. */
  93825. Skeleton.prototype.getScene = function () {
  93826. return this._scene;
  93827. };
  93828. // Methods
  93829. /**
  93830. * Gets a string representing the current skeleton data
  93831. * @param fullDetails defines a boolean indicating if we want a verbose version
  93832. * @returns a string representing the current skeleton data
  93833. */
  93834. Skeleton.prototype.toString = function (fullDetails) {
  93835. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  93836. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  93837. if (fullDetails) {
  93838. ret += ", Ranges: {";
  93839. var first = true;
  93840. for (var name_1 in this._ranges) {
  93841. if (first) {
  93842. ret += ", ";
  93843. first = false;
  93844. }
  93845. ret += name_1;
  93846. }
  93847. ret += "}";
  93848. }
  93849. return ret;
  93850. };
  93851. /**
  93852. * Get bone's index searching by name
  93853. * @param name defines bone's name to search for
  93854. * @return the indice of the bone. Returns -1 if not found
  93855. */
  93856. Skeleton.prototype.getBoneIndexByName = function (name) {
  93857. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  93858. if (this.bones[boneIndex].name === name) {
  93859. return boneIndex;
  93860. }
  93861. }
  93862. return -1;
  93863. };
  93864. /**
  93865. * Creater a new animation range
  93866. * @param name defines the name of the range
  93867. * @param from defines the start key
  93868. * @param to defines the end key
  93869. */
  93870. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  93871. // check name not already in use
  93872. if (!this._ranges[name]) {
  93873. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  93874. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93875. if (this.bones[i].animations[0]) {
  93876. this.bones[i].animations[0].createRange(name, from, to);
  93877. }
  93878. }
  93879. }
  93880. };
  93881. /**
  93882. * Delete a specific animation range
  93883. * @param name defines the name of the range
  93884. * @param deleteFrames defines if frames must be removed as well
  93885. */
  93886. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93887. if (deleteFrames === void 0) { deleteFrames = true; }
  93888. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93889. if (this.bones[i].animations[0]) {
  93890. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93891. }
  93892. }
  93893. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93894. };
  93895. /**
  93896. * Gets a specific animation range
  93897. * @param name defines the name of the range to look for
  93898. * @returns the requested animation range or null if not found
  93899. */
  93900. Skeleton.prototype.getAnimationRange = function (name) {
  93901. return this._ranges[name];
  93902. };
  93903. /**
  93904. * Gets the list of all animation ranges defined on this skeleton
  93905. * @returns an array
  93906. */
  93907. Skeleton.prototype.getAnimationRanges = function () {
  93908. var animationRanges = [];
  93909. var name;
  93910. var i = 0;
  93911. for (name in this._ranges) {
  93912. animationRanges[i] = this._ranges[name];
  93913. i++;
  93914. }
  93915. return animationRanges;
  93916. };
  93917. /**
  93918. * Copy animation range from a source skeleton.
  93919. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93920. * @param source defines the source skeleton
  93921. * @param name defines the name of the range to copy
  93922. * @param rescaleAsRequired defines if rescaling must be applied if required
  93923. * @returns true if operation was successful
  93924. */
  93925. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93926. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93927. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93928. return false;
  93929. }
  93930. var ret = true;
  93931. var frameOffset = this._getHighestAnimationFrame() + 1;
  93932. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93933. var boneDict = {};
  93934. var sourceBones = source.bones;
  93935. var nBones;
  93936. var i;
  93937. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93938. boneDict[sourceBones[i].name] = sourceBones[i];
  93939. }
  93940. if (this.bones.length !== sourceBones.length) {
  93941. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93942. ret = false;
  93943. }
  93944. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93945. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93946. var boneName = this.bones[i].name;
  93947. var sourceBone = boneDict[boneName];
  93948. if (sourceBone) {
  93949. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93950. }
  93951. else {
  93952. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93953. ret = false;
  93954. }
  93955. }
  93956. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93957. var range = source.getAnimationRange(name);
  93958. if (range) {
  93959. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93960. }
  93961. return ret;
  93962. };
  93963. /**
  93964. * Forces the skeleton to go to rest pose
  93965. */
  93966. Skeleton.prototype.returnToRest = function () {
  93967. for (var index = 0; index < this.bones.length; index++) {
  93968. this.bones[index].returnToRest();
  93969. }
  93970. };
  93971. Skeleton.prototype._getHighestAnimationFrame = function () {
  93972. var ret = 0;
  93973. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93974. if (this.bones[i].animations[0]) {
  93975. var highest = this.bones[i].animations[0].getHighestFrame();
  93976. if (ret < highest) {
  93977. ret = highest;
  93978. }
  93979. }
  93980. }
  93981. return ret;
  93982. };
  93983. /**
  93984. * Begin a specific animation range
  93985. * @param name defines the name of the range to start
  93986. * @param loop defines if looping must be turned on (false by default)
  93987. * @param speedRatio defines the speed ratio to apply (1 by default)
  93988. * @param onAnimationEnd defines a callback which will be called when animation will end
  93989. * @returns a new animatable
  93990. */
  93991. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93992. var range = this.getAnimationRange(name);
  93993. if (!range) {
  93994. return null;
  93995. }
  93996. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93997. };
  93998. /** @hidden */
  93999. Skeleton.prototype._markAsDirty = function () {
  94000. this._isDirty = true;
  94001. };
  94002. /** @hidden */
  94003. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  94004. this._meshesWithPoseMatrix.push(mesh);
  94005. };
  94006. /** @hidden */
  94007. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  94008. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  94009. if (index > -1) {
  94010. this._meshesWithPoseMatrix.splice(index, 1);
  94011. }
  94012. };
  94013. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  94014. this.onBeforeComputeObservable.notifyObservers(this);
  94015. for (var index = 0; index < this.bones.length; index++) {
  94016. var bone = this.bones[index];
  94017. var parentBone = bone.getParent();
  94018. if (parentBone) {
  94019. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  94020. }
  94021. else {
  94022. if (initialSkinMatrix) {
  94023. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  94024. }
  94025. else {
  94026. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  94027. }
  94028. }
  94029. if (bone._index !== -1) {
  94030. var mappedIndex = bone._index === null ? index : bone._index;
  94031. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  94032. }
  94033. }
  94034. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  94035. };
  94036. /**
  94037. * Build all resources required to render a skeleton
  94038. */
  94039. Skeleton.prototype.prepare = function () {
  94040. if (!this._isDirty) {
  94041. return;
  94042. }
  94043. if (this.needInitialSkinMatrix) {
  94044. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  94045. var mesh = this._meshesWithPoseMatrix[index];
  94046. var poseMatrix = mesh.getPoseMatrix();
  94047. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  94048. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94049. }
  94050. if (this._synchronizedWithMesh !== mesh) {
  94051. this._synchronizedWithMesh = mesh;
  94052. // Prepare bones
  94053. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  94054. var bone = this.bones[boneIndex];
  94055. if (!bone.getParent()) {
  94056. var matrix = bone.getBaseMatrix();
  94057. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  94058. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  94059. }
  94060. }
  94061. }
  94062. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  94063. }
  94064. }
  94065. else {
  94066. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  94067. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94068. if (this.isUsingTextureForMatrices) {
  94069. if (this._transformMatrixTexture) {
  94070. this._transformMatrixTexture.dispose();
  94071. }
  94072. 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);
  94073. }
  94074. }
  94075. this._computeTransformMatrices(this._transformMatrices, null);
  94076. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  94077. this._transformMatrixTexture.update(this._transformMatrices);
  94078. }
  94079. }
  94080. this._isDirty = false;
  94081. this._scene._activeBones.addCount(this.bones.length, false);
  94082. };
  94083. /**
  94084. * Gets the list of animatables currently running for this skeleton
  94085. * @returns an array of animatables
  94086. */
  94087. Skeleton.prototype.getAnimatables = function () {
  94088. if (!this._animatables || this._animatables.length !== this.bones.length) {
  94089. this._animatables = [];
  94090. for (var index = 0; index < this.bones.length; index++) {
  94091. this._animatables.push(this.bones[index]);
  94092. }
  94093. }
  94094. return this._animatables;
  94095. };
  94096. /**
  94097. * Clone the current skeleton
  94098. * @param name defines the name of the new skeleton
  94099. * @param id defines the id of the enw skeleton
  94100. * @returns the new skeleton
  94101. */
  94102. Skeleton.prototype.clone = function (name, id) {
  94103. var result = new Skeleton(name, id || name, this._scene);
  94104. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94105. for (var index = 0; index < this.bones.length; index++) {
  94106. var source = this.bones[index];
  94107. var parentBone = null;
  94108. var parent_1 = source.getParent();
  94109. if (parent_1) {
  94110. var parentIndex = this.bones.indexOf(parent_1);
  94111. parentBone = result.bones[parentIndex];
  94112. }
  94113. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  94114. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  94115. }
  94116. if (this._ranges) {
  94117. result._ranges = {};
  94118. for (var rangeName in this._ranges) {
  94119. var range = this._ranges[rangeName];
  94120. if (range) {
  94121. result._ranges[rangeName] = range.clone();
  94122. }
  94123. }
  94124. }
  94125. this._isDirty = true;
  94126. return result;
  94127. };
  94128. /**
  94129. * Enable animation blending for this skeleton
  94130. * @param blendingSpeed defines the blending speed to apply
  94131. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94132. */
  94133. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94134. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94135. this.bones.forEach(function (bone) {
  94136. bone.animations.forEach(function (animation) {
  94137. animation.enableBlending = true;
  94138. animation.blendingSpeed = blendingSpeed;
  94139. });
  94140. });
  94141. };
  94142. /**
  94143. * Releases all resources associated with the current skeleton
  94144. */
  94145. Skeleton.prototype.dispose = function () {
  94146. this._meshesWithPoseMatrix = [];
  94147. // Animations
  94148. this.getScene().stopAnimation(this);
  94149. // Remove from scene
  94150. this.getScene().removeSkeleton(this);
  94151. if (this._transformMatrixTexture) {
  94152. this._transformMatrixTexture.dispose();
  94153. this._transformMatrixTexture = null;
  94154. }
  94155. };
  94156. /**
  94157. * Serialize the skeleton in a JSON object
  94158. * @returns a JSON object
  94159. */
  94160. Skeleton.prototype.serialize = function () {
  94161. var serializationObject = {};
  94162. serializationObject.name = this.name;
  94163. serializationObject.id = this.id;
  94164. if (this.dimensionsAtRest) {
  94165. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94166. }
  94167. serializationObject.bones = [];
  94168. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94169. for (var index = 0; index < this.bones.length; index++) {
  94170. var bone = this.bones[index];
  94171. var parent_2 = bone.getParent();
  94172. var serializedBone = {
  94173. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94174. name: bone.name,
  94175. matrix: bone.getBaseMatrix().toArray(),
  94176. rest: bone.getRestPose().toArray()
  94177. };
  94178. serializationObject.bones.push(serializedBone);
  94179. if (bone.length) {
  94180. serializedBone.length = bone.length;
  94181. }
  94182. if (bone.metadata) {
  94183. serializedBone.metadata = bone.metadata;
  94184. }
  94185. if (bone.animations && bone.animations.length > 0) {
  94186. serializedBone.animation = bone.animations[0].serialize();
  94187. }
  94188. serializationObject.ranges = [];
  94189. for (var name in this._ranges) {
  94190. var source = this._ranges[name];
  94191. if (!source) {
  94192. continue;
  94193. }
  94194. var range = {};
  94195. range.name = name;
  94196. range.from = source.from;
  94197. range.to = source.to;
  94198. serializationObject.ranges.push(range);
  94199. }
  94200. }
  94201. return serializationObject;
  94202. };
  94203. /**
  94204. * Creates a new skeleton from serialized data
  94205. * @param parsedSkeleton defines the serialized data
  94206. * @param scene defines the hosting scene
  94207. * @returns a new skeleton
  94208. */
  94209. Skeleton.Parse = function (parsedSkeleton, scene) {
  94210. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94211. if (parsedSkeleton.dimensionsAtRest) {
  94212. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94213. }
  94214. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94215. var index;
  94216. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94217. var parsedBone = parsedSkeleton.bones[index];
  94218. var parentBone = null;
  94219. if (parsedBone.parentBoneIndex > -1) {
  94220. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94221. }
  94222. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94223. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94224. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94225. bone.id = parsedBone.id;
  94226. }
  94227. if (parsedBone.length) {
  94228. bone.length = parsedBone.length;
  94229. }
  94230. if (parsedBone.metadata) {
  94231. bone.metadata = parsedBone.metadata;
  94232. }
  94233. if (parsedBone.animation) {
  94234. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94235. }
  94236. }
  94237. // placed after bones, so createAnimationRange can cascade down
  94238. if (parsedSkeleton.ranges) {
  94239. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94240. var data = parsedSkeleton.ranges[index];
  94241. skeleton.createAnimationRange(data.name, data.from, data.to);
  94242. }
  94243. }
  94244. return skeleton;
  94245. };
  94246. /**
  94247. * Compute all node absolute transforms
  94248. * @param forceUpdate defines if computation must be done even if cache is up to date
  94249. */
  94250. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94251. if (forceUpdate === void 0) { forceUpdate = false; }
  94252. var renderId = this._scene.getRenderId();
  94253. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94254. this.bones[0].computeAbsoluteTransforms();
  94255. this._lastAbsoluteTransformsUpdateId = renderId;
  94256. }
  94257. };
  94258. /**
  94259. * Gets the root pose matrix
  94260. * @returns a matrix
  94261. */
  94262. Skeleton.prototype.getPoseMatrix = function () {
  94263. var poseMatrix = null;
  94264. if (this._meshesWithPoseMatrix.length > 0) {
  94265. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94266. }
  94267. return poseMatrix;
  94268. };
  94269. /**
  94270. * Sorts bones per internal index
  94271. */
  94272. Skeleton.prototype.sortBones = function () {
  94273. var bones = new Array();
  94274. var visited = new Array(this.bones.length);
  94275. for (var index = 0; index < this.bones.length; index++) {
  94276. this._sortBones(index, bones, visited);
  94277. }
  94278. this.bones = bones;
  94279. };
  94280. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94281. if (visited[index]) {
  94282. return;
  94283. }
  94284. visited[index] = true;
  94285. var bone = this.bones[index];
  94286. if (bone._index === undefined) {
  94287. bone._index = index;
  94288. }
  94289. var parentBone = bone.getParent();
  94290. if (parentBone) {
  94291. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94292. }
  94293. bones.push(bone);
  94294. };
  94295. return Skeleton;
  94296. }());
  94297. BABYLON.Skeleton = Skeleton;
  94298. })(BABYLON || (BABYLON = {}));
  94299. //# sourceMappingURL=babylon.skeleton.js.map
  94300. var BABYLON;
  94301. (function (BABYLON) {
  94302. /**
  94303. * This groups tools to convert HDR texture to native colors array.
  94304. */
  94305. var HDRTools = /** @class */ (function () {
  94306. function HDRTools() {
  94307. }
  94308. HDRTools.Ldexp = function (mantissa, exponent) {
  94309. if (exponent > 1023) {
  94310. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94311. }
  94312. if (exponent < -1074) {
  94313. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94314. }
  94315. return mantissa * Math.pow(2, exponent);
  94316. };
  94317. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94318. if (exponent > 0) { /*nonzero pixel*/
  94319. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94320. float32array[index + 0] = red * exponent;
  94321. float32array[index + 1] = green * exponent;
  94322. float32array[index + 2] = blue * exponent;
  94323. }
  94324. else {
  94325. float32array[index + 0] = 0;
  94326. float32array[index + 1] = 0;
  94327. float32array[index + 2] = 0;
  94328. }
  94329. };
  94330. HDRTools.readStringLine = function (uint8array, startIndex) {
  94331. var line = "";
  94332. var character = "";
  94333. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94334. character = String.fromCharCode(uint8array[i]);
  94335. if (character == "\n") {
  94336. break;
  94337. }
  94338. line += character;
  94339. }
  94340. return line;
  94341. };
  94342. /**
  94343. * Reads header information from an RGBE texture stored in a native array.
  94344. * More information on this format are available here:
  94345. * https://en.wikipedia.org/wiki/RGBE_image_format
  94346. *
  94347. * @param uint8array The binary file stored in native array.
  94348. * @return The header information.
  94349. */
  94350. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94351. var height = 0;
  94352. var width = 0;
  94353. var line = this.readStringLine(uint8array, 0);
  94354. if (line[0] != '#' || line[1] != '?') {
  94355. throw "Bad HDR Format.";
  94356. }
  94357. var endOfHeader = false;
  94358. var findFormat = false;
  94359. var lineIndex = 0;
  94360. do {
  94361. lineIndex += (line.length + 1);
  94362. line = this.readStringLine(uint8array, lineIndex);
  94363. if (line == "FORMAT=32-bit_rle_rgbe") {
  94364. findFormat = true;
  94365. }
  94366. else if (line.length == 0) {
  94367. endOfHeader = true;
  94368. }
  94369. } while (!endOfHeader);
  94370. if (!findFormat) {
  94371. throw "HDR Bad header format, unsupported FORMAT";
  94372. }
  94373. lineIndex += (line.length + 1);
  94374. line = this.readStringLine(uint8array, lineIndex);
  94375. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94376. var match = sizeRegexp.exec(line);
  94377. // TODO. Support +Y and -X if needed.
  94378. if (!match || match.length < 3) {
  94379. throw "HDR Bad header format, no size";
  94380. }
  94381. width = parseInt(match[2]);
  94382. height = parseInt(match[1]);
  94383. if (width < 8 || width > 0x7fff) {
  94384. throw "HDR Bad header format, unsupported size";
  94385. }
  94386. lineIndex += (line.length + 1);
  94387. return {
  94388. height: height,
  94389. width: width,
  94390. dataPosition: lineIndex
  94391. };
  94392. };
  94393. /**
  94394. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94395. * This RGBE texture needs to store the information as a panorama.
  94396. *
  94397. * More information on this format are available here:
  94398. * https://en.wikipedia.org/wiki/RGBE_image_format
  94399. *
  94400. * @param buffer The binary file stored in an array buffer.
  94401. * @param size The expected size of the extracted cubemap.
  94402. * @return The Cube Map information.
  94403. */
  94404. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94405. var uint8array = new Uint8Array(buffer);
  94406. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94407. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94408. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94409. return cubeMapData;
  94410. };
  94411. /**
  94412. * Returns the pixels data extracted from an RGBE texture.
  94413. * This pixels will be stored left to right up to down in the R G B order in one array.
  94414. *
  94415. * More information on this format are available here:
  94416. * https://en.wikipedia.org/wiki/RGBE_image_format
  94417. *
  94418. * @param uint8array The binary file stored in an array buffer.
  94419. * @param hdrInfo The header information of the file.
  94420. * @return The pixels data in RGB right to left up to down order.
  94421. */
  94422. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94423. // Keep for multi format supports.
  94424. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94425. };
  94426. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94427. var num_scanlines = hdrInfo.height;
  94428. var scanline_width = hdrInfo.width;
  94429. var a, b, c, d, count;
  94430. var dataIndex = hdrInfo.dataPosition;
  94431. var index = 0, endIndex = 0, i = 0;
  94432. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94433. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94434. // 3 channels of 4 bytes per pixel in float.
  94435. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94436. var resultArray = new Float32Array(resultBuffer);
  94437. // read in each successive scanline
  94438. while (num_scanlines > 0) {
  94439. a = uint8array[dataIndex++];
  94440. b = uint8array[dataIndex++];
  94441. c = uint8array[dataIndex++];
  94442. d = uint8array[dataIndex++];
  94443. if (a != 2 || b != 2 || (c & 0x80)) {
  94444. // this file is not run length encoded
  94445. throw "HDR Bad header format, not RLE";
  94446. }
  94447. if (((c << 8) | d) != scanline_width) {
  94448. throw "HDR Bad header format, wrong scan line width";
  94449. }
  94450. index = 0;
  94451. // read each of the four channels for the scanline into the buffer
  94452. for (i = 0; i < 4; i++) {
  94453. endIndex = (i + 1) * scanline_width;
  94454. while (index < endIndex) {
  94455. a = uint8array[dataIndex++];
  94456. b = uint8array[dataIndex++];
  94457. if (a > 128) {
  94458. // a run of the same value
  94459. count = a - 128;
  94460. if ((count == 0) || (count > endIndex - index)) {
  94461. throw "HDR Bad Format, bad scanline data (run)";
  94462. }
  94463. while (count-- > 0) {
  94464. scanLineArray[index++] = b;
  94465. }
  94466. }
  94467. else {
  94468. // a non-run
  94469. count = a;
  94470. if ((count == 0) || (count > endIndex - index)) {
  94471. throw "HDR Bad Format, bad scanline data (non-run)";
  94472. }
  94473. scanLineArray[index++] = b;
  94474. if (--count > 0) {
  94475. for (var j = 0; j < count; j++) {
  94476. scanLineArray[index++] = uint8array[dataIndex++];
  94477. }
  94478. }
  94479. }
  94480. }
  94481. }
  94482. // now convert data from buffer into floats
  94483. for (i = 0; i < scanline_width; i++) {
  94484. a = scanLineArray[i];
  94485. b = scanLineArray[i + scanline_width];
  94486. c = scanLineArray[i + 2 * scanline_width];
  94487. d = scanLineArray[i + 3 * scanline_width];
  94488. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94489. }
  94490. num_scanlines--;
  94491. }
  94492. return resultArray;
  94493. };
  94494. return HDRTools;
  94495. }());
  94496. BABYLON.HDRTools = HDRTools;
  94497. })(BABYLON || (BABYLON = {}));
  94498. //# sourceMappingURL=babylon.hdr.js.map
  94499. var BABYLON;
  94500. (function (BABYLON) {
  94501. /**
  94502. * This represents a texture coming from an HDR input.
  94503. *
  94504. * The only supported format is currently panorama picture stored in RGBE format.
  94505. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94506. */
  94507. var HDRCubeTexture = /** @class */ (function (_super) {
  94508. __extends(HDRCubeTexture, _super);
  94509. /**
  94510. * Instantiates an HDRTexture from the following parameters.
  94511. *
  94512. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94513. * @param scene The scene the texture will be used in
  94514. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94515. * @param noMipmap Forces to not generate the mipmap if true
  94516. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94517. * @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)
  94518. * @param reserved Reserved flag for internal use.
  94519. */
  94520. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94521. if (noMipmap === void 0) { noMipmap = false; }
  94522. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94523. if (gammaSpace === void 0) { gammaSpace = false; }
  94524. if (reserved === void 0) { reserved = false; }
  94525. if (onLoad === void 0) { onLoad = null; }
  94526. if (onError === void 0) { onError = null; }
  94527. var _this = _super.call(this, scene) || this;
  94528. _this._generateHarmonics = true;
  94529. _this._onLoad = null;
  94530. _this._onError = null;
  94531. /**
  94532. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94533. */
  94534. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94535. _this._isBlocking = true;
  94536. _this._rotationY = 0;
  94537. /**
  94538. * Gets or sets the center of the bounding box associated with the cube texture
  94539. * It must define where the camera used to render the texture was set
  94540. */
  94541. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94542. if (!url) {
  94543. return _this;
  94544. }
  94545. _this.name = url;
  94546. _this.url = url;
  94547. _this.hasAlpha = false;
  94548. _this.isCube = true;
  94549. _this._textureMatrix = BABYLON.Matrix.Identity();
  94550. _this._onLoad = onLoad;
  94551. _this._onError = onError;
  94552. _this.gammaSpace = gammaSpace;
  94553. _this._noMipmap = noMipmap;
  94554. _this._size = size;
  94555. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94556. if (!_this._texture) {
  94557. if (!scene.useDelayedTextureLoading) {
  94558. _this.loadTexture();
  94559. }
  94560. else {
  94561. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94562. }
  94563. }
  94564. return _this;
  94565. }
  94566. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94567. /**
  94568. * Gets wether or not the texture is blocking during loading.
  94569. */
  94570. get: function () {
  94571. return this._isBlocking;
  94572. },
  94573. /**
  94574. * Sets wether or not the texture is blocking during loading.
  94575. */
  94576. set: function (value) {
  94577. this._isBlocking = value;
  94578. },
  94579. enumerable: true,
  94580. configurable: true
  94581. });
  94582. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94583. /**
  94584. * Gets texture matrix rotation angle around Y axis radians.
  94585. */
  94586. get: function () {
  94587. return this._rotationY;
  94588. },
  94589. /**
  94590. * Sets texture matrix rotation angle around Y axis in radians.
  94591. */
  94592. set: function (value) {
  94593. this._rotationY = value;
  94594. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94595. },
  94596. enumerable: true,
  94597. configurable: true
  94598. });
  94599. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94600. get: function () {
  94601. return this._boundingBoxSize;
  94602. },
  94603. /**
  94604. * Gets or sets the size of the bounding box associated with the cube texture
  94605. * When defined, the cubemap will switch to local mode
  94606. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94607. * @example https://www.babylonjs-playground.com/#RNASML
  94608. */
  94609. set: function (value) {
  94610. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94611. return;
  94612. }
  94613. this._boundingBoxSize = value;
  94614. var scene = this.getScene();
  94615. if (scene) {
  94616. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94617. }
  94618. },
  94619. enumerable: true,
  94620. configurable: true
  94621. });
  94622. /**
  94623. * Occurs when the file is raw .hdr file.
  94624. */
  94625. HDRCubeTexture.prototype.loadTexture = function () {
  94626. var _this = this;
  94627. var callback = function (buffer) {
  94628. _this.lodGenerationOffset = 0.0;
  94629. _this.lodGenerationScale = 0.8;
  94630. var scene = _this.getScene();
  94631. if (!scene) {
  94632. return null;
  94633. }
  94634. // Extract the raw linear data.
  94635. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94636. // Generate harmonics if needed.
  94637. if (_this._generateHarmonics) {
  94638. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94639. _this.sphericalPolynomial = sphericalPolynomial;
  94640. }
  94641. var results = [];
  94642. var byteArray = null;
  94643. // Push each faces.
  94644. for (var j = 0; j < 6; j++) {
  94645. // Create uintarray fallback.
  94646. if (!scene.getEngine().getCaps().textureFloat) {
  94647. // 3 channels of 1 bytes per pixel in bytes.
  94648. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94649. byteArray = new Uint8Array(byteBuffer);
  94650. }
  94651. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94652. // If special cases.
  94653. if (_this.gammaSpace || byteArray) {
  94654. for (var i = 0; i < _this._size * _this._size; i++) {
  94655. // Put in gamma space if requested.
  94656. if (_this.gammaSpace) {
  94657. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94658. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94659. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94660. }
  94661. // Convert to int texture for fallback.
  94662. if (byteArray) {
  94663. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94664. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94665. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94666. // May use luminance instead if the result is not accurate.
  94667. var max = Math.max(Math.max(r, g), b);
  94668. if (max > 255) {
  94669. var scale = 255 / max;
  94670. r *= scale;
  94671. g *= scale;
  94672. b *= scale;
  94673. }
  94674. byteArray[(i * 3) + 0] = r;
  94675. byteArray[(i * 3) + 1] = g;
  94676. byteArray[(i * 3) + 2] = b;
  94677. }
  94678. }
  94679. }
  94680. if (byteArray) {
  94681. results.push(byteArray);
  94682. }
  94683. else {
  94684. results.push(dataFace);
  94685. }
  94686. }
  94687. return results;
  94688. };
  94689. var scene = this.getScene();
  94690. if (scene) {
  94691. 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);
  94692. }
  94693. };
  94694. HDRCubeTexture.prototype.clone = function () {
  94695. var scene = this.getScene();
  94696. if (!scene) {
  94697. return this;
  94698. }
  94699. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94700. // Base texture
  94701. newTexture.level = this.level;
  94702. newTexture.wrapU = this.wrapU;
  94703. newTexture.wrapV = this.wrapV;
  94704. newTexture.coordinatesIndex = this.coordinatesIndex;
  94705. newTexture.coordinatesMode = this.coordinatesMode;
  94706. return newTexture;
  94707. };
  94708. // Methods
  94709. HDRCubeTexture.prototype.delayLoad = function () {
  94710. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94711. return;
  94712. }
  94713. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94714. this._texture = this._getFromCache(this.url, this._noMipmap);
  94715. if (!this._texture) {
  94716. this.loadTexture();
  94717. }
  94718. };
  94719. /**
  94720. * Get the texture reflection matrix used to rotate/transform the reflection.
  94721. * @returns the reflection matrix
  94722. */
  94723. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94724. return this._textureMatrix;
  94725. };
  94726. /**
  94727. * Set the texture reflection matrix used to rotate/transform the reflection.
  94728. * @param value Define the reflection matrix to set
  94729. */
  94730. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94731. this._textureMatrix = value;
  94732. };
  94733. /**
  94734. * Parses a JSON representation of an HDR Texture in order to create the texture
  94735. * @param parsedTexture Define the JSON representation
  94736. * @param scene Define the scene the texture should be created in
  94737. * @param rootUrl Define the root url in case we need to load relative dependencies
  94738. * @returns the newly created texture after parsing
  94739. */
  94740. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94741. var texture = null;
  94742. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94743. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94744. texture.name = parsedTexture.name;
  94745. texture.hasAlpha = parsedTexture.hasAlpha;
  94746. texture.level = parsedTexture.level;
  94747. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94748. texture.isBlocking = parsedTexture.isBlocking;
  94749. }
  94750. if (texture) {
  94751. if (parsedTexture.boundingBoxPosition) {
  94752. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  94753. }
  94754. if (parsedTexture.boundingBoxSize) {
  94755. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  94756. }
  94757. if (parsedTexture.rotationY) {
  94758. texture.rotationY = parsedTexture.rotationY;
  94759. }
  94760. }
  94761. return texture;
  94762. };
  94763. HDRCubeTexture.prototype.serialize = function () {
  94764. if (!this.name) {
  94765. return null;
  94766. }
  94767. var serializationObject = {};
  94768. serializationObject.name = this.name;
  94769. serializationObject.hasAlpha = this.hasAlpha;
  94770. serializationObject.isCube = true;
  94771. serializationObject.level = this.level;
  94772. serializationObject.size = this._size;
  94773. serializationObject.coordinatesMode = this.coordinatesMode;
  94774. serializationObject.useInGammaSpace = this.gammaSpace;
  94775. serializationObject.generateHarmonics = this._generateHarmonics;
  94776. serializationObject.customType = "BABYLON.HDRCubeTexture";
  94777. serializationObject.noMipmap = this._noMipmap;
  94778. serializationObject.isBlocking = this._isBlocking;
  94779. serializationObject.rotationY = this._rotationY;
  94780. return serializationObject;
  94781. };
  94782. HDRCubeTexture._facesMapping = [
  94783. "right",
  94784. "left",
  94785. "up",
  94786. "down",
  94787. "front",
  94788. "back"
  94789. ];
  94790. return HDRCubeTexture;
  94791. }(BABYLON.BaseTexture));
  94792. BABYLON.HDRCubeTexture = HDRCubeTexture;
  94793. })(BABYLON || (BABYLON = {}));
  94794. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  94795. var BABYLON;
  94796. (function (BABYLON) {
  94797. /**
  94798. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  94799. */
  94800. var PanoramaToCubeMapTools = /** @class */ (function () {
  94801. function PanoramaToCubeMapTools() {
  94802. }
  94803. /**
  94804. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  94805. *
  94806. * @param float32Array The source data.
  94807. * @param inputWidth The width of the input panorama.
  94808. * @param inputHeight The height of the input panorama.
  94809. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  94810. * @return The cubemap data
  94811. */
  94812. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  94813. if (!float32Array) {
  94814. throw "ConvertPanoramaToCubemap: input cannot be null";
  94815. }
  94816. if (float32Array.length != inputWidth * inputHeight * 3) {
  94817. throw "ConvertPanoramaToCubemap: input size is wrong";
  94818. }
  94819. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  94820. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  94821. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  94822. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  94823. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  94824. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  94825. return {
  94826. front: textureFront,
  94827. back: textureBack,
  94828. left: textureLeft,
  94829. right: textureRight,
  94830. up: textureUp,
  94831. down: textureDown,
  94832. size: size,
  94833. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  94834. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  94835. gammaSpace: false,
  94836. };
  94837. };
  94838. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  94839. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  94840. var textureArray = new Float32Array(buffer);
  94841. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  94842. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  94843. var dy = 1 / texSize;
  94844. var fy = 0;
  94845. for (var y = 0; y < texSize; y++) {
  94846. var xv1 = faceData[0];
  94847. var xv2 = faceData[2];
  94848. for (var x = 0; x < texSize; x++) {
  94849. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  94850. v.normalize();
  94851. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  94852. // 3 channels per pixels
  94853. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  94854. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  94855. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  94856. xv1 = xv1.add(rotDX1);
  94857. xv2 = xv2.add(rotDX2);
  94858. }
  94859. fy += dy;
  94860. }
  94861. return textureArray;
  94862. };
  94863. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  94864. var theta = Math.atan2(vDir.z, vDir.x);
  94865. var phi = Math.acos(vDir.y);
  94866. while (theta < -Math.PI) {
  94867. theta += 2 * Math.PI;
  94868. }
  94869. while (theta > Math.PI) {
  94870. theta -= 2 * Math.PI;
  94871. }
  94872. var dx = theta / Math.PI;
  94873. var dy = phi / Math.PI;
  94874. // recenter.
  94875. dx = dx * 0.5 + 0.5;
  94876. var px = Math.round(dx * inputWidth);
  94877. if (px < 0) {
  94878. px = 0;
  94879. }
  94880. else if (px >= inputWidth) {
  94881. px = inputWidth - 1;
  94882. }
  94883. var py = Math.round(dy * inputHeight);
  94884. if (py < 0) {
  94885. py = 0;
  94886. }
  94887. else if (py >= inputHeight) {
  94888. py = inputHeight - 1;
  94889. }
  94890. var inputY = (inputHeight - py - 1);
  94891. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94892. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94893. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94894. return {
  94895. r: r,
  94896. g: g,
  94897. b: b
  94898. };
  94899. };
  94900. PanoramaToCubeMapTools.FACE_FRONT = [
  94901. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94902. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94903. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94904. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94905. ];
  94906. PanoramaToCubeMapTools.FACE_BACK = [
  94907. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94908. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94909. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94910. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94911. ];
  94912. PanoramaToCubeMapTools.FACE_RIGHT = [
  94913. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94914. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94915. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94916. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94917. ];
  94918. PanoramaToCubeMapTools.FACE_LEFT = [
  94919. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94920. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94921. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94922. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94923. ];
  94924. PanoramaToCubeMapTools.FACE_DOWN = [
  94925. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94926. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94927. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94928. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94929. ];
  94930. PanoramaToCubeMapTools.FACE_UP = [
  94931. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94932. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94933. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94934. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94935. ];
  94936. return PanoramaToCubeMapTools;
  94937. }());
  94938. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94939. })(BABYLON || (BABYLON = {}));
  94940. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  94941. var BABYLON;
  94942. (function (BABYLON) {
  94943. /**
  94944. * Vector2 wth index property
  94945. */
  94946. var IndexedVector2 = /** @class */ (function (_super) {
  94947. __extends(IndexedVector2, _super);
  94948. function IndexedVector2(original,
  94949. /** Index of the vector2 */
  94950. index) {
  94951. var _this = _super.call(this, original.x, original.y) || this;
  94952. _this.index = index;
  94953. return _this;
  94954. }
  94955. return IndexedVector2;
  94956. }(BABYLON.Vector2));
  94957. /**
  94958. * Defines points to create a polygon
  94959. */
  94960. var PolygonPoints = /** @class */ (function () {
  94961. function PolygonPoints() {
  94962. this.elements = new Array();
  94963. }
  94964. PolygonPoints.prototype.add = function (originalPoints) {
  94965. var _this = this;
  94966. var result = new Array();
  94967. originalPoints.forEach(function (point) {
  94968. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94969. var newPoint = new IndexedVector2(point, _this.elements.length);
  94970. result.push(newPoint);
  94971. _this.elements.push(newPoint);
  94972. }
  94973. });
  94974. return result;
  94975. };
  94976. PolygonPoints.prototype.computeBounds = function () {
  94977. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94978. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94979. this.elements.forEach(function (point) {
  94980. // x
  94981. if (point.x < lmin.x) {
  94982. lmin.x = point.x;
  94983. }
  94984. else if (point.x > lmax.x) {
  94985. lmax.x = point.x;
  94986. }
  94987. // y
  94988. if (point.y < lmin.y) {
  94989. lmin.y = point.y;
  94990. }
  94991. else if (point.y > lmax.y) {
  94992. lmax.y = point.y;
  94993. }
  94994. });
  94995. return {
  94996. min: lmin,
  94997. max: lmax,
  94998. width: lmax.x - lmin.x,
  94999. height: lmax.y - lmin.y
  95000. };
  95001. };
  95002. return PolygonPoints;
  95003. }());
  95004. /**
  95005. * Polygon
  95006. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  95007. */
  95008. var Polygon = /** @class */ (function () {
  95009. function Polygon() {
  95010. }
  95011. /**
  95012. * Creates a rectangle
  95013. * @param xmin bottom X coord
  95014. * @param ymin bottom Y coord
  95015. * @param xmax top X coord
  95016. * @param ymax top Y coord
  95017. * @returns points that make the resulting rectation
  95018. */
  95019. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  95020. return [
  95021. new BABYLON.Vector2(xmin, ymin),
  95022. new BABYLON.Vector2(xmax, ymin),
  95023. new BABYLON.Vector2(xmax, ymax),
  95024. new BABYLON.Vector2(xmin, ymax)
  95025. ];
  95026. };
  95027. /**
  95028. * Creates a circle
  95029. * @param radius radius of circle
  95030. * @param cx scale in x
  95031. * @param cy scale in y
  95032. * @param numberOfSides number of sides that make up the circle
  95033. * @returns points that make the resulting circle
  95034. */
  95035. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  95036. if (cx === void 0) { cx = 0; }
  95037. if (cy === void 0) { cy = 0; }
  95038. if (numberOfSides === void 0) { numberOfSides = 32; }
  95039. var result = new Array();
  95040. var angle = 0;
  95041. var increment = (Math.PI * 2) / numberOfSides;
  95042. for (var i = 0; i < numberOfSides; i++) {
  95043. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  95044. angle -= increment;
  95045. }
  95046. return result;
  95047. };
  95048. /**
  95049. * Creates a polygon from input string
  95050. * @param input Input polygon data
  95051. * @returns the parsed points
  95052. */
  95053. Polygon.Parse = function (input) {
  95054. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  95055. var i, result = [];
  95056. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  95057. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  95058. }
  95059. return result;
  95060. };
  95061. /**
  95062. * Starts building a polygon from x and y coordinates
  95063. * @param x x coordinate
  95064. * @param y y coordinate
  95065. * @returns the started path2
  95066. */
  95067. Polygon.StartingAt = function (x, y) {
  95068. return BABYLON.Path2.StartingAt(x, y);
  95069. };
  95070. return Polygon;
  95071. }());
  95072. BABYLON.Polygon = Polygon;
  95073. /**
  95074. * Builds a polygon
  95075. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  95076. */
  95077. var PolygonMeshBuilder = /** @class */ (function () {
  95078. /**
  95079. * Creates a PolygonMeshBuilder
  95080. * @param name name of the builder
  95081. * @param contours Path of the polygon
  95082. * @param scene scene to add to
  95083. */
  95084. function PolygonMeshBuilder(name, contours, scene) {
  95085. this._points = new PolygonPoints();
  95086. this._outlinepoints = new PolygonPoints();
  95087. this._holes = new Array();
  95088. this._epoints = new Array();
  95089. this._eholes = new Array();
  95090. this._name = name;
  95091. this._scene = scene;
  95092. var points;
  95093. if (contours instanceof BABYLON.Path2) {
  95094. points = contours.getPoints();
  95095. }
  95096. else {
  95097. points = contours;
  95098. }
  95099. this._addToepoint(points);
  95100. this._points.add(points);
  95101. this._outlinepoints.add(points);
  95102. if (typeof earcut === 'undefined') {
  95103. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  95104. }
  95105. }
  95106. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  95107. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  95108. var p = points_1[_i];
  95109. this._epoints.push(p.x, p.y);
  95110. }
  95111. };
  95112. /**
  95113. * Adds a whole within the polygon
  95114. * @param hole Array of points defining the hole
  95115. * @returns this
  95116. */
  95117. PolygonMeshBuilder.prototype.addHole = function (hole) {
  95118. this._points.add(hole);
  95119. var holepoints = new PolygonPoints();
  95120. holepoints.add(hole);
  95121. this._holes.push(holepoints);
  95122. this._eholes.push(this._epoints.length / 2);
  95123. this._addToepoint(hole);
  95124. return this;
  95125. };
  95126. /**
  95127. * Creates the polygon
  95128. * @param updatable If the mesh should be updatable
  95129. * @param depth The depth of the mesh created
  95130. * @returns the created mesh
  95131. */
  95132. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95133. var _this = this;
  95134. if (updatable === void 0) { updatable = false; }
  95135. if (depth === void 0) { depth = 0; }
  95136. var result = new BABYLON.Mesh(this._name, this._scene);
  95137. var normals = new Array();
  95138. var positions = new Array();
  95139. var uvs = new Array();
  95140. var bounds = this._points.computeBounds();
  95141. this._points.elements.forEach(function (p) {
  95142. normals.push(0, 1.0, 0);
  95143. positions.push(p.x, 0, p.y);
  95144. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95145. });
  95146. var indices = new Array();
  95147. var res = earcut(this._epoints, this._eholes, 2);
  95148. for (var i = 0; i < res.length; i++) {
  95149. indices.push(res[i]);
  95150. }
  95151. if (depth > 0) {
  95152. var positionscount = (positions.length / 3); //get the current pointcount
  95153. this._points.elements.forEach(function (p) {
  95154. normals.push(0, -1.0, 0);
  95155. positions.push(p.x, -depth, p.y);
  95156. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95157. });
  95158. var totalCount = indices.length;
  95159. for (var i = 0; i < totalCount; i += 3) {
  95160. var i0 = indices[i + 0];
  95161. var i1 = indices[i + 1];
  95162. var i2 = indices[i + 2];
  95163. indices.push(i2 + positionscount);
  95164. indices.push(i1 + positionscount);
  95165. indices.push(i0 + positionscount);
  95166. }
  95167. //Add the sides
  95168. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95169. this._holes.forEach(function (hole) {
  95170. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95171. });
  95172. }
  95173. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95174. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95175. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95176. result.setIndices(indices);
  95177. return result;
  95178. };
  95179. /**
  95180. * Adds a side to the polygon
  95181. * @param positions points that make the polygon
  95182. * @param normals normals of the polygon
  95183. * @param uvs uvs of the polygon
  95184. * @param indices indices of the polygon
  95185. * @param bounds bounds of the polygon
  95186. * @param points points of the polygon
  95187. * @param depth depth of the polygon
  95188. * @param flip flip of the polygon
  95189. */
  95190. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95191. var StartIndex = positions.length / 3;
  95192. var ulength = 0;
  95193. for (var i = 0; i < points.elements.length; i++) {
  95194. var p = points.elements[i];
  95195. var p1;
  95196. if ((i + 1) > points.elements.length - 1) {
  95197. p1 = points.elements[0];
  95198. }
  95199. else {
  95200. p1 = points.elements[i + 1];
  95201. }
  95202. positions.push(p.x, 0, p.y);
  95203. positions.push(p.x, -depth, p.y);
  95204. positions.push(p1.x, 0, p1.y);
  95205. positions.push(p1.x, -depth, p1.y);
  95206. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95207. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95208. var v3 = v2.subtract(v1);
  95209. var v4 = new BABYLON.Vector3(0, 1, 0);
  95210. var vn = BABYLON.Vector3.Cross(v3, v4);
  95211. vn = vn.normalize();
  95212. uvs.push(ulength / bounds.width, 0);
  95213. uvs.push(ulength / bounds.width, 1);
  95214. ulength += v3.length();
  95215. uvs.push((ulength / bounds.width), 0);
  95216. uvs.push((ulength / bounds.width), 1);
  95217. if (!flip) {
  95218. normals.push(-vn.x, -vn.y, -vn.z);
  95219. normals.push(-vn.x, -vn.y, -vn.z);
  95220. normals.push(-vn.x, -vn.y, -vn.z);
  95221. normals.push(-vn.x, -vn.y, -vn.z);
  95222. indices.push(StartIndex);
  95223. indices.push(StartIndex + 1);
  95224. indices.push(StartIndex + 2);
  95225. indices.push(StartIndex + 1);
  95226. indices.push(StartIndex + 3);
  95227. indices.push(StartIndex + 2);
  95228. }
  95229. else {
  95230. normals.push(vn.x, vn.y, vn.z);
  95231. normals.push(vn.x, vn.y, vn.z);
  95232. normals.push(vn.x, vn.y, vn.z);
  95233. normals.push(vn.x, vn.y, vn.z);
  95234. indices.push(StartIndex);
  95235. indices.push(StartIndex + 2);
  95236. indices.push(StartIndex + 1);
  95237. indices.push(StartIndex + 1);
  95238. indices.push(StartIndex + 2);
  95239. indices.push(StartIndex + 3);
  95240. }
  95241. StartIndex += 4;
  95242. }
  95243. };
  95244. return PolygonMeshBuilder;
  95245. }());
  95246. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95247. })(BABYLON || (BABYLON = {}));
  95248. //# sourceMappingURL=babylon.polygonMesh.js.map
  95249. var BABYLON;
  95250. (function (BABYLON) {
  95251. /**
  95252. * Unique ID when we import meshes from Babylon to CSG
  95253. */
  95254. var currentCSGMeshId = 0;
  95255. /**
  95256. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95257. * one to provide additional features like texture coordinates and vertex
  95258. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95259. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95260. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95261. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95262. * is not used anywhere else.
  95263. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95264. */
  95265. var Vertex = /** @class */ (function () {
  95266. /**
  95267. * Initializes the vertex
  95268. * @param pos The position of the vertex
  95269. * @param normal The normal of the vertex
  95270. * @param uv The texture coordinate of the vertex
  95271. */
  95272. function Vertex(
  95273. /**
  95274. * The position of the vertex
  95275. */
  95276. pos,
  95277. /**
  95278. * The normal of the vertex
  95279. */
  95280. normal,
  95281. /**
  95282. * The texture coordinate of the vertex
  95283. */
  95284. uv) {
  95285. this.pos = pos;
  95286. this.normal = normal;
  95287. this.uv = uv;
  95288. }
  95289. /**
  95290. * Make a clone, or deep copy, of the vertex
  95291. * @returns A new Vertex
  95292. */
  95293. Vertex.prototype.clone = function () {
  95294. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95295. };
  95296. /**
  95297. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95298. * orientation of a polygon is flipped.
  95299. */
  95300. Vertex.prototype.flip = function () {
  95301. this.normal = this.normal.scale(-1);
  95302. };
  95303. /**
  95304. * Create a new vertex between this vertex and `other` by linearly
  95305. * interpolating all properties using a parameter of `t`. Subclasses should
  95306. * override this to interpolate additional properties.
  95307. * @param other the vertex to interpolate against
  95308. * @param t The factor used to linearly interpolate between the vertices
  95309. */
  95310. Vertex.prototype.interpolate = function (other, t) {
  95311. 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));
  95312. };
  95313. return Vertex;
  95314. }());
  95315. /**
  95316. * Represents a plane in 3D space.
  95317. */
  95318. var Plane = /** @class */ (function () {
  95319. /**
  95320. * Initializes the plane
  95321. * @param normal The normal for the plane
  95322. * @param w
  95323. */
  95324. function Plane(normal, w) {
  95325. this.normal = normal;
  95326. this.w = w;
  95327. }
  95328. /**
  95329. * Construct a plane from three points
  95330. * @param a Point a
  95331. * @param b Point b
  95332. * @param c Point c
  95333. */
  95334. Plane.FromPoints = function (a, b, c) {
  95335. var v0 = c.subtract(a);
  95336. var v1 = b.subtract(a);
  95337. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95338. return null;
  95339. }
  95340. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95341. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95342. };
  95343. /**
  95344. * Clone, or make a deep copy of the plane
  95345. * @returns a new Plane
  95346. */
  95347. Plane.prototype.clone = function () {
  95348. return new Plane(this.normal.clone(), this.w);
  95349. };
  95350. /**
  95351. * Flip the face of the plane
  95352. */
  95353. Plane.prototype.flip = function () {
  95354. this.normal.scaleInPlace(-1);
  95355. this.w = -this.w;
  95356. };
  95357. /**
  95358. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95359. * fragments in the appropriate lists. Coplanar polygons go into either
  95360. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95361. * respect to this plane. Polygons in front or in back of this plane go into
  95362. * either `front` or `back`
  95363. * @param polygon The polygon to be split
  95364. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95365. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95366. * @param front Will contain the polygons in front of the plane
  95367. * @param back Will contain the polygons begind the plane
  95368. */
  95369. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95370. var COPLANAR = 0;
  95371. var FRONT = 1;
  95372. var BACK = 2;
  95373. var SPANNING = 3;
  95374. // Classify each point as well as the entire polygon into one of the above
  95375. // four classes.
  95376. var polygonType = 0;
  95377. var types = [];
  95378. var i;
  95379. var t;
  95380. for (i = 0; i < polygon.vertices.length; i++) {
  95381. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95382. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95383. polygonType |= type;
  95384. types.push(type);
  95385. }
  95386. // Put the polygon in the correct list, splitting it when necessary
  95387. switch (polygonType) {
  95388. case COPLANAR:
  95389. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95390. break;
  95391. case FRONT:
  95392. front.push(polygon);
  95393. break;
  95394. case BACK:
  95395. back.push(polygon);
  95396. break;
  95397. case SPANNING:
  95398. var f = [], b = [];
  95399. for (i = 0; i < polygon.vertices.length; i++) {
  95400. var j = (i + 1) % polygon.vertices.length;
  95401. var ti = types[i], tj = types[j];
  95402. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95403. if (ti !== BACK) {
  95404. f.push(vi);
  95405. }
  95406. if (ti !== FRONT) {
  95407. b.push(ti !== BACK ? vi.clone() : vi);
  95408. }
  95409. if ((ti | tj) === SPANNING) {
  95410. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95411. var v = vi.interpolate(vj, t);
  95412. f.push(v);
  95413. b.push(v.clone());
  95414. }
  95415. }
  95416. var poly;
  95417. if (f.length >= 3) {
  95418. poly = new Polygon(f, polygon.shared);
  95419. if (poly.plane) {
  95420. front.push(poly);
  95421. }
  95422. }
  95423. if (b.length >= 3) {
  95424. poly = new Polygon(b, polygon.shared);
  95425. if (poly.plane) {
  95426. back.push(poly);
  95427. }
  95428. }
  95429. break;
  95430. }
  95431. };
  95432. /**
  95433. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95434. * point is on the plane
  95435. */
  95436. Plane.EPSILON = 1e-5;
  95437. return Plane;
  95438. }());
  95439. /**
  95440. * Represents a convex polygon. The vertices used to initialize a polygon must
  95441. * be coplanar and form a convex loop.
  95442. *
  95443. * Each convex polygon has a `shared` property, which is shared between all
  95444. * polygons that are clones of each other or were split from the same polygon.
  95445. * This can be used to define per-polygon properties (such as surface color)
  95446. */
  95447. var Polygon = /** @class */ (function () {
  95448. /**
  95449. * Initializes the polygon
  95450. * @param vertices The vertices of the polygon
  95451. * @param shared The properties shared across all polygons
  95452. */
  95453. function Polygon(vertices, shared) {
  95454. this.vertices = vertices;
  95455. this.shared = shared;
  95456. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95457. }
  95458. /**
  95459. * Clones, or makes a deep copy, or the polygon
  95460. */
  95461. Polygon.prototype.clone = function () {
  95462. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95463. return new Polygon(vertices, this.shared);
  95464. };
  95465. /**
  95466. * Flips the faces of the polygon
  95467. */
  95468. Polygon.prototype.flip = function () {
  95469. this.vertices.reverse().map(function (v) { v.flip(); });
  95470. this.plane.flip();
  95471. };
  95472. return Polygon;
  95473. }());
  95474. /**
  95475. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95476. * by picking a polygon to split along. That polygon (and all other coplanar
  95477. * polygons) are added directly to that node and the other polygons are added to
  95478. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95479. * no distinction between internal and leaf nodes
  95480. */
  95481. var Node = /** @class */ (function () {
  95482. /**
  95483. * Initializes the node
  95484. * @param polygons A collection of polygons held in the node
  95485. */
  95486. function Node(polygons) {
  95487. this.plane = null;
  95488. this.front = null;
  95489. this.back = null;
  95490. this.polygons = new Array();
  95491. if (polygons) {
  95492. this.build(polygons);
  95493. }
  95494. }
  95495. /**
  95496. * Clones, or makes a deep copy, of the node
  95497. * @returns The cloned node
  95498. */
  95499. Node.prototype.clone = function () {
  95500. var node = new Node();
  95501. node.plane = this.plane && this.plane.clone();
  95502. node.front = this.front && this.front.clone();
  95503. node.back = this.back && this.back.clone();
  95504. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95505. return node;
  95506. };
  95507. /**
  95508. * Convert solid space to empty space and empty space to solid space
  95509. */
  95510. Node.prototype.invert = function () {
  95511. for (var i = 0; i < this.polygons.length; i++) {
  95512. this.polygons[i].flip();
  95513. }
  95514. if (this.plane) {
  95515. this.plane.flip();
  95516. }
  95517. if (this.front) {
  95518. this.front.invert();
  95519. }
  95520. if (this.back) {
  95521. this.back.invert();
  95522. }
  95523. var temp = this.front;
  95524. this.front = this.back;
  95525. this.back = temp;
  95526. };
  95527. /**
  95528. * Recursively remove all polygons in `polygons` that are inside this BSP
  95529. * tree.
  95530. * @param polygons Polygons to remove from the BSP
  95531. * @returns Polygons clipped from the BSP
  95532. */
  95533. Node.prototype.clipPolygons = function (polygons) {
  95534. if (!this.plane) {
  95535. return polygons.slice();
  95536. }
  95537. var front = new Array(), back = new Array();
  95538. for (var i = 0; i < polygons.length; i++) {
  95539. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95540. }
  95541. if (this.front) {
  95542. front = this.front.clipPolygons(front);
  95543. }
  95544. if (this.back) {
  95545. back = this.back.clipPolygons(back);
  95546. }
  95547. else {
  95548. back = [];
  95549. }
  95550. return front.concat(back);
  95551. };
  95552. /**
  95553. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95554. * `bsp`.
  95555. * @param bsp BSP containing polygons to remove from this BSP
  95556. */
  95557. Node.prototype.clipTo = function (bsp) {
  95558. this.polygons = bsp.clipPolygons(this.polygons);
  95559. if (this.front) {
  95560. this.front.clipTo(bsp);
  95561. }
  95562. if (this.back) {
  95563. this.back.clipTo(bsp);
  95564. }
  95565. };
  95566. /**
  95567. * Return a list of all polygons in this BSP tree
  95568. * @returns List of all polygons in this BSP tree
  95569. */
  95570. Node.prototype.allPolygons = function () {
  95571. var polygons = this.polygons.slice();
  95572. if (this.front) {
  95573. polygons = polygons.concat(this.front.allPolygons());
  95574. }
  95575. if (this.back) {
  95576. polygons = polygons.concat(this.back.allPolygons());
  95577. }
  95578. return polygons;
  95579. };
  95580. /**
  95581. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95582. * new polygons are filtered down to the bottom of the tree and become new
  95583. * nodes there. Each set of polygons is partitioned using the first polygon
  95584. * (no heuristic is used to pick a good split)
  95585. * @param polygons Polygons used to construct the BSP tree
  95586. */
  95587. Node.prototype.build = function (polygons) {
  95588. if (!polygons.length) {
  95589. return;
  95590. }
  95591. if (!this.plane) {
  95592. this.plane = polygons[0].plane.clone();
  95593. }
  95594. var front = new Array(), back = new Array();
  95595. for (var i = 0; i < polygons.length; i++) {
  95596. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95597. }
  95598. if (front.length) {
  95599. if (!this.front) {
  95600. this.front = new Node();
  95601. }
  95602. this.front.build(front);
  95603. }
  95604. if (back.length) {
  95605. if (!this.back) {
  95606. this.back = new Node();
  95607. }
  95608. this.back.build(back);
  95609. }
  95610. };
  95611. return Node;
  95612. }());
  95613. /**
  95614. * Class for building Constructive Solid Geometry
  95615. */
  95616. var CSG = /** @class */ (function () {
  95617. function CSG() {
  95618. this.polygons = new Array();
  95619. }
  95620. /**
  95621. * Convert the BABYLON.Mesh to BABYLON.CSG
  95622. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95623. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95624. */
  95625. CSG.FromMesh = function (mesh) {
  95626. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95627. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95628. if (mesh instanceof BABYLON.Mesh) {
  95629. mesh.computeWorldMatrix(true);
  95630. matrix = mesh.getWorldMatrix();
  95631. meshPosition = mesh.position.clone();
  95632. meshRotation = mesh.rotation.clone();
  95633. if (mesh.rotationQuaternion) {
  95634. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95635. }
  95636. meshScaling = mesh.scaling.clone();
  95637. }
  95638. else {
  95639. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95640. }
  95641. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95642. var subMeshes = mesh.subMeshes;
  95643. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95644. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95645. vertices = [];
  95646. for (var j = 0; j < 3; j++) {
  95647. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95648. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95649. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95650. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95651. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95652. vertex = new Vertex(position, normal, uv);
  95653. vertices.push(vertex);
  95654. }
  95655. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95656. // To handle the case of degenerated triangle
  95657. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95658. if (polygon.plane) {
  95659. polygons.push(polygon);
  95660. }
  95661. }
  95662. }
  95663. var csg = CSG.FromPolygons(polygons);
  95664. csg.matrix = matrix;
  95665. csg.position = meshPosition;
  95666. csg.rotation = meshRotation;
  95667. csg.scaling = meshScaling;
  95668. csg.rotationQuaternion = meshRotationQuaternion;
  95669. currentCSGMeshId++;
  95670. return csg;
  95671. };
  95672. /**
  95673. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95674. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95675. */
  95676. CSG.FromPolygons = function (polygons) {
  95677. var csg = new CSG();
  95678. csg.polygons = polygons;
  95679. return csg;
  95680. };
  95681. /**
  95682. * Clones, or makes a deep copy, of the BABYLON.CSG
  95683. * @returns A new BABYLON.CSG
  95684. */
  95685. CSG.prototype.clone = function () {
  95686. var csg = new CSG();
  95687. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95688. csg.copyTransformAttributes(this);
  95689. return csg;
  95690. };
  95691. /**
  95692. * Unions this CSG with another CSG
  95693. * @param csg The CSG to union against this CSG
  95694. * @returns The unioned CSG
  95695. */
  95696. CSG.prototype.union = function (csg) {
  95697. var a = new Node(this.clone().polygons);
  95698. var b = new Node(csg.clone().polygons);
  95699. a.clipTo(b);
  95700. b.clipTo(a);
  95701. b.invert();
  95702. b.clipTo(a);
  95703. b.invert();
  95704. a.build(b.allPolygons());
  95705. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95706. };
  95707. /**
  95708. * Unions this CSG with another CSG in place
  95709. * @param csg The CSG to union against this CSG
  95710. */
  95711. CSG.prototype.unionInPlace = function (csg) {
  95712. var a = new Node(this.polygons);
  95713. var b = new Node(csg.polygons);
  95714. a.clipTo(b);
  95715. b.clipTo(a);
  95716. b.invert();
  95717. b.clipTo(a);
  95718. b.invert();
  95719. a.build(b.allPolygons());
  95720. this.polygons = a.allPolygons();
  95721. };
  95722. /**
  95723. * Subtracts this CSG with another CSG
  95724. * @param csg The CSG to subtract against this CSG
  95725. * @returns A new BABYLON.CSG
  95726. */
  95727. CSG.prototype.subtract = function (csg) {
  95728. var a = new Node(this.clone().polygons);
  95729. var b = new Node(csg.clone().polygons);
  95730. a.invert();
  95731. a.clipTo(b);
  95732. b.clipTo(a);
  95733. b.invert();
  95734. b.clipTo(a);
  95735. b.invert();
  95736. a.build(b.allPolygons());
  95737. a.invert();
  95738. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95739. };
  95740. /**
  95741. * Subtracts this CSG with another CSG in place
  95742. * @param csg The CSG to subtact against this CSG
  95743. */
  95744. CSG.prototype.subtractInPlace = function (csg) {
  95745. var a = new Node(this.polygons);
  95746. var b = new Node(csg.polygons);
  95747. a.invert();
  95748. a.clipTo(b);
  95749. b.clipTo(a);
  95750. b.invert();
  95751. b.clipTo(a);
  95752. b.invert();
  95753. a.build(b.allPolygons());
  95754. a.invert();
  95755. this.polygons = a.allPolygons();
  95756. };
  95757. /**
  95758. * Intersect this CSG with another CSG
  95759. * @param csg The CSG to intersect against this CSG
  95760. * @returns A new BABYLON.CSG
  95761. */
  95762. CSG.prototype.intersect = function (csg) {
  95763. var a = new Node(this.clone().polygons);
  95764. var b = new Node(csg.clone().polygons);
  95765. a.invert();
  95766. b.clipTo(a);
  95767. b.invert();
  95768. a.clipTo(b);
  95769. b.clipTo(a);
  95770. a.build(b.allPolygons());
  95771. a.invert();
  95772. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95773. };
  95774. /**
  95775. * Intersects this CSG with another CSG in place
  95776. * @param csg The CSG to intersect against this CSG
  95777. */
  95778. CSG.prototype.intersectInPlace = function (csg) {
  95779. var a = new Node(this.polygons);
  95780. var b = new Node(csg.polygons);
  95781. a.invert();
  95782. b.clipTo(a);
  95783. b.invert();
  95784. a.clipTo(b);
  95785. b.clipTo(a);
  95786. a.build(b.allPolygons());
  95787. a.invert();
  95788. this.polygons = a.allPolygons();
  95789. };
  95790. /**
  95791. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  95792. * not modified.
  95793. * @returns A new BABYLON.CSG solid with solid and empty space switched
  95794. */
  95795. CSG.prototype.inverse = function () {
  95796. var csg = this.clone();
  95797. csg.inverseInPlace();
  95798. return csg;
  95799. };
  95800. /**
  95801. * Inverses the BABYLON.CSG in place
  95802. */
  95803. CSG.prototype.inverseInPlace = function () {
  95804. this.polygons.map(function (p) { p.flip(); });
  95805. };
  95806. /**
  95807. * This is used to keep meshes transformations so they can be restored
  95808. * when we build back a Babylon Mesh
  95809. * NB : All CSG operations are performed in world coordinates
  95810. * @param csg The BABYLON.CSG to copy the transform attributes from
  95811. * @returns This BABYLON.CSG
  95812. */
  95813. CSG.prototype.copyTransformAttributes = function (csg) {
  95814. this.matrix = csg.matrix;
  95815. this.position = csg.position;
  95816. this.rotation = csg.rotation;
  95817. this.scaling = csg.scaling;
  95818. this.rotationQuaternion = csg.rotationQuaternion;
  95819. return this;
  95820. };
  95821. /**
  95822. * Build Raw mesh from CSG
  95823. * Coordinates here are in world space
  95824. * @param name The name of the mesh geometry
  95825. * @param scene The BABYLON.Scene
  95826. * @param keepSubMeshes Specifies if the submeshes should be kept
  95827. * @returns A new BABYLON.Mesh
  95828. */
  95829. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  95830. var matrix = this.matrix.clone();
  95831. matrix.invert();
  95832. 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;
  95833. if (keepSubMeshes) {
  95834. // Sort Polygons, since subMeshes are indices range
  95835. polygons.sort(function (a, b) {
  95836. if (a.shared.meshId === b.shared.meshId) {
  95837. return a.shared.subMeshId - b.shared.subMeshId;
  95838. }
  95839. else {
  95840. return a.shared.meshId - b.shared.meshId;
  95841. }
  95842. });
  95843. }
  95844. for (var i = 0, il = polygons.length; i < il; i++) {
  95845. polygon = polygons[i];
  95846. // Building SubMeshes
  95847. if (!subMesh_dict[polygon.shared.meshId]) {
  95848. subMesh_dict[polygon.shared.meshId] = {};
  95849. }
  95850. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  95851. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  95852. indexStart: +Infinity,
  95853. indexEnd: -Infinity,
  95854. materialIndex: polygon.shared.materialIndex
  95855. };
  95856. }
  95857. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  95858. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  95859. polygonIndices[0] = 0;
  95860. polygonIndices[1] = j - 1;
  95861. polygonIndices[2] = j;
  95862. for (var k = 0; k < 3; k++) {
  95863. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  95864. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  95865. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  95866. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  95867. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  95868. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  95869. // Check if 2 points can be merged
  95870. if (!(typeof vertex_idx !== 'undefined' &&
  95871. normals[vertex_idx * 3] === localNormal.x &&
  95872. normals[vertex_idx * 3 + 1] === localNormal.y &&
  95873. normals[vertex_idx * 3 + 2] === localNormal.z &&
  95874. uvs[vertex_idx * 2] === uv.x &&
  95875. uvs[vertex_idx * 2 + 1] === uv.y)) {
  95876. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  95877. uvs.push(uv.x, uv.y);
  95878. normals.push(normal.x, normal.y, normal.z);
  95879. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  95880. }
  95881. indices.push(vertex_idx);
  95882. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  95883. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  95884. currentIndex++;
  95885. }
  95886. }
  95887. }
  95888. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95889. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95890. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95891. mesh.setIndices(indices, null);
  95892. if (keepSubMeshes) {
  95893. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95894. var materialIndexOffset = 0, materialMaxIndex;
  95895. mesh.subMeshes = new Array();
  95896. for (var m in subMesh_dict) {
  95897. materialMaxIndex = -1;
  95898. for (var sm in subMesh_dict[m]) {
  95899. subMesh_obj = subMesh_dict[m][sm];
  95900. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95901. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95902. }
  95903. materialIndexOffset += ++materialMaxIndex;
  95904. }
  95905. }
  95906. return mesh;
  95907. };
  95908. /**
  95909. * Build Mesh from CSG taking material and transforms into account
  95910. * @param name The name of the BABYLON.Mesh
  95911. * @param material The material of the BABYLON.Mesh
  95912. * @param scene The BABYLON.Scene
  95913. * @param keepSubMeshes Specifies if submeshes should be kept
  95914. * @returns The new BABYLON.Mesh
  95915. */
  95916. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95917. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95918. mesh.material = material;
  95919. mesh.position.copyFrom(this.position);
  95920. mesh.rotation.copyFrom(this.rotation);
  95921. if (this.rotationQuaternion) {
  95922. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95923. }
  95924. mesh.scaling.copyFrom(this.scaling);
  95925. mesh.computeWorldMatrix(true);
  95926. return mesh;
  95927. };
  95928. return CSG;
  95929. }());
  95930. BABYLON.CSG = CSG;
  95931. })(BABYLON || (BABYLON = {}));
  95932. //# sourceMappingURL=babylon.csg.js.map
  95933. var BABYLON;
  95934. (function (BABYLON) {
  95935. /**
  95936. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95937. * It controls one of the indiviual texture used in the effect.
  95938. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95939. */
  95940. var LensFlare = /** @class */ (function () {
  95941. /**
  95942. * Instantiates a new Lens Flare.
  95943. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95944. * It controls one of the indiviual texture used in the effect.
  95945. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95946. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95947. * @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.
  95948. * @param color Define the lens color
  95949. * @param imgUrl Define the lens texture url
  95950. * @param system Define the `lensFlareSystem` this flare is part of
  95951. */
  95952. function LensFlare(
  95953. /**
  95954. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95955. */
  95956. size,
  95957. /**
  95958. * 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.
  95959. */
  95960. position, color, imgUrl, system) {
  95961. this.size = size;
  95962. this.position = position;
  95963. /**
  95964. * Define the alpha mode to render this particular lens.
  95965. */
  95966. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95967. this.color = color || new BABYLON.Color3(1, 1, 1);
  95968. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95969. this._system = system;
  95970. system.lensFlares.push(this);
  95971. }
  95972. /**
  95973. * Creates a new Lens Flare.
  95974. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95975. * It controls one of the indiviual texture used in the effect.
  95976. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95977. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95978. * @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.
  95979. * @param color Define the lens color
  95980. * @param imgUrl Define the lens texture url
  95981. * @param system Define the `lensFlareSystem` this flare is part of
  95982. * @returns The newly created Lens Flare
  95983. */
  95984. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95985. return new LensFlare(size, position, color, imgUrl, system);
  95986. };
  95987. /**
  95988. * Dispose and release the lens flare with its associated resources.
  95989. */
  95990. LensFlare.prototype.dispose = function () {
  95991. if (this.texture) {
  95992. this.texture.dispose();
  95993. }
  95994. // Remove from scene
  95995. var index = this._system.lensFlares.indexOf(this);
  95996. this._system.lensFlares.splice(index, 1);
  95997. };
  95998. return LensFlare;
  95999. }());
  96000. BABYLON.LensFlare = LensFlare;
  96001. })(BABYLON || (BABYLON = {}));
  96002. //# sourceMappingURL=babylon.lensFlare.js.map
  96003. var BABYLON;
  96004. (function (BABYLON) {
  96005. // Adds the parser to the scene parsers.
  96006. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  96007. // Lens flares
  96008. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  96009. if (!container.lensFlareSystems) {
  96010. container.lensFlareSystems = new Array();
  96011. }
  96012. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  96013. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  96014. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  96015. container.lensFlareSystems.push(lf);
  96016. }
  96017. }
  96018. });
  96019. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  96020. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96021. if (this.lensFlareSystems[index].name === name) {
  96022. return this.lensFlareSystems[index];
  96023. }
  96024. }
  96025. return null;
  96026. };
  96027. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  96028. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96029. if (this.lensFlareSystems[index].id === id) {
  96030. return this.lensFlareSystems[index];
  96031. }
  96032. }
  96033. return null;
  96034. };
  96035. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  96036. var index = this.lensFlareSystems.indexOf(toRemove);
  96037. if (index !== -1) {
  96038. this.lensFlareSystems.splice(index, 1);
  96039. }
  96040. return index;
  96041. };
  96042. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  96043. this.lensFlareSystems.push(newLensFlareSystem);
  96044. };
  96045. /**
  96046. * Defines the lens flare scene component responsible to manage any lens flares
  96047. * in a given scene.
  96048. */
  96049. var LensFlareSystemSceneComponent = /** @class */ (function () {
  96050. /**
  96051. * Creates a new instance of the component for the given scene
  96052. * @param scene Defines the scene to register the component in
  96053. */
  96054. function LensFlareSystemSceneComponent(scene) {
  96055. /**
  96056. * The component name helpfull to identify the component in the list of scene components.
  96057. */
  96058. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  96059. this.scene = scene;
  96060. scene.lensFlareSystems = new Array();
  96061. }
  96062. /**
  96063. * Registers the component in a given scene
  96064. */
  96065. LensFlareSystemSceneComponent.prototype.register = function () {
  96066. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  96067. };
  96068. /**
  96069. * Rebuilds the elements related to this component in case of
  96070. * context lost for instance.
  96071. */
  96072. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  96073. // Nothing to do for lens flare
  96074. };
  96075. /**
  96076. * Adds all the element from the container to the scene
  96077. * @param container the container holding the elements
  96078. */
  96079. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  96080. var _this = this;
  96081. if (!container.lensFlareSystems) {
  96082. return;
  96083. }
  96084. container.lensFlareSystems.forEach(function (o) {
  96085. _this.scene.addLensFlareSystem(o);
  96086. });
  96087. };
  96088. /**
  96089. * Removes all the elements in the container from the scene
  96090. * @param container contains the elements to remove
  96091. */
  96092. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  96093. var _this = this;
  96094. if (!container.lensFlareSystems) {
  96095. return;
  96096. }
  96097. container.lensFlareSystems.forEach(function (o) {
  96098. _this.scene.removeLensFlareSystem(o);
  96099. });
  96100. };
  96101. /**
  96102. * Serializes the component data to the specified json object
  96103. * @param serializationObject The object to serialize to
  96104. */
  96105. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  96106. // Lens flares
  96107. serializationObject.lensFlareSystems = [];
  96108. var lensFlareSystems = this.scene.lensFlareSystems;
  96109. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  96110. var lensFlareSystem = lensFlareSystems_1[_i];
  96111. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  96112. }
  96113. };
  96114. /**
  96115. * Disposes the component and the associated ressources.
  96116. */
  96117. LensFlareSystemSceneComponent.prototype.dispose = function () {
  96118. var lensFlareSystems = this.scene.lensFlareSystems;
  96119. while (lensFlareSystems.length) {
  96120. lensFlareSystems[0].dispose();
  96121. }
  96122. };
  96123. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  96124. // Lens flares
  96125. if (this.scene.lensFlaresEnabled) {
  96126. var lensFlareSystems = this.scene.lensFlareSystems;
  96127. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96128. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  96129. var lensFlareSystem = lensFlareSystems_2[_i];
  96130. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  96131. lensFlareSystem.render();
  96132. }
  96133. }
  96134. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96135. }
  96136. };
  96137. return LensFlareSystemSceneComponent;
  96138. }());
  96139. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96140. })(BABYLON || (BABYLON = {}));
  96141. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96142. var BABYLON;
  96143. (function (BABYLON) {
  96144. /**
  96145. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96146. * It is usually composed of several `BABYLON.lensFlare`.
  96147. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96148. */
  96149. var LensFlareSystem = /** @class */ (function () {
  96150. /**
  96151. * Instantiates a lens flare system.
  96152. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96153. * It is usually composed of several `BABYLON.lensFlare`.
  96154. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96155. * @param name Define the name of the lens flare system in the scene
  96156. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96157. * @param scene Define the scene the lens flare system belongs to
  96158. */
  96159. function LensFlareSystem(
  96160. /**
  96161. * Define the name of the lens flare system
  96162. */
  96163. name, emitter, scene) {
  96164. this.name = name;
  96165. /**
  96166. * List of lens flares used in this system.
  96167. */
  96168. this.lensFlares = new Array();
  96169. /**
  96170. * Define a limit from the border the lens flare can be visible.
  96171. */
  96172. this.borderLimit = 300;
  96173. /**
  96174. * Define a viewport border we do not want to see the lens flare in.
  96175. */
  96176. this.viewportBorder = 0;
  96177. /**
  96178. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96179. */
  96180. this.layerMask = 0x0FFFFFFF;
  96181. this._vertexBuffers = {};
  96182. this._isEnabled = true;
  96183. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96184. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96185. if (!component) {
  96186. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96187. scene._addComponent(component);
  96188. }
  96189. this._emitter = emitter;
  96190. this.id = name;
  96191. scene.lensFlareSystems.push(this);
  96192. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96193. var engine = scene.getEngine();
  96194. // VBO
  96195. var vertices = [];
  96196. vertices.push(1, 1);
  96197. vertices.push(-1, 1);
  96198. vertices.push(-1, -1);
  96199. vertices.push(1, -1);
  96200. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96201. // Indices
  96202. var indices = [];
  96203. indices.push(0);
  96204. indices.push(1);
  96205. indices.push(2);
  96206. indices.push(0);
  96207. indices.push(2);
  96208. indices.push(3);
  96209. this._indexBuffer = engine.createIndexBuffer(indices);
  96210. // Effects
  96211. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96212. }
  96213. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96214. /**
  96215. * Define if the lens flare system is enabled.
  96216. */
  96217. get: function () {
  96218. return this._isEnabled;
  96219. },
  96220. set: function (value) {
  96221. this._isEnabled = value;
  96222. },
  96223. enumerable: true,
  96224. configurable: true
  96225. });
  96226. /**
  96227. * Get the scene the effects belongs to.
  96228. * @returns the scene holding the lens flare system
  96229. */
  96230. LensFlareSystem.prototype.getScene = function () {
  96231. return this._scene;
  96232. };
  96233. /**
  96234. * Get the emitter of the lens flare system.
  96235. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96236. * @returns the emitter of the lens flare system
  96237. */
  96238. LensFlareSystem.prototype.getEmitter = function () {
  96239. return this._emitter;
  96240. };
  96241. /**
  96242. * Set the emitter of the lens flare system.
  96243. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96244. * @param newEmitter Define the new emitter of the system
  96245. */
  96246. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96247. this._emitter = newEmitter;
  96248. };
  96249. /**
  96250. * Get the lens flare system emitter position.
  96251. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96252. * @returns the position
  96253. */
  96254. LensFlareSystem.prototype.getEmitterPosition = function () {
  96255. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96256. };
  96257. /**
  96258. * @hidden
  96259. */
  96260. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96261. var position = this.getEmitterPosition();
  96262. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96263. this._positionX = position.x;
  96264. this._positionY = position.y;
  96265. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96266. if (this.viewportBorder > 0) {
  96267. globalViewport.x -= this.viewportBorder;
  96268. globalViewport.y -= this.viewportBorder;
  96269. globalViewport.width += this.viewportBorder * 2;
  96270. globalViewport.height += this.viewportBorder * 2;
  96271. position.x += this.viewportBorder;
  96272. position.y += this.viewportBorder;
  96273. this._positionX += this.viewportBorder;
  96274. this._positionY += this.viewportBorder;
  96275. }
  96276. if (position.z > 0) {
  96277. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96278. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96279. return true;
  96280. }
  96281. }
  96282. return true;
  96283. }
  96284. return false;
  96285. };
  96286. /** @hidden */
  96287. LensFlareSystem.prototype._isVisible = function () {
  96288. if (!this._isEnabled || !this._scene.activeCamera) {
  96289. return false;
  96290. }
  96291. var emitterPosition = this.getEmitterPosition();
  96292. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96293. var distance = direction.length();
  96294. direction.normalize();
  96295. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96296. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96297. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96298. };
  96299. /**
  96300. * @hidden
  96301. */
  96302. LensFlareSystem.prototype.render = function () {
  96303. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96304. return false;
  96305. }
  96306. var engine = this._scene.getEngine();
  96307. var viewport = this._scene.activeCamera.viewport;
  96308. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96309. // Position
  96310. if (!this.computeEffectivePosition(globalViewport)) {
  96311. return false;
  96312. }
  96313. // Visibility
  96314. if (!this._isVisible()) {
  96315. return false;
  96316. }
  96317. // Intensity
  96318. var awayX;
  96319. var awayY;
  96320. if (this._positionX < this.borderLimit + globalViewport.x) {
  96321. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96322. }
  96323. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96324. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96325. }
  96326. else {
  96327. awayX = 0;
  96328. }
  96329. if (this._positionY < this.borderLimit + globalViewport.y) {
  96330. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96331. }
  96332. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96333. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96334. }
  96335. else {
  96336. awayY = 0;
  96337. }
  96338. var away = (awayX > awayY) ? awayX : awayY;
  96339. away -= this.viewportBorder;
  96340. if (away > this.borderLimit) {
  96341. away = this.borderLimit;
  96342. }
  96343. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96344. if (intensity < 0) {
  96345. return false;
  96346. }
  96347. if (intensity > 1.0) {
  96348. intensity = 1.0;
  96349. }
  96350. if (this.viewportBorder > 0) {
  96351. globalViewport.x += this.viewportBorder;
  96352. globalViewport.y += this.viewportBorder;
  96353. globalViewport.width -= this.viewportBorder * 2;
  96354. globalViewport.height -= this.viewportBorder * 2;
  96355. this._positionX -= this.viewportBorder;
  96356. this._positionY -= this.viewportBorder;
  96357. }
  96358. // Position
  96359. var centerX = globalViewport.x + globalViewport.width / 2;
  96360. var centerY = globalViewport.y + globalViewport.height / 2;
  96361. var distX = centerX - this._positionX;
  96362. var distY = centerY - this._positionY;
  96363. // Effects
  96364. engine.enableEffect(this._effect);
  96365. engine.setState(false);
  96366. engine.setDepthBuffer(false);
  96367. // VBOs
  96368. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96369. // Flares
  96370. for (var index = 0; index < this.lensFlares.length; index++) {
  96371. var flare = this.lensFlares[index];
  96372. engine.setAlphaMode(flare.alphaMode);
  96373. var x = centerX - (distX * flare.position);
  96374. var y = centerY - (distY * flare.position);
  96375. var cw = flare.size;
  96376. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96377. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96378. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96379. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96380. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96381. // Texture
  96382. this._effect.setTexture("textureSampler", flare.texture);
  96383. // Color
  96384. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96385. // Draw order
  96386. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96387. }
  96388. engine.setDepthBuffer(true);
  96389. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96390. return true;
  96391. };
  96392. /**
  96393. * Dispose and release the lens flare with its associated resources.
  96394. */
  96395. LensFlareSystem.prototype.dispose = function () {
  96396. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96397. if (vertexBuffer) {
  96398. vertexBuffer.dispose();
  96399. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96400. }
  96401. if (this._indexBuffer) {
  96402. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96403. this._indexBuffer = null;
  96404. }
  96405. while (this.lensFlares.length) {
  96406. this.lensFlares[0].dispose();
  96407. }
  96408. // Remove from scene
  96409. var index = this._scene.lensFlareSystems.indexOf(this);
  96410. this._scene.lensFlareSystems.splice(index, 1);
  96411. };
  96412. /**
  96413. * Parse a lens flare system from a JSON repressentation
  96414. * @param parsedLensFlareSystem Define the JSON to parse
  96415. * @param scene Define the scene the parsed system should be instantiated in
  96416. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96417. * @returns the parsed system
  96418. */
  96419. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96420. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96421. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96422. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96423. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96424. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96425. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96426. var parsedFlare = parsedLensFlareSystem.flares[index];
  96427. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96428. }
  96429. return lensFlareSystem;
  96430. };
  96431. /**
  96432. * Serialize the current Lens Flare System into a JSON representation.
  96433. * @returns the serialized JSON
  96434. */
  96435. LensFlareSystem.prototype.serialize = function () {
  96436. var serializationObject = {};
  96437. serializationObject.id = this.id;
  96438. serializationObject.name = this.name;
  96439. serializationObject.emitterId = this.getEmitter().id;
  96440. serializationObject.borderLimit = this.borderLimit;
  96441. serializationObject.flares = [];
  96442. for (var index = 0; index < this.lensFlares.length; index++) {
  96443. var flare = this.lensFlares[index];
  96444. serializationObject.flares.push({
  96445. size: flare.size,
  96446. position: flare.position,
  96447. color: flare.color.asArray(),
  96448. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96449. });
  96450. }
  96451. return serializationObject;
  96452. };
  96453. return LensFlareSystem;
  96454. }());
  96455. BABYLON.LensFlareSystem = LensFlareSystem;
  96456. })(BABYLON || (BABYLON = {}));
  96457. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96458. var BABYLON;
  96459. (function (BABYLON) {
  96460. /**
  96461. * This is a holder class for the physics joint created by the physics plugin
  96462. * It holds a set of functions to control the underlying joint
  96463. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96464. */
  96465. var PhysicsJoint = /** @class */ (function () {
  96466. /**
  96467. * Initializes the physics joint
  96468. * @param type The type of the physics joint
  96469. * @param jointData The data for the physics joint
  96470. */
  96471. function PhysicsJoint(
  96472. /**
  96473. * The type of the physics joint
  96474. */
  96475. type,
  96476. /**
  96477. * The data for the physics joint
  96478. */
  96479. jointData) {
  96480. this.type = type;
  96481. this.jointData = jointData;
  96482. jointData.nativeParams = jointData.nativeParams || {};
  96483. }
  96484. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96485. /**
  96486. * Gets the physics joint
  96487. */
  96488. get: function () {
  96489. return this._physicsJoint;
  96490. },
  96491. /**
  96492. * Sets the physics joint
  96493. */
  96494. set: function (newJoint) {
  96495. if (this._physicsJoint) {
  96496. //remove from the wolrd
  96497. }
  96498. this._physicsJoint = newJoint;
  96499. },
  96500. enumerable: true,
  96501. configurable: true
  96502. });
  96503. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96504. /**
  96505. * Sets the physics plugin
  96506. */
  96507. set: function (physicsPlugin) {
  96508. this._physicsPlugin = physicsPlugin;
  96509. },
  96510. enumerable: true,
  96511. configurable: true
  96512. });
  96513. /**
  96514. * Execute a function that is physics-plugin specific.
  96515. * @param {Function} func the function that will be executed.
  96516. * It accepts two parameters: the physics world and the physics joint
  96517. */
  96518. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96519. func(this._physicsPlugin.world, this._physicsJoint);
  96520. };
  96521. //TODO check if the native joints are the same
  96522. //Joint Types
  96523. /**
  96524. * Distance-Joint type
  96525. */
  96526. PhysicsJoint.DistanceJoint = 0;
  96527. /**
  96528. * Hinge-Joint type
  96529. */
  96530. PhysicsJoint.HingeJoint = 1;
  96531. /**
  96532. * Ball-and-Socket joint type
  96533. */
  96534. PhysicsJoint.BallAndSocketJoint = 2;
  96535. /**
  96536. * Wheel-Joint type
  96537. */
  96538. PhysicsJoint.WheelJoint = 3;
  96539. /**
  96540. * Slider-Joint type
  96541. */
  96542. PhysicsJoint.SliderJoint = 4;
  96543. //OIMO
  96544. /**
  96545. * Prismatic-Joint type
  96546. */
  96547. PhysicsJoint.PrismaticJoint = 5;
  96548. //
  96549. /**
  96550. * Universal-Joint type
  96551. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96552. */
  96553. PhysicsJoint.UniversalJoint = 6;
  96554. /**
  96555. * Hinge-Joint 2 type
  96556. */
  96557. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96558. //Cannon
  96559. /**
  96560. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96561. */
  96562. PhysicsJoint.PointToPointJoint = 8;
  96563. //Cannon only at the moment
  96564. /**
  96565. * Spring-Joint type
  96566. */
  96567. PhysicsJoint.SpringJoint = 9;
  96568. /**
  96569. * Lock-Joint type
  96570. */
  96571. PhysicsJoint.LockJoint = 10;
  96572. return PhysicsJoint;
  96573. }());
  96574. BABYLON.PhysicsJoint = PhysicsJoint;
  96575. /**
  96576. * A class representing a physics distance joint
  96577. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96578. */
  96579. var DistanceJoint = /** @class */ (function (_super) {
  96580. __extends(DistanceJoint, _super);
  96581. /**
  96582. *
  96583. * @param jointData The data for the Distance-Joint
  96584. */
  96585. function DistanceJoint(jointData) {
  96586. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96587. }
  96588. /**
  96589. * Update the predefined distance.
  96590. * @param maxDistance The maximum preferred distance
  96591. * @param minDistance The minimum preferred distance
  96592. */
  96593. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96594. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96595. };
  96596. return DistanceJoint;
  96597. }(PhysicsJoint));
  96598. BABYLON.DistanceJoint = DistanceJoint;
  96599. /**
  96600. * Represents a Motor-Enabled Joint
  96601. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96602. */
  96603. var MotorEnabledJoint = /** @class */ (function (_super) {
  96604. __extends(MotorEnabledJoint, _super);
  96605. /**
  96606. * Initializes the Motor-Enabled Joint
  96607. * @param type The type of the joint
  96608. * @param jointData The physica joint data for the joint
  96609. */
  96610. function MotorEnabledJoint(type, jointData) {
  96611. return _super.call(this, type, jointData) || this;
  96612. }
  96613. /**
  96614. * Set the motor values.
  96615. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96616. * @param force the force to apply
  96617. * @param maxForce max force for this motor.
  96618. */
  96619. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96620. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96621. };
  96622. /**
  96623. * Set the motor's limits.
  96624. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96625. * @param upperLimit The upper limit of the motor
  96626. * @param lowerLimit The lower limit of the motor
  96627. */
  96628. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96629. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96630. };
  96631. return MotorEnabledJoint;
  96632. }(PhysicsJoint));
  96633. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96634. /**
  96635. * This class represents a single physics Hinge-Joint
  96636. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96637. */
  96638. var HingeJoint = /** @class */ (function (_super) {
  96639. __extends(HingeJoint, _super);
  96640. /**
  96641. * Initializes the Hinge-Joint
  96642. * @param jointData The joint data for the Hinge-Joint
  96643. */
  96644. function HingeJoint(jointData) {
  96645. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96646. }
  96647. /**
  96648. * Set the motor values.
  96649. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96650. * @param {number} force the force to apply
  96651. * @param {number} maxForce max force for this motor.
  96652. */
  96653. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96654. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96655. };
  96656. /**
  96657. * Set the motor's limits.
  96658. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96659. * @param upperLimit The upper limit of the motor
  96660. * @param lowerLimit The lower limit of the motor
  96661. */
  96662. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96663. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96664. };
  96665. return HingeJoint;
  96666. }(MotorEnabledJoint));
  96667. BABYLON.HingeJoint = HingeJoint;
  96668. /**
  96669. * This class represents a dual hinge physics joint (same as wheel joint)
  96670. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96671. */
  96672. var Hinge2Joint = /** @class */ (function (_super) {
  96673. __extends(Hinge2Joint, _super);
  96674. /**
  96675. * Initializes the Hinge2-Joint
  96676. * @param jointData The joint data for the Hinge2-Joint
  96677. */
  96678. function Hinge2Joint(jointData) {
  96679. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96680. }
  96681. /**
  96682. * Set the motor values.
  96683. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96684. * @param {number} force the force to apply
  96685. * @param {number} maxForce max force for this motor.
  96686. * @param {motorIndex} the motor's index, 0 or 1.
  96687. */
  96688. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96689. if (motorIndex === void 0) { motorIndex = 0; }
  96690. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96691. };
  96692. /**
  96693. * Set the motor limits.
  96694. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96695. * @param {number} upperLimit the upper limit
  96696. * @param {number} lowerLimit lower limit
  96697. * @param {motorIndex} the motor's index, 0 or 1.
  96698. */
  96699. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96700. if (motorIndex === void 0) { motorIndex = 0; }
  96701. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96702. };
  96703. return Hinge2Joint;
  96704. }(MotorEnabledJoint));
  96705. BABYLON.Hinge2Joint = Hinge2Joint;
  96706. })(BABYLON || (BABYLON = {}));
  96707. //# sourceMappingURL=babylon.physicsJoint.js.map
  96708. var BABYLON;
  96709. (function (BABYLON) {
  96710. /**
  96711. * Represents a physics imposter
  96712. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96713. */
  96714. var PhysicsImpostor = /** @class */ (function () {
  96715. /**
  96716. * Initializes the physics imposter
  96717. * @param object The physics-enabled object used as the physics imposter
  96718. * @param type The type of the physics imposter
  96719. * @param _options The options for the physics imposter
  96720. * @param _scene The Babylon scene
  96721. */
  96722. function PhysicsImpostor(
  96723. /**
  96724. * The physics-enabled object used as the physics imposter
  96725. */
  96726. object,
  96727. /**
  96728. * The type of the physics imposter
  96729. */
  96730. type, _options, _scene) {
  96731. if (_options === void 0) { _options = { mass: 0 }; }
  96732. var _this = this;
  96733. this.object = object;
  96734. this.type = type;
  96735. this._options = _options;
  96736. this._scene = _scene;
  96737. this._bodyUpdateRequired = false;
  96738. this._onBeforePhysicsStepCallbacks = new Array();
  96739. this._onAfterPhysicsStepCallbacks = new Array();
  96740. this._onPhysicsCollideCallbacks = [];
  96741. this._deltaPosition = BABYLON.Vector3.Zero();
  96742. this._isDisposed = false;
  96743. //temp variables for parent rotation calculations
  96744. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96745. this._tmpQuat = new BABYLON.Quaternion();
  96746. this._tmpQuat2 = new BABYLON.Quaternion();
  96747. /**
  96748. * this function is executed by the physics engine.
  96749. */
  96750. this.beforeStep = function () {
  96751. if (!_this._physicsEngine) {
  96752. return;
  96753. }
  96754. _this.object.translate(_this._deltaPosition, -1);
  96755. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  96756. _this.object.computeWorldMatrix(false);
  96757. if (_this.object.parent && _this.object.rotationQuaternion) {
  96758. _this.getParentsRotation();
  96759. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  96760. }
  96761. else {
  96762. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  96763. }
  96764. if (!_this._options.disableBidirectionalTransformation) {
  96765. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  96766. }
  96767. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  96768. func(_this);
  96769. });
  96770. };
  96771. /**
  96772. * this function is executed by the physics engine
  96773. */
  96774. this.afterStep = function () {
  96775. if (!_this._physicsEngine) {
  96776. return;
  96777. }
  96778. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  96779. func(_this);
  96780. });
  96781. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  96782. // object has now its world rotation. needs to be converted to local.
  96783. if (_this.object.parent && _this.object.rotationQuaternion) {
  96784. _this.getParentsRotation();
  96785. _this._tmpQuat.conjugateInPlace();
  96786. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  96787. }
  96788. // take the position set and make it the absolute position of this object.
  96789. _this.object.setAbsolutePosition(_this.object.position);
  96790. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  96791. _this.object.translate(_this._deltaPosition, 1);
  96792. };
  96793. /**
  96794. * Legacy collision detection event support
  96795. */
  96796. this.onCollideEvent = null;
  96797. /**
  96798. * event and body object due to cannon's event-based architecture.
  96799. */
  96800. this.onCollide = function (e) {
  96801. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  96802. return;
  96803. }
  96804. if (!_this._physicsEngine) {
  96805. return;
  96806. }
  96807. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  96808. if (otherImpostor) {
  96809. // Legacy collision detection event support
  96810. if (_this.onCollideEvent) {
  96811. _this.onCollideEvent(_this, otherImpostor);
  96812. }
  96813. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  96814. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  96815. }).forEach(function (obj) {
  96816. obj.callback(_this, otherImpostor);
  96817. });
  96818. }
  96819. };
  96820. //sanity check!
  96821. if (!this.object) {
  96822. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  96823. return;
  96824. }
  96825. // Legacy support for old syntax.
  96826. if (!this._scene && object.getScene) {
  96827. this._scene = object.getScene();
  96828. }
  96829. if (!this._scene) {
  96830. return;
  96831. }
  96832. this._physicsEngine = this._scene.getPhysicsEngine();
  96833. if (!this._physicsEngine) {
  96834. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  96835. }
  96836. else {
  96837. //set the object's quaternion, if not set
  96838. if (!this.object.rotationQuaternion) {
  96839. if (this.object.rotation) {
  96840. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  96841. }
  96842. else {
  96843. this.object.rotationQuaternion = new BABYLON.Quaternion();
  96844. }
  96845. }
  96846. //default options params
  96847. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  96848. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  96849. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  96850. this._joints = [];
  96851. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  96852. if (!this.object.parent || this._options.ignoreParent) {
  96853. this._init();
  96854. }
  96855. else if (this.object.parent.physicsImpostor) {
  96856. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  96857. }
  96858. }
  96859. }
  96860. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  96861. /**
  96862. * Specifies if the physics imposter is disposed
  96863. */
  96864. get: function () {
  96865. return this._isDisposed;
  96866. },
  96867. enumerable: true,
  96868. configurable: true
  96869. });
  96870. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  96871. /**
  96872. * Gets the mass of the physics imposter
  96873. */
  96874. get: function () {
  96875. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  96876. },
  96877. set: function (value) {
  96878. this.setMass(value);
  96879. },
  96880. enumerable: true,
  96881. configurable: true
  96882. });
  96883. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  96884. /**
  96885. * Gets the coefficient of friction
  96886. */
  96887. get: function () {
  96888. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96889. },
  96890. /**
  96891. * Sets the coefficient of friction
  96892. */
  96893. set: function (value) {
  96894. if (!this._physicsEngine) {
  96895. return;
  96896. }
  96897. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96898. },
  96899. enumerable: true,
  96900. configurable: true
  96901. });
  96902. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96903. /**
  96904. * Gets the coefficient of restitution
  96905. */
  96906. get: function () {
  96907. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96908. },
  96909. /**
  96910. * Sets the coefficient of restitution
  96911. */
  96912. set: function (value) {
  96913. if (!this._physicsEngine) {
  96914. return;
  96915. }
  96916. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96917. },
  96918. enumerable: true,
  96919. configurable: true
  96920. });
  96921. /**
  96922. * This function will completly initialize this impostor.
  96923. * It will create a new body - but only if this mesh has no parent.
  96924. * If it has, this impostor will not be used other than to define the impostor
  96925. * of the child mesh.
  96926. * @hidden
  96927. */
  96928. PhysicsImpostor.prototype._init = function () {
  96929. if (!this._physicsEngine) {
  96930. return;
  96931. }
  96932. this._physicsEngine.removeImpostor(this);
  96933. this.physicsBody = null;
  96934. this._parent = this._parent || this._getPhysicsParent();
  96935. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96936. this._physicsEngine.addImpostor(this);
  96937. }
  96938. };
  96939. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96940. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96941. var parentMesh = this.object.parent;
  96942. return parentMesh.physicsImpostor;
  96943. }
  96944. return null;
  96945. };
  96946. /**
  96947. * Should a new body be generated.
  96948. * @returns boolean specifying if body initialization is required
  96949. */
  96950. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96951. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96952. };
  96953. /**
  96954. * Sets the updated scaling
  96955. * @param updated Specifies if the scaling is updated
  96956. */
  96957. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96958. this.forceUpdate();
  96959. };
  96960. /**
  96961. * Force a regeneration of this or the parent's impostor's body.
  96962. * Use under cautious - This will remove all joints already implemented.
  96963. */
  96964. PhysicsImpostor.prototype.forceUpdate = function () {
  96965. this._init();
  96966. if (this.parent && !this._options.ignoreParent) {
  96967. this.parent.forceUpdate();
  96968. }
  96969. };
  96970. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96971. /*public get mesh(): AbstractMesh {
  96972. return this._mesh;
  96973. }*/
  96974. /**
  96975. * Gets the body that holds this impostor. Either its own, or its parent.
  96976. */
  96977. get: function () {
  96978. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96979. },
  96980. /**
  96981. * Set the physics body. Used mainly by the physics engine/plugin
  96982. */
  96983. set: function (physicsBody) {
  96984. if (this._physicsBody && this._physicsEngine) {
  96985. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96986. }
  96987. this._physicsBody = physicsBody;
  96988. this.resetUpdateFlags();
  96989. },
  96990. enumerable: true,
  96991. configurable: true
  96992. });
  96993. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96994. /**
  96995. * Get the parent of the physics imposter
  96996. * @returns Physics imposter or null
  96997. */
  96998. get: function () {
  96999. return !this._options.ignoreParent && this._parent ? this._parent : null;
  97000. },
  97001. /**
  97002. * Sets the parent of the physics imposter
  97003. */
  97004. set: function (value) {
  97005. this._parent = value;
  97006. },
  97007. enumerable: true,
  97008. configurable: true
  97009. });
  97010. /**
  97011. * Resets the update flags
  97012. */
  97013. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  97014. this._bodyUpdateRequired = false;
  97015. };
  97016. /**
  97017. * Gets the object extend size
  97018. * @returns the object extend size
  97019. */
  97020. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  97021. if (this.object.getBoundingInfo) {
  97022. var q = this.object.rotationQuaternion;
  97023. //reset rotation
  97024. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  97025. //calculate the world matrix with no rotation
  97026. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97027. var boundingInfo = this.object.getBoundingInfo();
  97028. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  97029. //bring back the rotation
  97030. this.object.rotationQuaternion = q;
  97031. //calculate the world matrix with the new rotation
  97032. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97033. return size;
  97034. }
  97035. else {
  97036. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  97037. }
  97038. };
  97039. /**
  97040. * Gets the object center
  97041. * @returns The object center
  97042. */
  97043. PhysicsImpostor.prototype.getObjectCenter = function () {
  97044. if (this.object.getBoundingInfo) {
  97045. var boundingInfo = this.object.getBoundingInfo();
  97046. return boundingInfo.boundingBox.centerWorld;
  97047. }
  97048. else {
  97049. return this.object.position;
  97050. }
  97051. };
  97052. /**
  97053. * Get a specific parametes from the options parameter
  97054. * @param paramName The object parameter name
  97055. * @returns The object parameter
  97056. */
  97057. PhysicsImpostor.prototype.getParam = function (paramName) {
  97058. return this._options[paramName];
  97059. };
  97060. /**
  97061. * Sets a specific parameter in the options given to the physics plugin
  97062. * @param paramName The parameter name
  97063. * @param value The value of the parameter
  97064. */
  97065. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  97066. this._options[paramName] = value;
  97067. this._bodyUpdateRequired = true;
  97068. };
  97069. /**
  97070. * Specifically change the body's mass option. Won't recreate the physics body object
  97071. * @param mass The mass of the physics imposter
  97072. */
  97073. PhysicsImpostor.prototype.setMass = function (mass) {
  97074. if (this.getParam("mass") !== mass) {
  97075. this.setParam("mass", mass);
  97076. }
  97077. if (this._physicsEngine) {
  97078. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  97079. }
  97080. };
  97081. /**
  97082. * Gets the linear velocity
  97083. * @returns linear velocity or null
  97084. */
  97085. PhysicsImpostor.prototype.getLinearVelocity = function () {
  97086. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  97087. };
  97088. /**
  97089. * Sets the linear velocity
  97090. * @param velocity linear velocity or null
  97091. */
  97092. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  97093. if (this._physicsEngine) {
  97094. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  97095. }
  97096. };
  97097. /**
  97098. * Gets the angular velocity
  97099. * @returns angular velocity or null
  97100. */
  97101. PhysicsImpostor.prototype.getAngularVelocity = function () {
  97102. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  97103. };
  97104. /**
  97105. * Sets the angular velocity
  97106. * @param velocity The velocity or null
  97107. */
  97108. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  97109. if (this._physicsEngine) {
  97110. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  97111. }
  97112. };
  97113. /**
  97114. * Execute a function with the physics plugin native code
  97115. * Provide a function the will have two variables - the world object and the physics body object
  97116. * @param func The function to execute with the physics plugin native code
  97117. */
  97118. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  97119. if (this._physicsEngine) {
  97120. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  97121. }
  97122. };
  97123. /**
  97124. * Register a function that will be executed before the physics world is stepping forward
  97125. * @param func The function to execute before the physics world is stepped forward
  97126. */
  97127. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  97128. this._onBeforePhysicsStepCallbacks.push(func);
  97129. };
  97130. /**
  97131. * Unregister a function that will be executed before the physics world is stepping forward
  97132. * @param func The function to execute before the physics world is stepped forward
  97133. */
  97134. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97135. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97136. if (index > -1) {
  97137. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97138. }
  97139. else {
  97140. BABYLON.Tools.Warn("Function to remove was not found");
  97141. }
  97142. };
  97143. /**
  97144. * Register a function that will be executed after the physics step
  97145. * @param func The function to execute after physics step
  97146. */
  97147. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97148. this._onAfterPhysicsStepCallbacks.push(func);
  97149. };
  97150. /**
  97151. * Unregisters a function that will be executed after the physics step
  97152. * @param func The function to execute after physics step
  97153. */
  97154. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97155. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97156. if (index > -1) {
  97157. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97158. }
  97159. else {
  97160. BABYLON.Tools.Warn("Function to remove was not found");
  97161. }
  97162. };
  97163. /**
  97164. * register a function that will be executed when this impostor collides against a different body
  97165. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97166. * @param func Callback that is executed on collision
  97167. */
  97168. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97169. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97170. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97171. };
  97172. /**
  97173. * Unregisters the physics imposter on contact
  97174. * @param collideAgainst The physics object to collide against
  97175. * @param func Callback to execute on collision
  97176. */
  97177. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97178. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97179. var index = -1;
  97180. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97181. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97182. // chcek the arrays match
  97183. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97184. return collidedAgainstList.indexOf(impostor) > -1;
  97185. });
  97186. if (sameList) {
  97187. index = idx;
  97188. }
  97189. return sameList;
  97190. }
  97191. return false;
  97192. });
  97193. if (found) {
  97194. this._onPhysicsCollideCallbacks.splice(index, 1);
  97195. }
  97196. else {
  97197. BABYLON.Tools.Warn("Function to remove was not found");
  97198. }
  97199. };
  97200. /**
  97201. * Get the parent rotation
  97202. * @returns The parent rotation
  97203. */
  97204. PhysicsImpostor.prototype.getParentsRotation = function () {
  97205. var parent = this.object.parent;
  97206. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97207. while (parent) {
  97208. if (parent.rotationQuaternion) {
  97209. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97210. }
  97211. else {
  97212. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97213. }
  97214. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97215. parent = parent.parent;
  97216. }
  97217. return this._tmpQuat;
  97218. };
  97219. /**
  97220. * Apply a force
  97221. * @param force The force to apply
  97222. * @param contactPoint The contact point for the force
  97223. * @returns The physics imposter
  97224. */
  97225. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97226. if (this._physicsEngine) {
  97227. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97228. }
  97229. return this;
  97230. };
  97231. /**
  97232. * Apply an impulse
  97233. * @param force The impulse force
  97234. * @param contactPoint The contact point for the impulse force
  97235. * @returns The physics imposter
  97236. */
  97237. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97238. if (this._physicsEngine) {
  97239. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97240. }
  97241. return this;
  97242. };
  97243. /**
  97244. * A help function to create a joint
  97245. * @param otherImpostor A physics imposter used to create a joint
  97246. * @param jointType The type of joint
  97247. * @param jointData The data for the joint
  97248. * @returns The physics imposter
  97249. */
  97250. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97251. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97252. this.addJoint(otherImpostor, joint);
  97253. return this;
  97254. };
  97255. /**
  97256. * Add a joint to this impostor with a different impostor
  97257. * @param otherImpostor A physics imposter used to add a joint
  97258. * @param joint The joint to add
  97259. * @returns The physics imposter
  97260. */
  97261. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97262. this._joints.push({
  97263. otherImpostor: otherImpostor,
  97264. joint: joint
  97265. });
  97266. if (this._physicsEngine) {
  97267. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97268. }
  97269. return this;
  97270. };
  97271. /**
  97272. * Will keep this body still, in a sleep mode.
  97273. * @returns the physics imposter
  97274. */
  97275. PhysicsImpostor.prototype.sleep = function () {
  97276. if (this._physicsEngine) {
  97277. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97278. }
  97279. return this;
  97280. };
  97281. /**
  97282. * Wake the body up.
  97283. * @returns The physics imposter
  97284. */
  97285. PhysicsImpostor.prototype.wakeUp = function () {
  97286. if (this._physicsEngine) {
  97287. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97288. }
  97289. return this;
  97290. };
  97291. /**
  97292. * Clones the physics imposter
  97293. * @param newObject The physics imposter clones to this physics-enabled object
  97294. * @returns A nullable physics imposter
  97295. */
  97296. PhysicsImpostor.prototype.clone = function (newObject) {
  97297. if (!newObject) {
  97298. return null;
  97299. }
  97300. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97301. };
  97302. /**
  97303. * Disposes the physics imposter
  97304. */
  97305. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97306. var _this = this;
  97307. //no dispose if no physics engine is available.
  97308. if (!this._physicsEngine) {
  97309. return;
  97310. }
  97311. this._joints.forEach(function (j) {
  97312. if (_this._physicsEngine) {
  97313. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97314. }
  97315. });
  97316. //dispose the physics body
  97317. this._physicsEngine.removeImpostor(this);
  97318. if (this.parent) {
  97319. this.parent.forceUpdate();
  97320. }
  97321. else {
  97322. /*this._object.getChildMeshes().forEach(function(mesh) {
  97323. if (mesh.physicsImpostor) {
  97324. if (disposeChildren) {
  97325. mesh.physicsImpostor.dispose();
  97326. mesh.physicsImpostor = null;
  97327. }
  97328. }
  97329. })*/
  97330. }
  97331. this._isDisposed = true;
  97332. };
  97333. /**
  97334. * Sets the delta position
  97335. * @param position The delta position amount
  97336. */
  97337. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97338. this._deltaPosition.copyFrom(position);
  97339. };
  97340. /**
  97341. * Sets the delta rotation
  97342. * @param rotation The delta rotation amount
  97343. */
  97344. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97345. if (!this._deltaRotation) {
  97346. this._deltaRotation = new BABYLON.Quaternion();
  97347. }
  97348. this._deltaRotation.copyFrom(rotation);
  97349. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97350. };
  97351. /**
  97352. * Gets the box size of the physics imposter and stores the result in the input parameter
  97353. * @param result Stores the box size
  97354. * @returns The physics imposter
  97355. */
  97356. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97357. if (this._physicsEngine) {
  97358. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97359. }
  97360. return this;
  97361. };
  97362. /**
  97363. * Gets the radius of the physics imposter
  97364. * @returns Radius of the physics imposter
  97365. */
  97366. PhysicsImpostor.prototype.getRadius = function () {
  97367. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97368. };
  97369. /**
  97370. * Sync a bone with this impostor
  97371. * @param bone The bone to sync to the impostor.
  97372. * @param boneMesh The mesh that the bone is influencing.
  97373. * @param jointPivot The pivot of the joint / bone in local space.
  97374. * @param distToJoint Optional distance from the impostor to the joint.
  97375. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97376. */
  97377. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97378. var tempVec = PhysicsImpostor._tmpVecs[0];
  97379. var mesh = this.object;
  97380. if (mesh.rotationQuaternion) {
  97381. if (adjustRotation) {
  97382. var tempQuat = PhysicsImpostor._tmpQuat;
  97383. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97384. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97385. }
  97386. else {
  97387. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97388. }
  97389. }
  97390. tempVec.x = 0;
  97391. tempVec.y = 0;
  97392. tempVec.z = 0;
  97393. if (jointPivot) {
  97394. tempVec.x = jointPivot.x;
  97395. tempVec.y = jointPivot.y;
  97396. tempVec.z = jointPivot.z;
  97397. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97398. if (distToJoint === undefined || distToJoint === null) {
  97399. distToJoint = jointPivot.length();
  97400. }
  97401. tempVec.x *= distToJoint;
  97402. tempVec.y *= distToJoint;
  97403. tempVec.z *= distToJoint;
  97404. }
  97405. if (bone.getParent()) {
  97406. tempVec.addInPlace(mesh.getAbsolutePosition());
  97407. bone.setAbsolutePosition(tempVec, boneMesh);
  97408. }
  97409. else {
  97410. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97411. boneMesh.position.x -= tempVec.x;
  97412. boneMesh.position.y -= tempVec.y;
  97413. boneMesh.position.z -= tempVec.z;
  97414. }
  97415. };
  97416. /**
  97417. * Sync impostor to a bone
  97418. * @param bone The bone that the impostor will be synced to.
  97419. * @param boneMesh The mesh that the bone is influencing.
  97420. * @param jointPivot The pivot of the joint / bone in local space.
  97421. * @param distToJoint Optional distance from the impostor to the joint.
  97422. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97423. * @param boneAxis Optional vector3 axis the bone is aligned with
  97424. */
  97425. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97426. var mesh = this.object;
  97427. if (mesh.rotationQuaternion) {
  97428. if (adjustRotation) {
  97429. var tempQuat = PhysicsImpostor._tmpQuat;
  97430. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97431. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97432. }
  97433. else {
  97434. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97435. }
  97436. }
  97437. var pos = PhysicsImpostor._tmpVecs[0];
  97438. var boneDir = PhysicsImpostor._tmpVecs[1];
  97439. if (!boneAxis) {
  97440. boneAxis = PhysicsImpostor._tmpVecs[2];
  97441. boneAxis.x = 0;
  97442. boneAxis.y = 1;
  97443. boneAxis.z = 0;
  97444. }
  97445. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97446. bone.getAbsolutePositionToRef(boneMesh, pos);
  97447. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97448. distToJoint = jointPivot.length();
  97449. }
  97450. if (distToJoint !== undefined && distToJoint !== null) {
  97451. pos.x += boneDir.x * distToJoint;
  97452. pos.y += boneDir.y * distToJoint;
  97453. pos.z += boneDir.z * distToJoint;
  97454. }
  97455. mesh.setAbsolutePosition(pos);
  97456. };
  97457. /**
  97458. * The default object size of the imposter
  97459. */
  97460. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97461. /**
  97462. * The identity quaternion of the imposter
  97463. */
  97464. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97465. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97466. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97467. //Impostor types
  97468. /**
  97469. * No-Imposter type
  97470. */
  97471. PhysicsImpostor.NoImpostor = 0;
  97472. /**
  97473. * Sphere-Imposter type
  97474. */
  97475. PhysicsImpostor.SphereImpostor = 1;
  97476. /**
  97477. * Box-Imposter type
  97478. */
  97479. PhysicsImpostor.BoxImpostor = 2;
  97480. /**
  97481. * Plane-Imposter type
  97482. */
  97483. PhysicsImpostor.PlaneImpostor = 3;
  97484. /**
  97485. * Mesh-imposter type
  97486. */
  97487. PhysicsImpostor.MeshImpostor = 4;
  97488. /**
  97489. * Cylinder-Imposter type
  97490. */
  97491. PhysicsImpostor.CylinderImpostor = 7;
  97492. /**
  97493. * Particle-Imposter type
  97494. */
  97495. PhysicsImpostor.ParticleImpostor = 8;
  97496. /**
  97497. * Heightmap-Imposter type
  97498. */
  97499. PhysicsImpostor.HeightmapImpostor = 9;
  97500. return PhysicsImpostor;
  97501. }());
  97502. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97503. })(BABYLON || (BABYLON = {}));
  97504. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97505. var BABYLON;
  97506. (function (BABYLON) {
  97507. /**
  97508. * Class used to control physics engine
  97509. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97510. */
  97511. var PhysicsEngine = /** @class */ (function () {
  97512. /**
  97513. * Creates a new Physics Engine
  97514. * @param gravity defines the gravity vector used by the simulation
  97515. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97516. */
  97517. function PhysicsEngine(gravity, _physicsPlugin) {
  97518. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97519. this._physicsPlugin = _physicsPlugin;
  97520. this._impostors = [];
  97521. this._joints = [];
  97522. if (!this._physicsPlugin.isSupported()) {
  97523. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97524. + "Please make sure it is included.");
  97525. }
  97526. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97527. this.setGravity(gravity);
  97528. this.setTimeStep();
  97529. }
  97530. /**
  97531. * Sets the gravity vector used by the simulation
  97532. * @param gravity defines the gravity vector to use
  97533. */
  97534. PhysicsEngine.prototype.setGravity = function (gravity) {
  97535. this.gravity = gravity;
  97536. this._physicsPlugin.setGravity(this.gravity);
  97537. };
  97538. /**
  97539. * Set the time step of the physics engine.
  97540. * Default is 1/60.
  97541. * To slow it down, enter 1/600 for example.
  97542. * To speed it up, 1/30
  97543. * @param newTimeStep defines the new timestep to apply to this world.
  97544. */
  97545. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97546. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97547. this._physicsPlugin.setTimeStep(newTimeStep);
  97548. };
  97549. /**
  97550. * Get the time step of the physics engine.
  97551. * @returns the current time step
  97552. */
  97553. PhysicsEngine.prototype.getTimeStep = function () {
  97554. return this._physicsPlugin.getTimeStep();
  97555. };
  97556. /**
  97557. * Release all resources
  97558. */
  97559. PhysicsEngine.prototype.dispose = function () {
  97560. this._impostors.forEach(function (impostor) {
  97561. impostor.dispose();
  97562. });
  97563. this._physicsPlugin.dispose();
  97564. };
  97565. /**
  97566. * Gets the name of the current physics plugin
  97567. * @returns the name of the plugin
  97568. */
  97569. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97570. return this._physicsPlugin.name;
  97571. };
  97572. /**
  97573. * Adding a new impostor for the impostor tracking.
  97574. * This will be done by the impostor itself.
  97575. * @param impostor the impostor to add
  97576. */
  97577. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97578. impostor.uniqueId = this._impostors.push(impostor);
  97579. //if no parent, generate the body
  97580. if (!impostor.parent) {
  97581. this._physicsPlugin.generatePhysicsBody(impostor);
  97582. }
  97583. };
  97584. /**
  97585. * Remove an impostor from the engine.
  97586. * This impostor and its mesh will not longer be updated by the physics engine.
  97587. * @param impostor the impostor to remove
  97588. */
  97589. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97590. var index = this._impostors.indexOf(impostor);
  97591. if (index > -1) {
  97592. var removed = this._impostors.splice(index, 1);
  97593. //Is it needed?
  97594. if (removed.length) {
  97595. //this will also remove it from the world.
  97596. removed[0].physicsBody = null;
  97597. }
  97598. }
  97599. };
  97600. /**
  97601. * Add a joint to the physics engine
  97602. * @param mainImpostor defines the main impostor to which the joint is added.
  97603. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97604. * @param joint defines the joint that will connect both impostors.
  97605. */
  97606. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97607. var impostorJoint = {
  97608. mainImpostor: mainImpostor,
  97609. connectedImpostor: connectedImpostor,
  97610. joint: joint
  97611. };
  97612. joint.physicsPlugin = this._physicsPlugin;
  97613. this._joints.push(impostorJoint);
  97614. this._physicsPlugin.generateJoint(impostorJoint);
  97615. };
  97616. /**
  97617. * Removes a joint from the simulation
  97618. * @param mainImpostor defines the impostor used with the joint
  97619. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97620. * @param joint defines the joint to remove
  97621. */
  97622. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97623. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97624. return (impostorJoint.connectedImpostor === connectedImpostor
  97625. && impostorJoint.joint === joint
  97626. && impostorJoint.mainImpostor === mainImpostor);
  97627. });
  97628. if (matchingJoints.length) {
  97629. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97630. //TODO remove it from the list as well
  97631. }
  97632. };
  97633. /**
  97634. * Called by the scene. No need to call it.
  97635. * @param delta defines the timespam between frames
  97636. */
  97637. PhysicsEngine.prototype._step = function (delta) {
  97638. var _this = this;
  97639. //check if any mesh has no body / requires an update
  97640. this._impostors.forEach(function (impostor) {
  97641. if (impostor.isBodyInitRequired()) {
  97642. _this._physicsPlugin.generatePhysicsBody(impostor);
  97643. }
  97644. });
  97645. if (delta > 0.1) {
  97646. delta = 0.1;
  97647. }
  97648. else if (delta <= 0) {
  97649. delta = 1.0 / 60.0;
  97650. }
  97651. this._physicsPlugin.executeStep(delta, this._impostors);
  97652. };
  97653. /**
  97654. * Gets the current plugin used to run the simulation
  97655. * @returns current plugin
  97656. */
  97657. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97658. return this._physicsPlugin;
  97659. };
  97660. /**
  97661. * Gets the list of physic impostors
  97662. * @returns an array of PhysicsImpostor
  97663. */
  97664. PhysicsEngine.prototype.getImpostors = function () {
  97665. return this._impostors;
  97666. };
  97667. /**
  97668. * Gets the impostor for a physics enabled object
  97669. * @param object defines the object impersonated by the impostor
  97670. * @returns the PhysicsImpostor or null if not found
  97671. */
  97672. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97673. for (var i = 0; i < this._impostors.length; ++i) {
  97674. if (this._impostors[i].object === object) {
  97675. return this._impostors[i];
  97676. }
  97677. }
  97678. return null;
  97679. };
  97680. /**
  97681. * Gets the impostor for a physics body object
  97682. * @param body defines physics body used by the impostor
  97683. * @returns the PhysicsImpostor or null if not found
  97684. */
  97685. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97686. for (var i = 0; i < this._impostors.length; ++i) {
  97687. if (this._impostors[i].physicsBody === body) {
  97688. return this._impostors[i];
  97689. }
  97690. }
  97691. return null;
  97692. };
  97693. /**
  97694. * Global value used to control the smallest number supported by the simulation
  97695. */
  97696. PhysicsEngine.Epsilon = 0.001;
  97697. return PhysicsEngine;
  97698. }());
  97699. BABYLON.PhysicsEngine = PhysicsEngine;
  97700. })(BABYLON || (BABYLON = {}));
  97701. //# sourceMappingURL=babylon.physicsEngine.js.map
  97702. var BABYLON;
  97703. (function (BABYLON) {
  97704. /**
  97705. * A helper for physics simulations
  97706. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97707. */
  97708. var PhysicsHelper = /** @class */ (function () {
  97709. /**
  97710. * Initializes the Physics helper
  97711. * @param scene Babylon.js scene
  97712. */
  97713. function PhysicsHelper(scene) {
  97714. this._scene = scene;
  97715. this._physicsEngine = this._scene.getPhysicsEngine();
  97716. if (!this._physicsEngine) {
  97717. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97718. }
  97719. }
  97720. /**
  97721. * Applies a radial explosion impulse
  97722. * @param origin the origin of the explosion
  97723. * @param radius the explosion radius
  97724. * @param strength the explosion strength
  97725. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97726. * @returns A physics radial explosion event, or null
  97727. */
  97728. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97729. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97730. if (!this._physicsEngine) {
  97731. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97732. return null;
  97733. }
  97734. var impostors = this._physicsEngine.getImpostors();
  97735. if (impostors.length === 0) {
  97736. return null;
  97737. }
  97738. var event = new PhysicsRadialExplosionEvent(this._scene);
  97739. impostors.forEach(function (impostor) {
  97740. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97741. if (!impostorForceAndContactPoint) {
  97742. return;
  97743. }
  97744. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97745. });
  97746. event.dispose(false);
  97747. return event;
  97748. };
  97749. /**
  97750. * Applies a radial explosion force
  97751. * @param origin the origin of the explosion
  97752. * @param radius the explosion radius
  97753. * @param strength the explosion strength
  97754. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97755. * @returns A physics radial explosion event, or null
  97756. */
  97757. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  97758. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97759. if (!this._physicsEngine) {
  97760. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97761. return null;
  97762. }
  97763. var impostors = this._physicsEngine.getImpostors();
  97764. if (impostors.length === 0) {
  97765. return null;
  97766. }
  97767. var event = new PhysicsRadialExplosionEvent(this._scene);
  97768. impostors.forEach(function (impostor) {
  97769. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97770. if (!impostorForceAndContactPoint) {
  97771. return;
  97772. }
  97773. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97774. });
  97775. event.dispose(false);
  97776. return event;
  97777. };
  97778. /**
  97779. * Creates a gravitational field
  97780. * @param origin the origin of the explosion
  97781. * @param radius the explosion radius
  97782. * @param strength the explosion strength
  97783. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97784. * @returns A physics gravitational field event, or null
  97785. */
  97786. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  97787. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97788. if (!this._physicsEngine) {
  97789. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97790. return null;
  97791. }
  97792. var impostors = this._physicsEngine.getImpostors();
  97793. if (impostors.length === 0) {
  97794. return null;
  97795. }
  97796. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  97797. event.dispose(false);
  97798. return event;
  97799. };
  97800. /**
  97801. * Creates a physics updraft event
  97802. * @param origin the origin of the updraft
  97803. * @param radius the radius of the updraft
  97804. * @param strength the strength of the updraft
  97805. * @param height the height of the updraft
  97806. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  97807. * @returns A physics updraft event, or null
  97808. */
  97809. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  97810. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  97811. if (!this._physicsEngine) {
  97812. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97813. return null;
  97814. }
  97815. if (this._physicsEngine.getImpostors().length === 0) {
  97816. return null;
  97817. }
  97818. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  97819. event.dispose(false);
  97820. return event;
  97821. };
  97822. /**
  97823. * Creates a physics vortex event
  97824. * @param origin the of the vortex
  97825. * @param radius the radius of the vortex
  97826. * @param strength the strength of the vortex
  97827. * @param height the height of the vortex
  97828. * @returns a Physics vortex event, or null
  97829. * A physics vortex event or null
  97830. */
  97831. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  97832. if (!this._physicsEngine) {
  97833. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97834. return null;
  97835. }
  97836. if (this._physicsEngine.getImpostors().length === 0) {
  97837. return null;
  97838. }
  97839. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  97840. event.dispose(false);
  97841. return event;
  97842. };
  97843. return PhysicsHelper;
  97844. }());
  97845. BABYLON.PhysicsHelper = PhysicsHelper;
  97846. /**
  97847. * Represents a physics radial explosion event
  97848. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97849. */
  97850. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  97851. /**
  97852. * Initializes a radial explosioin event
  97853. * @param scene BabylonJS scene
  97854. */
  97855. function PhysicsRadialExplosionEvent(scene) {
  97856. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  97857. this._rays = [];
  97858. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  97859. this._scene = scene;
  97860. }
  97861. /**
  97862. * Returns the data related to the radial explosion event (sphere & rays).
  97863. * @returns The radial explosion event data
  97864. */
  97865. PhysicsRadialExplosionEvent.prototype.getData = function () {
  97866. this._dataFetched = true;
  97867. return {
  97868. sphere: this._sphere,
  97869. rays: this._rays,
  97870. };
  97871. };
  97872. /**
  97873. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  97874. * @param impostor A physics imposter
  97875. * @param origin the origin of the explosion
  97876. * @param radius the explosion radius
  97877. * @param strength the explosion strength
  97878. * @param falloff possible options: Constant & Linear
  97879. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  97880. */
  97881. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  97882. if (impostor.mass === 0) {
  97883. return null;
  97884. }
  97885. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  97886. return null;
  97887. }
  97888. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97889. return null;
  97890. }
  97891. var impostorObjectCenter = impostor.getObjectCenter();
  97892. var direction = impostorObjectCenter.subtract(origin);
  97893. var ray = new BABYLON.Ray(origin, direction, radius);
  97894. this._rays.push(ray);
  97895. var hit = ray.intersectsMesh(impostor.object);
  97896. var contactPoint = hit.pickedPoint;
  97897. if (!contactPoint) {
  97898. return null;
  97899. }
  97900. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97901. if (distanceFromOrigin > radius) {
  97902. return null;
  97903. }
  97904. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97905. ? strength
  97906. : strength * (1 - (distanceFromOrigin / radius));
  97907. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97908. return { force: force, contactPoint: contactPoint };
  97909. };
  97910. /**
  97911. * Disposes the sphere.
  97912. * @param force Specifies if the sphere should be disposed by force
  97913. */
  97914. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97915. var _this = this;
  97916. if (force === void 0) { force = true; }
  97917. if (force) {
  97918. this._sphere.dispose();
  97919. }
  97920. else {
  97921. setTimeout(function () {
  97922. if (!_this._dataFetched) {
  97923. _this._sphere.dispose();
  97924. }
  97925. }, 0);
  97926. }
  97927. };
  97928. /*** Helpers ***/
  97929. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97930. if (!this._sphere) {
  97931. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97932. this._sphere.isVisible = false;
  97933. }
  97934. };
  97935. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97936. var impostorObject = impostor.object;
  97937. this._prepareSphere();
  97938. this._sphere.position = origin;
  97939. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97940. this._sphere._updateBoundingInfo();
  97941. this._sphere.computeWorldMatrix(true);
  97942. return this._sphere.intersectsMesh(impostorObject, true);
  97943. };
  97944. return PhysicsRadialExplosionEvent;
  97945. }());
  97946. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97947. /**
  97948. * Represents a gravitational field event
  97949. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97950. */
  97951. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97952. /**
  97953. * Initializes the physics gravitational field event
  97954. * @param physicsHelper A physics helper
  97955. * @param scene BabylonJS scene
  97956. * @param origin The origin position of the gravitational field event
  97957. * @param radius The radius of the gravitational field event
  97958. * @param strength The strength of the gravitational field event
  97959. * @param falloff The falloff for the gravitational field event
  97960. */
  97961. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97962. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97963. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97964. this._physicsHelper = physicsHelper;
  97965. this._scene = scene;
  97966. this._origin = origin;
  97967. this._radius = radius;
  97968. this._strength = strength;
  97969. this._falloff = falloff;
  97970. this._tickCallback = this._tick.bind(this);
  97971. }
  97972. /**
  97973. * Returns the data related to the gravitational field event (sphere).
  97974. * @returns A gravitational field event
  97975. */
  97976. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97977. this._dataFetched = true;
  97978. return {
  97979. sphere: this._sphere,
  97980. };
  97981. };
  97982. /**
  97983. * Enables the gravitational field.
  97984. */
  97985. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97986. this._tickCallback.call(this);
  97987. this._scene.registerBeforeRender(this._tickCallback);
  97988. };
  97989. /**
  97990. * Disables the gravitational field.
  97991. */
  97992. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97993. this._scene.unregisterBeforeRender(this._tickCallback);
  97994. };
  97995. /**
  97996. * Disposes the sphere.
  97997. * @param force The force to dispose from the gravitational field event
  97998. */
  97999. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  98000. var _this = this;
  98001. if (force === void 0) { force = true; }
  98002. if (force) {
  98003. this._sphere.dispose();
  98004. }
  98005. else {
  98006. setTimeout(function () {
  98007. if (!_this._dataFetched) {
  98008. _this._sphere.dispose();
  98009. }
  98010. }, 0);
  98011. }
  98012. };
  98013. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  98014. // Since the params won't change, we fetch the event only once
  98015. if (this._sphere) {
  98016. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98017. }
  98018. else {
  98019. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98020. if (radialExplosionEvent) {
  98021. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  98022. }
  98023. }
  98024. };
  98025. return PhysicsGravitationalFieldEvent;
  98026. }());
  98027. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  98028. /**
  98029. * Represents a physics updraft event
  98030. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98031. */
  98032. var PhysicsUpdraftEvent = /** @class */ (function () {
  98033. /**
  98034. * Initializes the physics updraft event
  98035. * @param _scene BabylonJS scene
  98036. * @param _origin The origin position of the updraft
  98037. * @param _radius The radius of the updraft
  98038. * @param _strength The strength of the updraft
  98039. * @param _height The height of the updraft
  98040. * @param _updraftMode The mode of the updraft
  98041. */
  98042. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  98043. this._scene = _scene;
  98044. this._origin = _origin;
  98045. this._radius = _radius;
  98046. this._strength = _strength;
  98047. this._height = _height;
  98048. this._updraftMode = _updraftMode;
  98049. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98050. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  98051. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98052. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98053. this._physicsEngine = this._scene.getPhysicsEngine();
  98054. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98055. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98056. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98057. this._originDirection = this._origin.subtract(this._originTop).normalize();
  98058. }
  98059. this._tickCallback = this._tick.bind(this);
  98060. }
  98061. /**
  98062. * Returns the data related to the updraft event (cylinder).
  98063. * @returns A physics updraft event
  98064. */
  98065. PhysicsUpdraftEvent.prototype.getData = function () {
  98066. this._dataFetched = true;
  98067. return {
  98068. cylinder: this._cylinder,
  98069. };
  98070. };
  98071. /**
  98072. * Enables the updraft.
  98073. */
  98074. PhysicsUpdraftEvent.prototype.enable = function () {
  98075. this._tickCallback.call(this);
  98076. this._scene.registerBeforeRender(this._tickCallback);
  98077. };
  98078. /**
  98079. * Disables the cortex.
  98080. */
  98081. PhysicsUpdraftEvent.prototype.disable = function () {
  98082. this._scene.unregisterBeforeRender(this._tickCallback);
  98083. };
  98084. /**
  98085. * Disposes the sphere.
  98086. * @param force Specifies if the updraft should be disposed by force
  98087. */
  98088. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  98089. var _this = this;
  98090. if (force === void 0) { force = true; }
  98091. if (force) {
  98092. this._cylinder.dispose();
  98093. }
  98094. else {
  98095. setTimeout(function () {
  98096. if (!_this._dataFetched) {
  98097. _this._cylinder.dispose();
  98098. }
  98099. }, 0);
  98100. }
  98101. };
  98102. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98103. if (impostor.mass === 0) {
  98104. return null;
  98105. }
  98106. if (!this._intersectsWithCylinder(impostor)) {
  98107. return null;
  98108. }
  98109. var impostorObjectCenter = impostor.getObjectCenter();
  98110. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98111. var direction = this._originDirection;
  98112. }
  98113. else {
  98114. var direction = impostorObjectCenter.subtract(this._originTop);
  98115. }
  98116. var multiplier = this._strength * -1;
  98117. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98118. return { force: force, contactPoint: impostorObjectCenter };
  98119. };
  98120. PhysicsUpdraftEvent.prototype._tick = function () {
  98121. var _this = this;
  98122. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98123. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98124. if (!impostorForceAndContactPoint) {
  98125. return;
  98126. }
  98127. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98128. });
  98129. };
  98130. /*** Helpers ***/
  98131. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98132. if (!this._cylinder) {
  98133. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98134. height: this._height,
  98135. diameter: this._radius * 2,
  98136. }, this._scene);
  98137. this._cylinder.isVisible = false;
  98138. }
  98139. };
  98140. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98141. var impostorObject = impostor.object;
  98142. this._prepareCylinder();
  98143. this._cylinder.position = this._cylinderPosition;
  98144. return this._cylinder.intersectsMesh(impostorObject, true);
  98145. };
  98146. return PhysicsUpdraftEvent;
  98147. }());
  98148. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98149. /**
  98150. * Represents a physics vortex event
  98151. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98152. */
  98153. var PhysicsVortexEvent = /** @class */ (function () {
  98154. /**
  98155. * Initializes the physics vortex event
  98156. * @param _scene The BabylonJS scene
  98157. * @param _origin The origin position of the vortex
  98158. * @param _radius The radius of the vortex
  98159. * @param _strength The strength of the vortex
  98160. * @param _height The height of the vortex
  98161. */
  98162. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98163. this._scene = _scene;
  98164. this._origin = _origin;
  98165. this._radius = _radius;
  98166. this._strength = _strength;
  98167. this._height = _height;
  98168. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98169. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98170. this._updraftMultiplier = 0.02;
  98171. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98172. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98173. this._physicsEngine = this._scene.getPhysicsEngine();
  98174. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98175. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98176. this._tickCallback = this._tick.bind(this);
  98177. }
  98178. /**
  98179. * Returns the data related to the vortex event (cylinder).
  98180. * @returns The physics vortex event data
  98181. */
  98182. PhysicsVortexEvent.prototype.getData = function () {
  98183. this._dataFetched = true;
  98184. return {
  98185. cylinder: this._cylinder,
  98186. };
  98187. };
  98188. /**
  98189. * Enables the vortex.
  98190. */
  98191. PhysicsVortexEvent.prototype.enable = function () {
  98192. this._tickCallback.call(this);
  98193. this._scene.registerBeforeRender(this._tickCallback);
  98194. };
  98195. /**
  98196. * Disables the cortex.
  98197. */
  98198. PhysicsVortexEvent.prototype.disable = function () {
  98199. this._scene.unregisterBeforeRender(this._tickCallback);
  98200. };
  98201. /**
  98202. * Disposes the sphere.
  98203. * @param force
  98204. */
  98205. PhysicsVortexEvent.prototype.dispose = function (force) {
  98206. var _this = this;
  98207. if (force === void 0) { force = true; }
  98208. if (force) {
  98209. this._cylinder.dispose();
  98210. }
  98211. else {
  98212. setTimeout(function () {
  98213. if (!_this._dataFetched) {
  98214. _this._cylinder.dispose();
  98215. }
  98216. }, 0);
  98217. }
  98218. };
  98219. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98220. if (impostor.mass === 0) {
  98221. return null;
  98222. }
  98223. if (!this._intersectsWithCylinder(impostor)) {
  98224. return null;
  98225. }
  98226. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98227. return null;
  98228. }
  98229. var impostorObjectCenter = impostor.getObjectCenter();
  98230. 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)
  98231. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98232. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98233. var hit = ray.intersectsMesh(impostor.object);
  98234. var contactPoint = hit.pickedPoint;
  98235. if (!contactPoint) {
  98236. return null;
  98237. }
  98238. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98239. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98240. var directionToOrigin = contactPoint.normalize();
  98241. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98242. directionToOrigin = directionToOrigin.negate();
  98243. }
  98244. // TODO: find a more physically based solution
  98245. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98246. var forceX = directionToOrigin.x * this._strength / 8;
  98247. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98248. var forceZ = directionToOrigin.z * this._strength / 8;
  98249. }
  98250. else {
  98251. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98252. var forceY = this._originTop.y * this._updraftMultiplier;
  98253. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98254. }
  98255. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98256. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98257. return { force: force, contactPoint: impostorObjectCenter };
  98258. };
  98259. PhysicsVortexEvent.prototype._tick = function () {
  98260. var _this = this;
  98261. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98262. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98263. if (!impostorForceAndContactPoint) {
  98264. return;
  98265. }
  98266. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98267. });
  98268. };
  98269. /*** Helpers ***/
  98270. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98271. if (!this._cylinder) {
  98272. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98273. height: this._height,
  98274. diameter: this._radius * 2,
  98275. }, this._scene);
  98276. this._cylinder.isVisible = false;
  98277. }
  98278. };
  98279. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98280. var impostorObject = impostor.object;
  98281. this._prepareCylinder();
  98282. this._cylinder.position = this._cylinderPosition;
  98283. return this._cylinder.intersectsMesh(impostorObject, true);
  98284. };
  98285. return PhysicsVortexEvent;
  98286. }());
  98287. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98288. /**
  98289. * The strenght of the force in correspondence to the distance of the affected object
  98290. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98291. */
  98292. var PhysicsRadialImpulseFalloff;
  98293. (function (PhysicsRadialImpulseFalloff) {
  98294. /** Defines that impulse is constant in strength across it's whole radius */
  98295. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98296. /** DEfines that impulse gets weaker if it's further from the origin */
  98297. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98298. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98299. /**
  98300. * The strength of the force in correspondence to the distance of the affected object
  98301. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98302. */
  98303. var PhysicsUpdraftMode;
  98304. (function (PhysicsUpdraftMode) {
  98305. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98306. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98307. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98308. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98309. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98310. })(BABYLON || (BABYLON = {}));
  98311. //# sourceMappingURL=babylon.physicsHelper.js.map
  98312. var BABYLON;
  98313. (function (BABYLON) {
  98314. /** @hidden */
  98315. var CannonJSPlugin = /** @class */ (function () {
  98316. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98317. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98318. if (iterations === void 0) { iterations = 10; }
  98319. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98320. this.name = "CannonJSPlugin";
  98321. this._physicsMaterials = new Array();
  98322. this._fixedTimeStep = 1 / 60;
  98323. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98324. this.BJSCANNON = CANNON;
  98325. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98326. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98327. this._tmpPosition = BABYLON.Vector3.Zero();
  98328. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98329. this._tmpUnityRotation = new BABYLON.Quaternion();
  98330. if (!this.isSupported()) {
  98331. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98332. return;
  98333. }
  98334. this._extendNamespace();
  98335. this.world = new this.BJSCANNON.World();
  98336. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98337. this.world.solver.iterations = iterations;
  98338. }
  98339. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98340. this.world.gravity.copy(gravity);
  98341. };
  98342. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98343. this._fixedTimeStep = timeStep;
  98344. };
  98345. CannonJSPlugin.prototype.getTimeStep = function () {
  98346. return this._fixedTimeStep;
  98347. };
  98348. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98349. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98350. };
  98351. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98352. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98353. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98354. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98355. };
  98356. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98357. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98358. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98359. impostor.physicsBody.applyForce(impulse, worldPoint);
  98360. };
  98361. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98362. //parent-child relationship. Does this impostor has a parent impostor?
  98363. if (impostor.parent) {
  98364. if (impostor.physicsBody) {
  98365. this.removePhysicsBody(impostor);
  98366. //TODO is that needed?
  98367. impostor.forceUpdate();
  98368. }
  98369. return;
  98370. }
  98371. //should a new body be created for this impostor?
  98372. if (impostor.isBodyInitRequired()) {
  98373. var shape = this._createShape(impostor);
  98374. //unregister events, if body is being changed
  98375. var oldBody = impostor.physicsBody;
  98376. if (oldBody) {
  98377. this.removePhysicsBody(impostor);
  98378. }
  98379. //create the body and material
  98380. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98381. var bodyCreationObject = {
  98382. mass: impostor.getParam("mass"),
  98383. material: material
  98384. };
  98385. // A simple extend, in case native options were used.
  98386. var nativeOptions = impostor.getParam("nativeOptions");
  98387. for (var key in nativeOptions) {
  98388. if (nativeOptions.hasOwnProperty(key)) {
  98389. bodyCreationObject[key] = nativeOptions[key];
  98390. }
  98391. }
  98392. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98393. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98394. this.world.addEventListener("preStep", impostor.beforeStep);
  98395. this.world.addEventListener("postStep", impostor.afterStep);
  98396. impostor.physicsBody.addShape(shape);
  98397. this.world.add(impostor.physicsBody);
  98398. //try to keep the body moving in the right direction by taking old properties.
  98399. //Should be tested!
  98400. if (oldBody) {
  98401. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98402. impostor.physicsBody[param].copy(oldBody[param]);
  98403. });
  98404. }
  98405. this._processChildMeshes(impostor);
  98406. }
  98407. //now update the body's transformation
  98408. this._updatePhysicsBodyTransformation(impostor);
  98409. };
  98410. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98411. var _this = this;
  98412. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98413. var currentRotation = mainImpostor.object.rotationQuaternion;
  98414. if (meshChildren.length) {
  98415. var processMesh = function (localPosition, mesh) {
  98416. if (!currentRotation || !mesh.rotationQuaternion) {
  98417. return;
  98418. }
  98419. var childImpostor = mesh.getPhysicsImpostor();
  98420. if (childImpostor) {
  98421. var parent = childImpostor.parent;
  98422. if (parent !== mainImpostor) {
  98423. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98424. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98425. if (childImpostor.physicsBody) {
  98426. _this.removePhysicsBody(childImpostor);
  98427. childImpostor.physicsBody = null;
  98428. }
  98429. childImpostor.parent = mainImpostor;
  98430. childImpostor.resetUpdateFlags();
  98431. 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));
  98432. //Add the mass of the children.
  98433. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98434. }
  98435. }
  98436. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98437. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98438. };
  98439. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98440. }
  98441. };
  98442. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98443. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98444. this.world.removeEventListener("preStep", impostor.beforeStep);
  98445. this.world.removeEventListener("postStep", impostor.afterStep);
  98446. this.world.remove(impostor.physicsBody);
  98447. };
  98448. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98449. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98450. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98451. if (!mainBody || !connectedBody) {
  98452. return;
  98453. }
  98454. var constraint;
  98455. var jointData = impostorJoint.joint.jointData;
  98456. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98457. var constraintData = {
  98458. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98459. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98460. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98461. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98462. maxForce: jointData.nativeParams.maxForce,
  98463. collideConnected: !!jointData.collision
  98464. };
  98465. switch (impostorJoint.joint.type) {
  98466. case BABYLON.PhysicsJoint.HingeJoint:
  98467. case BABYLON.PhysicsJoint.Hinge2Joint:
  98468. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98469. break;
  98470. case BABYLON.PhysicsJoint.DistanceJoint:
  98471. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98472. break;
  98473. case BABYLON.PhysicsJoint.SpringJoint:
  98474. var springData = jointData;
  98475. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98476. restLength: springData.length,
  98477. stiffness: springData.stiffness,
  98478. damping: springData.damping,
  98479. localAnchorA: constraintData.pivotA,
  98480. localAnchorB: constraintData.pivotB
  98481. });
  98482. break;
  98483. case BABYLON.PhysicsJoint.LockJoint:
  98484. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98485. break;
  98486. case BABYLON.PhysicsJoint.PointToPointJoint:
  98487. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98488. default:
  98489. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98490. break;
  98491. }
  98492. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98493. constraint.collideConnected = !!jointData.collision;
  98494. impostorJoint.joint.physicsJoint = constraint;
  98495. //don't add spring as constraint, as it is not one.
  98496. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98497. this.world.addConstraint(constraint);
  98498. }
  98499. else {
  98500. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98501. constraint.applyForce();
  98502. };
  98503. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98504. }
  98505. };
  98506. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98507. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98508. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98509. }
  98510. else {
  98511. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98512. }
  98513. };
  98514. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98515. var index;
  98516. var mat;
  98517. for (index = 0; index < this._physicsMaterials.length; index++) {
  98518. mat = this._physicsMaterials[index];
  98519. if (mat.friction === friction && mat.restitution === restitution) {
  98520. return mat;
  98521. }
  98522. }
  98523. var currentMat = new this.BJSCANNON.Material(name);
  98524. currentMat.friction = friction;
  98525. currentMat.restitution = restitution;
  98526. this._physicsMaterials.push(currentMat);
  98527. return currentMat;
  98528. };
  98529. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98530. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98531. };
  98532. CannonJSPlugin.prototype._createShape = function (impostor) {
  98533. var object = impostor.object;
  98534. var returnValue;
  98535. var extendSize = impostor.getObjectExtendSize();
  98536. switch (impostor.type) {
  98537. case BABYLON.PhysicsImpostor.SphereImpostor:
  98538. var radiusX = extendSize.x;
  98539. var radiusY = extendSize.y;
  98540. var radiusZ = extendSize.z;
  98541. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98542. break;
  98543. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98544. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98545. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98546. break;
  98547. case BABYLON.PhysicsImpostor.BoxImpostor:
  98548. var box = extendSize.scale(0.5);
  98549. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98550. break;
  98551. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98552. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98553. returnValue = new this.BJSCANNON.Plane();
  98554. break;
  98555. case BABYLON.PhysicsImpostor.MeshImpostor:
  98556. // should transform the vertex data to world coordinates!!
  98557. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98558. var rawFaces = object.getIndices ? object.getIndices() : [];
  98559. if (!rawVerts) {
  98560. return;
  98561. }
  98562. // get only scale! so the object could transform correctly.
  98563. var oldPosition = object.position.clone();
  98564. var oldRotation = object.rotation && object.rotation.clone();
  98565. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98566. object.position.copyFromFloats(0, 0, 0);
  98567. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98568. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98569. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98570. var transform = object.computeWorldMatrix(true);
  98571. // convert rawVerts to object space
  98572. var temp = new Array();
  98573. var index;
  98574. for (index = 0; index < rawVerts.length; index += 3) {
  98575. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98576. }
  98577. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98578. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98579. //now set back the transformation!
  98580. object.position.copyFrom(oldPosition);
  98581. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98582. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98583. break;
  98584. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98585. var oldPosition2 = object.position.clone();
  98586. var oldRotation2 = object.rotation && object.rotation.clone();
  98587. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98588. object.position.copyFromFloats(0, 0, 0);
  98589. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98590. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98591. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98592. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98593. returnValue = this._createHeightmap(object);
  98594. object.position.copyFrom(oldPosition2);
  98595. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98596. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98597. object.computeWorldMatrix(true);
  98598. break;
  98599. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98600. returnValue = new this.BJSCANNON.Particle();
  98601. break;
  98602. }
  98603. return returnValue;
  98604. };
  98605. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98606. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98607. var transform = object.computeWorldMatrix(true);
  98608. // convert rawVerts to object space
  98609. var temp = new Array();
  98610. var index;
  98611. for (index = 0; index < pos.length; index += 3) {
  98612. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98613. }
  98614. pos = temp;
  98615. var matrix = new Array();
  98616. //For now pointDepth will not be used and will be automatically calculated.
  98617. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98618. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98619. var boundingInfo = object.getBoundingInfo();
  98620. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98621. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98622. var elementSize = dim * 2 / arraySize;
  98623. for (var i = 0; i < pos.length; i = i + 3) {
  98624. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98625. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98626. var y = -pos[i + 2] + minY;
  98627. if (!matrix[x]) {
  98628. matrix[x] = [];
  98629. }
  98630. if (!matrix[x][z]) {
  98631. matrix[x][z] = y;
  98632. }
  98633. matrix[x][z] = Math.max(y, matrix[x][z]);
  98634. }
  98635. for (var x = 0; x <= arraySize; ++x) {
  98636. if (!matrix[x]) {
  98637. var loc = 1;
  98638. while (!matrix[(x + loc) % arraySize]) {
  98639. loc++;
  98640. }
  98641. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98642. //console.log("missing x", x);
  98643. }
  98644. for (var z = 0; z <= arraySize; ++z) {
  98645. if (!matrix[x][z]) {
  98646. var loc = 1;
  98647. var newValue;
  98648. while (newValue === undefined) {
  98649. newValue = matrix[x][(z + loc++) % arraySize];
  98650. }
  98651. matrix[x][z] = newValue;
  98652. }
  98653. }
  98654. }
  98655. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98656. elementSize: elementSize
  98657. });
  98658. //For future reference, needed for body transformation
  98659. shape.minY = minY;
  98660. return shape;
  98661. };
  98662. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98663. var object = impostor.object;
  98664. //make sure it is updated...
  98665. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98666. // The delta between the mesh position and the mesh bounding box center
  98667. var bInfo = object.getBoundingInfo();
  98668. if (!bInfo) {
  98669. return;
  98670. }
  98671. var center = impostor.getObjectCenter();
  98672. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98673. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98674. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98675. this._tmpPosition.copyFrom(center);
  98676. var quaternion = object.rotationQuaternion;
  98677. if (!quaternion) {
  98678. return;
  98679. }
  98680. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98681. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98682. //-90 DEG in X, precalculated
  98683. quaternion = quaternion.multiply(this._minus90X);
  98684. //Invert! (Precalculated, 90 deg in X)
  98685. //No need to clone. this will never change.
  98686. impostor.setDeltaRotation(this._plus90X);
  98687. }
  98688. //If it is a heightfield, if should be centered.
  98689. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98690. var mesh = object;
  98691. var boundingInfo = mesh.getBoundingInfo();
  98692. //calculate the correct body position:
  98693. var rotationQuaternion = mesh.rotationQuaternion;
  98694. mesh.rotationQuaternion = this._tmpUnityRotation;
  98695. mesh.computeWorldMatrix(true);
  98696. //get original center with no rotation
  98697. var c = center.clone();
  98698. var oldPivot = mesh.getPivotMatrix();
  98699. if (oldPivot) {
  98700. // create a copy the pivot Matrix as it is modified in place
  98701. oldPivot = oldPivot.clone();
  98702. }
  98703. else {
  98704. oldPivot = BABYLON.Matrix.Identity();
  98705. }
  98706. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98707. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98708. mesh.setPreTransformMatrix(p);
  98709. mesh.computeWorldMatrix(true);
  98710. //calculate the translation
  98711. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98712. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98713. //add it inverted to the delta
  98714. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98715. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98716. //rotation is back
  98717. mesh.rotationQuaternion = rotationQuaternion;
  98718. mesh.setPreTransformMatrix(oldPivot);
  98719. mesh.computeWorldMatrix(true);
  98720. }
  98721. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98722. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98723. //this._tmpPosition.copyFrom(object.position);
  98724. }
  98725. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98726. //Now update the impostor object
  98727. impostor.physicsBody.position.copy(this._tmpPosition);
  98728. impostor.physicsBody.quaternion.copy(quaternion);
  98729. };
  98730. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98731. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98732. if (impostor.object.rotationQuaternion) {
  98733. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98734. }
  98735. };
  98736. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98737. impostor.physicsBody.position.copy(newPosition);
  98738. impostor.physicsBody.quaternion.copy(newRotation);
  98739. };
  98740. CannonJSPlugin.prototype.isSupported = function () {
  98741. return this.BJSCANNON !== undefined;
  98742. };
  98743. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98744. impostor.physicsBody.velocity.copy(velocity);
  98745. };
  98746. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98747. impostor.physicsBody.angularVelocity.copy(velocity);
  98748. };
  98749. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98750. var v = impostor.physicsBody.velocity;
  98751. if (!v) {
  98752. return null;
  98753. }
  98754. return new BABYLON.Vector3(v.x, v.y, v.z);
  98755. };
  98756. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98757. var v = impostor.physicsBody.angularVelocity;
  98758. if (!v) {
  98759. return null;
  98760. }
  98761. return new BABYLON.Vector3(v.x, v.y, v.z);
  98762. };
  98763. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98764. impostor.physicsBody.mass = mass;
  98765. impostor.physicsBody.updateMassProperties();
  98766. };
  98767. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  98768. return impostor.physicsBody.mass;
  98769. };
  98770. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  98771. return impostor.physicsBody.material.friction;
  98772. };
  98773. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98774. impostor.physicsBody.material.friction = friction;
  98775. };
  98776. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98777. return impostor.physicsBody.material.restitution;
  98778. };
  98779. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98780. impostor.physicsBody.material.restitution = restitution;
  98781. };
  98782. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  98783. impostor.physicsBody.sleep();
  98784. };
  98785. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  98786. impostor.physicsBody.wakeUp();
  98787. };
  98788. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98789. joint.physicsJoint.distance = maxDistance;
  98790. };
  98791. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98792. // if (!motorIndex) {
  98793. // joint.physicsJoint.enableMotor();
  98794. // }
  98795. // }
  98796. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98797. // if (!motorIndex) {
  98798. // joint.physicsJoint.disableMotor();
  98799. // }
  98800. // }
  98801. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98802. if (!motorIndex) {
  98803. joint.physicsJoint.enableMotor();
  98804. joint.physicsJoint.setMotorSpeed(speed);
  98805. if (maxForce) {
  98806. this.setLimit(joint, maxForce);
  98807. }
  98808. }
  98809. };
  98810. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  98811. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  98812. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  98813. };
  98814. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98815. var body = impostor.physicsBody;
  98816. mesh.position.x = body.position.x;
  98817. mesh.position.y = body.position.y;
  98818. mesh.position.z = body.position.z;
  98819. if (mesh.rotationQuaternion) {
  98820. mesh.rotationQuaternion.x = body.quaternion.x;
  98821. mesh.rotationQuaternion.y = body.quaternion.y;
  98822. mesh.rotationQuaternion.z = body.quaternion.z;
  98823. mesh.rotationQuaternion.w = body.quaternion.w;
  98824. }
  98825. };
  98826. CannonJSPlugin.prototype.getRadius = function (impostor) {
  98827. var shape = impostor.physicsBody.shapes[0];
  98828. return shape.boundingSphereRadius;
  98829. };
  98830. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98831. var shape = impostor.physicsBody.shapes[0];
  98832. result.x = shape.halfExtents.x * 2;
  98833. result.y = shape.halfExtents.y * 2;
  98834. result.z = shape.halfExtents.z * 2;
  98835. };
  98836. CannonJSPlugin.prototype.dispose = function () {
  98837. };
  98838. CannonJSPlugin.prototype._extendNamespace = function () {
  98839. //this will force cannon to execute at least one step when using interpolation
  98840. var step_tmp1 = new this.BJSCANNON.Vec3();
  98841. var Engine = this.BJSCANNON;
  98842. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  98843. maxSubSteps = maxSubSteps || 10;
  98844. timeSinceLastCalled = timeSinceLastCalled || 0;
  98845. if (timeSinceLastCalled === 0) {
  98846. this.internalStep(dt);
  98847. this.time += dt;
  98848. }
  98849. else {
  98850. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  98851. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  98852. var t0 = performance.now();
  98853. for (var i = 0; i !== internalSteps; i++) {
  98854. this.internalStep(dt);
  98855. if (performance.now() - t0 > dt * 1000) {
  98856. break;
  98857. }
  98858. }
  98859. this.time += timeSinceLastCalled;
  98860. var h = this.time % dt;
  98861. var h_div_dt = h / dt;
  98862. var interpvelo = step_tmp1;
  98863. var bodies = this.bodies;
  98864. for (var j = 0; j !== bodies.length; j++) {
  98865. var b = bodies[j];
  98866. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  98867. b.position.vsub(b.previousPosition, interpvelo);
  98868. interpvelo.scale(h_div_dt, interpvelo);
  98869. b.position.vadd(interpvelo, b.interpolatedPosition);
  98870. }
  98871. else {
  98872. b.interpolatedPosition.copy(b.position);
  98873. b.interpolatedQuaternion.copy(b.quaternion);
  98874. }
  98875. }
  98876. }
  98877. };
  98878. };
  98879. return CannonJSPlugin;
  98880. }());
  98881. BABYLON.CannonJSPlugin = CannonJSPlugin;
  98882. })(BABYLON || (BABYLON = {}));
  98883. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  98884. var BABYLON;
  98885. (function (BABYLON) {
  98886. /** @hidden */
  98887. var OimoJSPlugin = /** @class */ (function () {
  98888. function OimoJSPlugin(iterations) {
  98889. this.name = "OimoJSPlugin";
  98890. this._tmpImpostorsArray = [];
  98891. this._tmpPositionVector = BABYLON.Vector3.Zero();
  98892. this.BJSOIMO = OIMO;
  98893. this.world = new this.BJSOIMO.World({
  98894. iterations: iterations
  98895. });
  98896. this.world.clear();
  98897. }
  98898. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98899. this.world.gravity.copy(gravity);
  98900. };
  98901. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98902. this.world.timeStep = timeStep;
  98903. };
  98904. OimoJSPlugin.prototype.getTimeStep = function () {
  98905. return this.world.timeStep;
  98906. };
  98907. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98908. var _this = this;
  98909. impostors.forEach(function (impostor) {
  98910. impostor.beforeStep();
  98911. });
  98912. this.world.step();
  98913. impostors.forEach(function (impostor) {
  98914. impostor.afterStep();
  98915. //update the ordered impostors array
  98916. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98917. });
  98918. //check for collisions
  98919. var contact = this.world.contacts;
  98920. while (contact !== null) {
  98921. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98922. contact = contact.next;
  98923. continue;
  98924. }
  98925. //is this body colliding with any other? get the impostor
  98926. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98927. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98928. if (!mainImpostor || !collidingImpostor) {
  98929. contact = contact.next;
  98930. continue;
  98931. }
  98932. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98933. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98934. contact = contact.next;
  98935. }
  98936. };
  98937. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98938. var mass = impostor.physicsBody.mass;
  98939. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98940. };
  98941. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98942. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98943. this.applyImpulse(impostor, force, contactPoint);
  98944. };
  98945. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98946. var _this = this;
  98947. //parent-child relationship. Does this impostor has a parent impostor?
  98948. if (impostor.parent) {
  98949. if (impostor.physicsBody) {
  98950. this.removePhysicsBody(impostor);
  98951. //TODO is that needed?
  98952. impostor.forceUpdate();
  98953. }
  98954. return;
  98955. }
  98956. if (impostor.isBodyInitRequired()) {
  98957. var bodyConfig = {
  98958. name: impostor.uniqueId,
  98959. //Oimo must have mass, also for static objects.
  98960. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98961. size: [],
  98962. type: [],
  98963. pos: [],
  98964. posShape: [],
  98965. rot: [],
  98966. rotShape: [],
  98967. move: impostor.getParam("mass") !== 0,
  98968. density: impostor.getParam("mass"),
  98969. friction: impostor.getParam("friction"),
  98970. restitution: impostor.getParam("restitution"),
  98971. //Supporting older versions of Oimo
  98972. world: this.world
  98973. };
  98974. var impostors = [impostor];
  98975. var addToArray = function (parent) {
  98976. if (!parent.getChildMeshes) {
  98977. return;
  98978. }
  98979. parent.getChildMeshes().forEach(function (m) {
  98980. if (m.physicsImpostor) {
  98981. impostors.push(m.physicsImpostor);
  98982. //m.physicsImpostor._init();
  98983. }
  98984. });
  98985. };
  98986. addToArray(impostor.object);
  98987. var checkWithEpsilon_1 = function (value) {
  98988. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98989. };
  98990. var globalQuaternion_1 = new BABYLON.Quaternion();
  98991. impostors.forEach(function (i) {
  98992. if (!i.object.rotationQuaternion) {
  98993. return;
  98994. }
  98995. //get the correct bounding box
  98996. var oldQuaternion = i.object.rotationQuaternion;
  98997. globalQuaternion_1 = oldQuaternion.clone();
  98998. var rot = oldQuaternion.toEulerAngles();
  98999. var extendSize = i.getObjectExtendSize();
  99000. var radToDeg = 57.295779513082320876;
  99001. if (i === impostor) {
  99002. var center = impostor.getObjectCenter();
  99003. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  99004. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  99005. //Can also use Array.prototype.push.apply
  99006. bodyConfig.pos.push(center.x);
  99007. bodyConfig.pos.push(center.y);
  99008. bodyConfig.pos.push(center.z);
  99009. bodyConfig.posShape.push(0, 0, 0);
  99010. bodyConfig.rotShape.push(0, 0, 0);
  99011. }
  99012. else {
  99013. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  99014. bodyConfig.posShape.push(localPosition.x);
  99015. bodyConfig.posShape.push(localPosition.y);
  99016. bodyConfig.posShape.push(localPosition.z);
  99017. bodyConfig.pos.push(0, 0, 0);
  99018. bodyConfig.rotShape.push(rot.x * radToDeg);
  99019. bodyConfig.rotShape.push(rot.y * radToDeg);
  99020. bodyConfig.rotShape.push(rot.z * radToDeg);
  99021. }
  99022. // register mesh
  99023. switch (i.type) {
  99024. case BABYLON.PhysicsImpostor.ParticleImpostor:
  99025. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  99026. case BABYLON.PhysicsImpostor.SphereImpostor:
  99027. var radiusX = extendSize.x;
  99028. var radiusY = extendSize.y;
  99029. var radiusZ = extendSize.z;
  99030. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  99031. bodyConfig.type.push('sphere');
  99032. //due to the way oimo works with compounds, add 3 times
  99033. bodyConfig.size.push(size);
  99034. bodyConfig.size.push(size);
  99035. bodyConfig.size.push(size);
  99036. break;
  99037. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99038. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  99039. var sizeY = checkWithEpsilon_1(extendSize.y);
  99040. bodyConfig.type.push('cylinder');
  99041. bodyConfig.size.push(sizeX);
  99042. bodyConfig.size.push(sizeY);
  99043. //due to the way oimo works with compounds, add one more value.
  99044. bodyConfig.size.push(sizeY);
  99045. break;
  99046. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99047. case BABYLON.PhysicsImpostor.BoxImpostor:
  99048. default:
  99049. var sizeX = checkWithEpsilon_1(extendSize.x);
  99050. var sizeY = checkWithEpsilon_1(extendSize.y);
  99051. var sizeZ = checkWithEpsilon_1(extendSize.z);
  99052. bodyConfig.type.push('box');
  99053. //if (i === impostor) {
  99054. bodyConfig.size.push(sizeX);
  99055. bodyConfig.size.push(sizeY);
  99056. bodyConfig.size.push(sizeZ);
  99057. //} else {
  99058. // bodyConfig.size.push(0,0,0);
  99059. //}
  99060. break;
  99061. }
  99062. //actually not needed, but hey...
  99063. i.object.rotationQuaternion = oldQuaternion;
  99064. });
  99065. impostor.physicsBody = this.world.add(bodyConfig);
  99066. // set the quaternion, ignoring the previously defined (euler) rotation
  99067. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  99068. // update with delta 0, so the body will reveive the new rotation.
  99069. impostor.physicsBody.updatePosition(0);
  99070. }
  99071. else {
  99072. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  99073. }
  99074. impostor.setDeltaPosition(this._tmpPositionVector);
  99075. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  99076. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  99077. };
  99078. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99079. //impostor.physicsBody.dispose();
  99080. //Same as : (older oimo versions)
  99081. this.world.removeRigidBody(impostor.physicsBody);
  99082. };
  99083. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99084. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99085. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99086. if (!mainBody || !connectedBody) {
  99087. return;
  99088. }
  99089. var jointData = impostorJoint.joint.jointData;
  99090. var options = jointData.nativeParams || {};
  99091. var type;
  99092. var nativeJointData = {
  99093. body1: mainBody,
  99094. body2: connectedBody,
  99095. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  99096. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  99097. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  99098. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  99099. min: options.min,
  99100. max: options.max,
  99101. collision: options.collision || jointData.collision,
  99102. spring: options.spring,
  99103. //supporting older version of Oimo
  99104. world: this.world
  99105. };
  99106. switch (impostorJoint.joint.type) {
  99107. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99108. type = "jointBall";
  99109. break;
  99110. case BABYLON.PhysicsJoint.SpringJoint:
  99111. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  99112. var springData = jointData;
  99113. nativeJointData.min = springData.length || nativeJointData.min;
  99114. //Max should also be set, just make sure it is at least min
  99115. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  99116. case BABYLON.PhysicsJoint.DistanceJoint:
  99117. type = "jointDistance";
  99118. nativeJointData.max = jointData.maxDistance;
  99119. break;
  99120. case BABYLON.PhysicsJoint.PrismaticJoint:
  99121. type = "jointPrisme";
  99122. break;
  99123. case BABYLON.PhysicsJoint.SliderJoint:
  99124. type = "jointSlide";
  99125. break;
  99126. case BABYLON.PhysicsJoint.WheelJoint:
  99127. type = "jointWheel";
  99128. break;
  99129. case BABYLON.PhysicsJoint.HingeJoint:
  99130. default:
  99131. type = "jointHinge";
  99132. break;
  99133. }
  99134. nativeJointData.type = type;
  99135. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  99136. };
  99137. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99138. //Bug in Oimo prevents us from disposing a joint in the playground
  99139. //joint.joint.physicsJoint.dispose();
  99140. //So we will bruteforce it!
  99141. try {
  99142. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  99143. }
  99144. catch (e) {
  99145. BABYLON.Tools.Warn(e);
  99146. }
  99147. };
  99148. OimoJSPlugin.prototype.isSupported = function () {
  99149. return this.BJSOIMO !== undefined;
  99150. };
  99151. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99152. if (!impostor.physicsBody.sleeping) {
  99153. //TODO check that
  99154. /*if (impostor.physicsBody.shapes.next) {
  99155. var parentShape = this._getLastShape(impostor.physicsBody);
  99156. impostor.object.position.copyFrom(parentShape.position);
  99157. console.log(parentShape.position);
  99158. } else {*/
  99159. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  99160. //}
  99161. if (impostor.object.rotationQuaternion) {
  99162. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  99163. }
  99164. }
  99165. };
  99166. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99167. var body = impostor.physicsBody;
  99168. body.position.copy(newPosition);
  99169. body.orientation.copy(newRotation);
  99170. body.syncShapes();
  99171. body.awake();
  99172. };
  99173. /*private _getLastShape(body: any): any {
  99174. var lastShape = body.shapes;
  99175. while (lastShape.next) {
  99176. lastShape = lastShape.next;
  99177. }
  99178. return lastShape;
  99179. }*/
  99180. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99181. impostor.physicsBody.linearVelocity.copy(velocity);
  99182. };
  99183. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99184. impostor.physicsBody.angularVelocity.copy(velocity);
  99185. };
  99186. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99187. var v = impostor.physicsBody.linearVelocity;
  99188. if (!v) {
  99189. return null;
  99190. }
  99191. return new BABYLON.Vector3(v.x, v.y, v.z);
  99192. };
  99193. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99194. var v = impostor.physicsBody.angularVelocity;
  99195. if (!v) {
  99196. return null;
  99197. }
  99198. return new BABYLON.Vector3(v.x, v.y, v.z);
  99199. };
  99200. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99201. var staticBody = mass === 0;
  99202. //this will actually set the body's density and not its mass.
  99203. //But this is how oimo treats the mass variable.
  99204. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  99205. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  99206. };
  99207. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  99208. return impostor.physicsBody.shapes.density;
  99209. };
  99210. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99211. return impostor.physicsBody.shapes.friction;
  99212. };
  99213. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99214. impostor.physicsBody.shapes.friction = friction;
  99215. };
  99216. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99217. return impostor.physicsBody.shapes.restitution;
  99218. };
  99219. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99220. impostor.physicsBody.shapes.restitution = restitution;
  99221. };
  99222. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  99223. impostor.physicsBody.sleep();
  99224. };
  99225. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99226. impostor.physicsBody.awake();
  99227. };
  99228. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99229. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  99230. if (minDistance !== void 0) {
  99231. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  99232. }
  99233. };
  99234. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99235. //TODO separate rotational and transational motors.
  99236. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99237. if (motor) {
  99238. motor.setMotor(speed, maxForce);
  99239. }
  99240. };
  99241. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  99242. //TODO separate rotational and transational motors.
  99243. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99244. if (motor) {
  99245. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  99246. }
  99247. };
  99248. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99249. var body = impostor.physicsBody;
  99250. mesh.position.x = body.position.x;
  99251. mesh.position.y = body.position.y;
  99252. mesh.position.z = body.position.z;
  99253. if (mesh.rotationQuaternion) {
  99254. mesh.rotationQuaternion.x = body.orientation.x;
  99255. mesh.rotationQuaternion.y = body.orientation.y;
  99256. mesh.rotationQuaternion.z = body.orientation.z;
  99257. mesh.rotationQuaternion.w = body.orientation.s;
  99258. }
  99259. };
  99260. OimoJSPlugin.prototype.getRadius = function (impostor) {
  99261. return impostor.physicsBody.shapes.radius;
  99262. };
  99263. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99264. var shape = impostor.physicsBody.shapes;
  99265. result.x = shape.halfWidth * 2;
  99266. result.y = shape.halfHeight * 2;
  99267. result.z = shape.halfDepth * 2;
  99268. };
  99269. OimoJSPlugin.prototype.dispose = function () {
  99270. this.world.clear();
  99271. };
  99272. return OimoJSPlugin;
  99273. }());
  99274. BABYLON.OimoJSPlugin = OimoJSPlugin;
  99275. })(BABYLON || (BABYLON = {}));
  99276. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  99277. var BABYLON;
  99278. (function (BABYLON) {
  99279. /**
  99280. * Gets the current physics engine
  99281. * @returns a IPhysicsEngine or null if none attached
  99282. */
  99283. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  99284. return this._physicsEngine;
  99285. };
  99286. /**
  99287. * Enables physics to the current scene
  99288. * @param gravity defines the scene's gravity for the physics engine
  99289. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  99290. * @return a boolean indicating if the physics engine was initialized
  99291. */
  99292. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  99293. if (gravity === void 0) { gravity = null; }
  99294. if (this._physicsEngine) {
  99295. return true;
  99296. }
  99297. // Register the component to the scene
  99298. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  99299. if (!component) {
  99300. component = new PhysicsEngineSceneComponent(this);
  99301. this._addComponent(component);
  99302. }
  99303. try {
  99304. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  99305. return true;
  99306. }
  99307. catch (e) {
  99308. BABYLON.Tools.Error(e.message);
  99309. return false;
  99310. }
  99311. };
  99312. /**
  99313. * Disables and disposes the physics engine associated with the scene
  99314. */
  99315. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  99316. if (!this._physicsEngine) {
  99317. return;
  99318. }
  99319. this._physicsEngine.dispose();
  99320. this._physicsEngine = null;
  99321. };
  99322. /**
  99323. * Gets a boolean indicating if there is an active physics engine
  99324. * @returns a boolean indicating if there is an active physics engine
  99325. */
  99326. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  99327. return this._physicsEngine !== undefined;
  99328. };
  99329. /**
  99330. * Deletes a physics compound impostor
  99331. * @param compound defines the compound to delete
  99332. */
  99333. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  99334. var mesh = compound.parts[0].mesh;
  99335. if (mesh.physicsImpostor) {
  99336. mesh.physicsImpostor.dispose( /*true*/);
  99337. mesh.physicsImpostor = null;
  99338. }
  99339. };
  99340. /** @hidden */
  99341. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  99342. if (this._physicsEngine) {
  99343. this.onBeforePhysicsObservable.notifyObservers(this);
  99344. this._physicsEngine._step(step / 1000);
  99345. this.onAfterPhysicsObservable.notifyObservers(this);
  99346. }
  99347. };
  99348. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  99349. get: function () {
  99350. return this._physicsImpostor;
  99351. },
  99352. set: function (value) {
  99353. var _this = this;
  99354. if (this._physicsImpostor === value) {
  99355. return;
  99356. }
  99357. if (this._disposePhysicsObserver) {
  99358. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  99359. }
  99360. this._physicsImpostor = value;
  99361. if (value) {
  99362. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  99363. // Physics
  99364. if (_this.physicsImpostor) {
  99365. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  99366. _this.physicsImpostor = null;
  99367. }
  99368. });
  99369. }
  99370. },
  99371. enumerable: true,
  99372. configurable: true
  99373. });
  99374. /**
  99375. * Gets the current physics impostor
  99376. * @see http://doc.babylonjs.com/features/physics_engine
  99377. * @returns a physics impostor or null
  99378. */
  99379. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  99380. return this.physicsImpostor;
  99381. };
  99382. /**
  99383. * Apply a physic impulse to the mesh
  99384. * @param force defines the force to apply
  99385. * @param contactPoint defines where to apply the force
  99386. * @returns the current mesh
  99387. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  99388. */
  99389. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  99390. if (!this.physicsImpostor) {
  99391. return this;
  99392. }
  99393. this.physicsImpostor.applyImpulse(force, contactPoint);
  99394. return this;
  99395. };
  99396. /**
  99397. * Creates a physic joint between two meshes
  99398. * @param otherMesh defines the other mesh to use
  99399. * @param pivot1 defines the pivot to use on this mesh
  99400. * @param pivot2 defines the pivot to use on the other mesh
  99401. * @param options defines additional options (can be plugin dependent)
  99402. * @returns the current mesh
  99403. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  99404. */
  99405. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  99406. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  99407. return this;
  99408. }
  99409. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  99410. mainPivot: pivot1,
  99411. connectedPivot: pivot2,
  99412. nativeParams: options
  99413. });
  99414. return this;
  99415. };
  99416. /**
  99417. * Defines the physics engine scene component responsible to manage a physics engine
  99418. */
  99419. var PhysicsEngineSceneComponent = /** @class */ (function () {
  99420. /**
  99421. * Creates a new instance of the component for the given scene
  99422. * @param scene Defines the scene to register the component in
  99423. */
  99424. function PhysicsEngineSceneComponent(scene) {
  99425. var _this = this;
  99426. /**
  99427. * The component name helpful to identify the component in the list of scene components.
  99428. */
  99429. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  99430. this.scene = scene;
  99431. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  99432. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  99433. // Replace the function used to get the deterministic frame time
  99434. this.scene.getDeterministicFrameTime = function () {
  99435. if (_this.scene._physicsEngine) {
  99436. return _this.scene._physicsEngine.getTimeStep() * 1000;
  99437. }
  99438. return 1000.0 / 60.0;
  99439. };
  99440. }
  99441. /**
  99442. * Registers the component in a given scene
  99443. */
  99444. PhysicsEngineSceneComponent.prototype.register = function () {
  99445. };
  99446. /**
  99447. * Rebuilds the elements related to this component in case of
  99448. * context lost for instance.
  99449. */
  99450. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  99451. // Nothing to do for this component
  99452. };
  99453. /**
  99454. * Disposes the component and the associated ressources
  99455. */
  99456. PhysicsEngineSceneComponent.prototype.dispose = function () {
  99457. this.scene.onBeforePhysicsObservable.clear();
  99458. this.scene.onAfterPhysicsObservable.clear();
  99459. if (this.scene._physicsEngine) {
  99460. this.scene.disablePhysicsEngine();
  99461. }
  99462. };
  99463. return PhysicsEngineSceneComponent;
  99464. }());
  99465. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  99466. })(BABYLON || (BABYLON = {}));
  99467. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  99468. var BABYLON;
  99469. (function (BABYLON) {
  99470. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  99471. // All values and structures referenced from:
  99472. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  99473. var DDS_MAGIC = 0x20534444;
  99474. var
  99475. //DDSD_CAPS = 0x1,
  99476. //DDSD_HEIGHT = 0x2,
  99477. //DDSD_WIDTH = 0x4,
  99478. //DDSD_PITCH = 0x8,
  99479. //DDSD_PIXELFORMAT = 0x1000,
  99480. DDSD_MIPMAPCOUNT = 0x20000;
  99481. //DDSD_LINEARSIZE = 0x80000,
  99482. //DDSD_DEPTH = 0x800000;
  99483. // var DDSCAPS_COMPLEX = 0x8,
  99484. // DDSCAPS_MIPMAP = 0x400000,
  99485. // DDSCAPS_TEXTURE = 0x1000;
  99486. var DDSCAPS2_CUBEMAP = 0x200;
  99487. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  99488. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  99489. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  99490. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  99491. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  99492. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  99493. // DDSCAPS2_VOLUME = 0x200000;
  99494. var
  99495. //DDPF_ALPHAPIXELS = 0x1,
  99496. //DDPF_ALPHA = 0x2,
  99497. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  99498. //DDPF_YUV = 0x200,
  99499. DDPF_LUMINANCE = 0x20000;
  99500. function FourCCToInt32(value) {
  99501. return value.charCodeAt(0) +
  99502. (value.charCodeAt(1) << 8) +
  99503. (value.charCodeAt(2) << 16) +
  99504. (value.charCodeAt(3) << 24);
  99505. }
  99506. function Int32ToFourCC(value) {
  99507. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  99508. }
  99509. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  99510. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  99511. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  99512. var FOURCC_DX10 = FourCCToInt32("DX10");
  99513. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  99514. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  99515. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  99516. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  99517. var headerLengthInt = 31; // The header length in 32 bit ints
  99518. // Offsets into the header array
  99519. var off_magic = 0;
  99520. var off_size = 1;
  99521. var off_flags = 2;
  99522. var off_height = 3;
  99523. var off_width = 4;
  99524. var off_mipmapCount = 7;
  99525. var off_pfFlags = 20;
  99526. var off_pfFourCC = 21;
  99527. var off_RGBbpp = 22;
  99528. var off_RMask = 23;
  99529. var off_GMask = 24;
  99530. var off_BMask = 25;
  99531. var off_AMask = 26;
  99532. // var off_caps1 = 27;
  99533. var off_caps2 = 28;
  99534. // var off_caps3 = 29;
  99535. // var off_caps4 = 30;
  99536. var off_dxgiFormat = 32;
  99537. /**
  99538. * Class used to provide DDS decompression tools
  99539. */
  99540. var DDSTools = /** @class */ (function () {
  99541. function DDSTools() {
  99542. }
  99543. /**
  99544. * Gets DDS information from an array buffer
  99545. * @param arrayBuffer defines the array buffer to read data from
  99546. * @returns the DDS information
  99547. */
  99548. DDSTools.GetDDSInfo = function (arrayBuffer) {
  99549. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99550. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  99551. var mipmapCount = 1;
  99552. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  99553. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99554. }
  99555. var fourCC = header[off_pfFourCC];
  99556. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  99557. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99558. switch (fourCC) {
  99559. case FOURCC_D3DFMT_R16G16B16A16F:
  99560. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99561. break;
  99562. case FOURCC_D3DFMT_R32G32B32A32F:
  99563. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99564. break;
  99565. case FOURCC_DX10:
  99566. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  99567. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99568. break;
  99569. }
  99570. }
  99571. return {
  99572. width: header[off_width],
  99573. height: header[off_height],
  99574. mipmapCount: mipmapCount,
  99575. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  99576. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  99577. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  99578. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  99579. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  99580. dxgiFormat: dxgiFormat,
  99581. textureType: textureType
  99582. };
  99583. };
  99584. DDSTools._ToHalfFloat = function (value) {
  99585. if (!DDSTools._FloatView) {
  99586. DDSTools._FloatView = new Float32Array(1);
  99587. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  99588. }
  99589. DDSTools._FloatView[0] = value;
  99590. var x = DDSTools._Int32View[0];
  99591. var bits = (x >> 16) & 0x8000; /* Get the sign */
  99592. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  99593. var e = (x >> 23) & 0xff; /* Using int is faster here */
  99594. /* If zero, or denormal, or exponent underflows too much for a denormal
  99595. * half, return signed zero. */
  99596. if (e < 103) {
  99597. return bits;
  99598. }
  99599. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  99600. if (e > 142) {
  99601. bits |= 0x7c00;
  99602. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  99603. * not Inf, so make sure we set one mantissa bit too. */
  99604. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  99605. return bits;
  99606. }
  99607. /* If exponent underflows but not too much, return a denormal */
  99608. if (e < 113) {
  99609. m |= 0x0800;
  99610. /* Extra rounding may overflow and set mantissa to 0 and exponent
  99611. * to 1, which is OK. */
  99612. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  99613. return bits;
  99614. }
  99615. bits |= ((e - 112) << 10) | (m >> 1);
  99616. bits += m & 1;
  99617. return bits;
  99618. };
  99619. DDSTools._FromHalfFloat = function (value) {
  99620. var s = (value & 0x8000) >> 15;
  99621. var e = (value & 0x7C00) >> 10;
  99622. var f = value & 0x03FF;
  99623. if (e === 0) {
  99624. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  99625. }
  99626. else if (e == 0x1F) {
  99627. return f ? NaN : ((s ? -1 : 1) * Infinity);
  99628. }
  99629. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  99630. };
  99631. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99632. var destArray = new Float32Array(dataLength);
  99633. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99634. var index = 0;
  99635. for (var y = 0; y < height; y++) {
  99636. for (var x = 0; x < width; x++) {
  99637. var srcPos = (x + y * width) * 4;
  99638. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  99639. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  99640. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  99641. if (DDSTools.StoreLODInAlphaChannel) {
  99642. destArray[index + 3] = lod;
  99643. }
  99644. else {
  99645. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  99646. }
  99647. index += 4;
  99648. }
  99649. }
  99650. return destArray;
  99651. };
  99652. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99653. if (DDSTools.StoreLODInAlphaChannel) {
  99654. var destArray = new Uint16Array(dataLength);
  99655. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99656. var index = 0;
  99657. for (var y = 0; y < height; y++) {
  99658. for (var x = 0; x < width; x++) {
  99659. var srcPos = (x + y * width) * 4;
  99660. destArray[index] = srcData[srcPos];
  99661. destArray[index + 1] = srcData[srcPos + 1];
  99662. destArray[index + 2] = srcData[srcPos + 2];
  99663. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  99664. index += 4;
  99665. }
  99666. }
  99667. return destArray;
  99668. }
  99669. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  99670. };
  99671. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99672. if (DDSTools.StoreLODInAlphaChannel) {
  99673. var destArray = new Float32Array(dataLength);
  99674. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99675. var index = 0;
  99676. for (var y = 0; y < height; y++) {
  99677. for (var x = 0; x < width; x++) {
  99678. var srcPos = (x + y * width) * 4;
  99679. destArray[index] = srcData[srcPos];
  99680. destArray[index + 1] = srcData[srcPos + 1];
  99681. destArray[index + 2] = srcData[srcPos + 2];
  99682. destArray[index + 3] = lod;
  99683. index += 4;
  99684. }
  99685. }
  99686. return destArray;
  99687. }
  99688. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  99689. };
  99690. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99691. var destArray = new Uint8Array(dataLength);
  99692. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99693. var index = 0;
  99694. for (var y = 0; y < height; y++) {
  99695. for (var x = 0; x < width; x++) {
  99696. var srcPos = (x + y * width) * 4;
  99697. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  99698. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  99699. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  99700. if (DDSTools.StoreLODInAlphaChannel) {
  99701. destArray[index + 3] = lod;
  99702. }
  99703. else {
  99704. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  99705. }
  99706. index += 4;
  99707. }
  99708. }
  99709. return destArray;
  99710. };
  99711. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99712. var destArray = new Uint8Array(dataLength);
  99713. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99714. var index = 0;
  99715. for (var y = 0; y < height; y++) {
  99716. for (var x = 0; x < width; x++) {
  99717. var srcPos = (x + y * width) * 4;
  99718. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  99719. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  99720. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  99721. if (DDSTools.StoreLODInAlphaChannel) {
  99722. destArray[index + 3] = lod;
  99723. }
  99724. else {
  99725. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  99726. }
  99727. index += 4;
  99728. }
  99729. }
  99730. return destArray;
  99731. };
  99732. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  99733. var byteArray = new Uint8Array(dataLength);
  99734. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99735. var index = 0;
  99736. for (var y = 0; y < height; y++) {
  99737. for (var x = 0; x < width; x++) {
  99738. var srcPos = (x + y * width) * 4;
  99739. byteArray[index] = srcData[srcPos + rOffset];
  99740. byteArray[index + 1] = srcData[srcPos + gOffset];
  99741. byteArray[index + 2] = srcData[srcPos + bOffset];
  99742. byteArray[index + 3] = srcData[srcPos + aOffset];
  99743. index += 4;
  99744. }
  99745. }
  99746. return byteArray;
  99747. };
  99748. DDSTools._ExtractLongWordOrder = function (value) {
  99749. if (value === 0 || value === 255 || value === -16777216) {
  99750. return 0;
  99751. }
  99752. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  99753. };
  99754. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  99755. var byteArray = new Uint8Array(dataLength);
  99756. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99757. var index = 0;
  99758. for (var y = 0; y < height; y++) {
  99759. for (var x = 0; x < width; x++) {
  99760. var srcPos = (x + y * width) * 3;
  99761. byteArray[index] = srcData[srcPos + rOffset];
  99762. byteArray[index + 1] = srcData[srcPos + gOffset];
  99763. byteArray[index + 2] = srcData[srcPos + bOffset];
  99764. index += 3;
  99765. }
  99766. }
  99767. return byteArray;
  99768. };
  99769. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  99770. var byteArray = new Uint8Array(dataLength);
  99771. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99772. var index = 0;
  99773. for (var y = 0; y < height; y++) {
  99774. for (var x = 0; x < width; x++) {
  99775. var srcPos = (x + y * width);
  99776. byteArray[index] = srcData[srcPos];
  99777. index++;
  99778. }
  99779. }
  99780. return byteArray;
  99781. };
  99782. /**
  99783. * Uploads DDS Levels to a Babylon Texture
  99784. * @hidden
  99785. */
  99786. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  99787. if (lodIndex === void 0) { lodIndex = -1; }
  99788. var sphericalPolynomialFaces = null;
  99789. if (info.sphericalPolynomial) {
  99790. sphericalPolynomialFaces = new Array();
  99791. }
  99792. var ext = engine.getCaps().s3tc;
  99793. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99794. var fourCC, width, height, dataLength = 0, dataOffset;
  99795. var byteArray, mipmapCount, mip;
  99796. var internalCompressedFormat = 0;
  99797. var blockBytes = 1;
  99798. if (header[off_magic] !== DDS_MAGIC) {
  99799. BABYLON.Tools.Error("Invalid magic number in DDS header");
  99800. return;
  99801. }
  99802. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  99803. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  99804. return;
  99805. }
  99806. if (info.isCompressed && !ext) {
  99807. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  99808. return;
  99809. }
  99810. var bpp = header[off_RGBbpp];
  99811. dataOffset = header[off_size] + 4;
  99812. var computeFormats = false;
  99813. if (info.isFourCC) {
  99814. fourCC = header[off_pfFourCC];
  99815. switch (fourCC) {
  99816. case FOURCC_DXT1:
  99817. blockBytes = 8;
  99818. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  99819. break;
  99820. case FOURCC_DXT3:
  99821. blockBytes = 16;
  99822. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  99823. break;
  99824. case FOURCC_DXT5:
  99825. blockBytes = 16;
  99826. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  99827. break;
  99828. case FOURCC_D3DFMT_R16G16B16A16F:
  99829. computeFormats = true;
  99830. break;
  99831. case FOURCC_D3DFMT_R32G32B32A32F:
  99832. computeFormats = true;
  99833. break;
  99834. case FOURCC_DX10:
  99835. // There is an additionnal header so dataOffset need to be changed
  99836. dataOffset += 5 * 4; // 5 uints
  99837. var supported = false;
  99838. switch (info.dxgiFormat) {
  99839. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  99840. computeFormats = true;
  99841. supported = true;
  99842. break;
  99843. case DXGI_FORMAT_B8G8R8X8_UNORM:
  99844. info.isRGB = true;
  99845. info.isFourCC = false;
  99846. bpp = 32;
  99847. supported = true;
  99848. break;
  99849. }
  99850. if (supported) {
  99851. break;
  99852. }
  99853. default:
  99854. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  99855. return;
  99856. }
  99857. }
  99858. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  99859. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  99860. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  99861. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  99862. if (computeFormats) {
  99863. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  99864. }
  99865. mipmapCount = 1;
  99866. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  99867. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99868. }
  99869. for (var face = 0; face < faces; face++) {
  99870. width = header[off_width];
  99871. height = header[off_height];
  99872. for (mip = 0; mip < mipmapCount; ++mip) {
  99873. if (lodIndex === -1 || lodIndex === mip) {
  99874. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  99875. var i = (lodIndex === -1) ? mip : 0;
  99876. if (!info.isCompressed && info.isFourCC) {
  99877. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99878. dataLength = width * height * 4;
  99879. var floatArray = null;
  99880. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  99881. if (bpp === 128) {
  99882. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99883. if (sphericalPolynomialFaces && i == 0) {
  99884. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99885. }
  99886. }
  99887. else if (bpp === 64) {
  99888. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99889. if (sphericalPolynomialFaces && i == 0) {
  99890. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99891. }
  99892. }
  99893. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99894. }
  99895. else {
  99896. if (bpp === 128) {
  99897. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99898. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99899. if (sphericalPolynomialFaces && i == 0) {
  99900. sphericalPolynomialFaces.push(floatArray);
  99901. }
  99902. }
  99903. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99904. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99905. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99906. if (sphericalPolynomialFaces && i == 0) {
  99907. sphericalPolynomialFaces.push(floatArray);
  99908. }
  99909. }
  99910. else { // 64
  99911. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99912. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99913. if (sphericalPolynomialFaces && i == 0) {
  99914. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99915. }
  99916. }
  99917. }
  99918. if (floatArray) {
  99919. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99920. }
  99921. }
  99922. else if (info.isRGB) {
  99923. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99924. if (bpp === 24) {
  99925. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99926. dataLength = width * height * 3;
  99927. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99928. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99929. }
  99930. else { // 32
  99931. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99932. dataLength = width * height * 4;
  99933. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99934. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99935. }
  99936. }
  99937. else if (info.isLuminance) {
  99938. var unpackAlignment = engine._getUnpackAlignement();
  99939. var unpaddedRowSize = width;
  99940. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99941. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99942. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99943. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99944. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99945. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99946. }
  99947. else {
  99948. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99949. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99950. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99951. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99952. }
  99953. }
  99954. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99955. width *= 0.5;
  99956. height *= 0.5;
  99957. width = Math.max(1.0, width);
  99958. height = Math.max(1.0, height);
  99959. }
  99960. if (currentFace !== undefined) {
  99961. // Loading a single face
  99962. break;
  99963. }
  99964. }
  99965. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99966. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99967. size: header[off_width],
  99968. right: sphericalPolynomialFaces[0],
  99969. left: sphericalPolynomialFaces[1],
  99970. up: sphericalPolynomialFaces[2],
  99971. down: sphericalPolynomialFaces[3],
  99972. front: sphericalPolynomialFaces[4],
  99973. back: sphericalPolynomialFaces[5],
  99974. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99975. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99976. gammaSpace: false,
  99977. });
  99978. }
  99979. else {
  99980. info.sphericalPolynomial = undefined;
  99981. }
  99982. };
  99983. /**
  99984. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99985. */
  99986. DDSTools.StoreLODInAlphaChannel = false;
  99987. return DDSTools;
  99988. }());
  99989. BABYLON.DDSTools = DDSTools;
  99990. })(BABYLON || (BABYLON = {}));
  99991. //# sourceMappingURL=babylon.dds.js.map
  99992. var BABYLON;
  99993. (function (BABYLON) {
  99994. /**
  99995. * Implementation of the DDS Texture Loader.
  99996. */
  99997. var DDSTextureLoader = /** @class */ (function () {
  99998. function DDSTextureLoader() {
  99999. /**
  100000. * Defines wether the loader supports cascade loading the different faces.
  100001. */
  100002. this.supportCascades = true;
  100003. }
  100004. /**
  100005. * This returns if the loader support the current file information.
  100006. * @param extension defines the file extension of the file being loaded
  100007. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100008. * @param fallback defines the fallback internal texture if any
  100009. * @param isBase64 defines whether the texture is encoded as a base64
  100010. * @param isBuffer defines whether the texture data are stored as a buffer
  100011. * @returns true if the loader can load the specified file
  100012. */
  100013. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100014. return extension.indexOf(".dds") === 0;
  100015. };
  100016. /**
  100017. * Transform the url before loading if required.
  100018. * @param rootUrl the url of the texture
  100019. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100020. * @returns the transformed texture
  100021. */
  100022. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100023. return rootUrl;
  100024. };
  100025. /**
  100026. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100027. * @param rootUrl the url of the texture
  100028. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100029. * @returns the fallback texture
  100030. */
  100031. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100032. return null;
  100033. };
  100034. /**
  100035. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100036. * @param data contains the texture data
  100037. * @param texture defines the BabylonJS internal texture
  100038. * @param createPolynomials will be true if polynomials have been requested
  100039. * @param onLoad defines the callback to trigger once the texture is ready
  100040. * @param onError defines the callback to trigger in case of error
  100041. */
  100042. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  100043. var engine = texture.getEngine();
  100044. var info;
  100045. var loadMipmap = false;
  100046. if (Array.isArray(imgs)) {
  100047. for (var index = 0; index < imgs.length; index++) {
  100048. var data_1 = imgs[index];
  100049. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  100050. texture.width = info.width;
  100051. texture.height = info.height;
  100052. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100053. engine._unpackFlipY(info.isCompressed);
  100054. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  100055. if (!info.isFourCC && info.mipmapCount === 1) {
  100056. engine.generateMipMapsForCubemap(texture);
  100057. }
  100058. }
  100059. }
  100060. else {
  100061. var data = imgs;
  100062. info = BABYLON.DDSTools.GetDDSInfo(data);
  100063. texture.width = info.width;
  100064. texture.height = info.height;
  100065. if (createPolynomials) {
  100066. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  100067. }
  100068. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100069. engine._unpackFlipY(info.isCompressed);
  100070. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  100071. if (!info.isFourCC && info.mipmapCount === 1) {
  100072. engine.generateMipMapsForCubemap(texture);
  100073. }
  100074. }
  100075. engine._setCubeMapTextureParams(loadMipmap);
  100076. texture.isReady = true;
  100077. if (onLoad) {
  100078. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  100079. }
  100080. };
  100081. /**
  100082. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100083. * @param data contains the texture data
  100084. * @param texture defines the BabylonJS internal texture
  100085. * @param callback defines the method to call once ready to upload
  100086. */
  100087. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  100088. var info = BABYLON.DDSTools.GetDDSInfo(data);
  100089. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  100090. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  100091. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  100092. });
  100093. };
  100094. return DDSTextureLoader;
  100095. }());
  100096. // Register the loader.
  100097. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  100098. })(BABYLON || (BABYLON = {}));
  100099. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  100100. var BABYLON;
  100101. (function (BABYLON) {
  100102. /**
  100103. * Based on jsTGALoader - Javascript loader for TGA file
  100104. * By Vincent Thibault
  100105. * @see http://blog.robrowser.com/javascript-tga-loader.html
  100106. */
  100107. var TGATools = /** @class */ (function () {
  100108. function TGATools() {
  100109. }
  100110. /**
  100111. * Gets the header of a TGA file
  100112. * @param data defines the TGA data
  100113. * @returns the header
  100114. */
  100115. TGATools.GetTGAHeader = function (data) {
  100116. var offset = 0;
  100117. var header = {
  100118. id_length: data[offset++],
  100119. colormap_type: data[offset++],
  100120. image_type: data[offset++],
  100121. colormap_index: data[offset++] | data[offset++] << 8,
  100122. colormap_length: data[offset++] | data[offset++] << 8,
  100123. colormap_size: data[offset++],
  100124. origin: [
  100125. data[offset++] | data[offset++] << 8,
  100126. data[offset++] | data[offset++] << 8
  100127. ],
  100128. width: data[offset++] | data[offset++] << 8,
  100129. height: data[offset++] | data[offset++] << 8,
  100130. pixel_size: data[offset++],
  100131. flags: data[offset++]
  100132. };
  100133. return header;
  100134. };
  100135. /**
  100136. * Uploads TGA content to a Babylon Texture
  100137. * @hidden
  100138. */
  100139. TGATools.UploadContent = function (texture, data) {
  100140. // Not enough data to contain header ?
  100141. if (data.length < 19) {
  100142. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  100143. return;
  100144. }
  100145. // Read Header
  100146. var offset = 18;
  100147. var header = TGATools.GetTGAHeader(data);
  100148. // Assume it's a valid Targa file.
  100149. if (header.id_length + offset > data.length) {
  100150. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  100151. return;
  100152. }
  100153. // Skip not needed data
  100154. offset += header.id_length;
  100155. var use_rle = false;
  100156. var use_pal = false;
  100157. var use_grey = false;
  100158. // Get some informations.
  100159. switch (header.image_type) {
  100160. case TGATools._TYPE_RLE_INDEXED:
  100161. use_rle = true;
  100162. case TGATools._TYPE_INDEXED:
  100163. use_pal = true;
  100164. break;
  100165. case TGATools._TYPE_RLE_RGB:
  100166. use_rle = true;
  100167. case TGATools._TYPE_RGB:
  100168. // use_rgb = true;
  100169. break;
  100170. case TGATools._TYPE_RLE_GREY:
  100171. use_rle = true;
  100172. case TGATools._TYPE_GREY:
  100173. use_grey = true;
  100174. break;
  100175. }
  100176. var pixel_data;
  100177. // var numAlphaBits = header.flags & 0xf;
  100178. var pixel_size = header.pixel_size >> 3;
  100179. var pixel_total = header.width * header.height * pixel_size;
  100180. // Read palettes
  100181. var palettes;
  100182. if (use_pal) {
  100183. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  100184. }
  100185. // Read LRE
  100186. if (use_rle) {
  100187. pixel_data = new Uint8Array(pixel_total);
  100188. var c, count, i;
  100189. var localOffset = 0;
  100190. var pixels = new Uint8Array(pixel_size);
  100191. while (offset < pixel_total && localOffset < pixel_total) {
  100192. c = data[offset++];
  100193. count = (c & 0x7f) + 1;
  100194. // RLE pixels
  100195. if (c & 0x80) {
  100196. // Bind pixel tmp array
  100197. for (i = 0; i < pixel_size; ++i) {
  100198. pixels[i] = data[offset++];
  100199. }
  100200. // Copy pixel array
  100201. for (i = 0; i < count; ++i) {
  100202. pixel_data.set(pixels, localOffset + i * pixel_size);
  100203. }
  100204. localOffset += pixel_size * count;
  100205. }
  100206. // Raw pixels
  100207. else {
  100208. count *= pixel_size;
  100209. for (i = 0; i < count; ++i) {
  100210. pixel_data[localOffset + i] = data[offset++];
  100211. }
  100212. localOffset += count;
  100213. }
  100214. }
  100215. }
  100216. // RAW Pixels
  100217. else {
  100218. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  100219. }
  100220. // Load to texture
  100221. var x_start, y_start, x_step, y_step, y_end, x_end;
  100222. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  100223. default:
  100224. case TGATools._ORIGIN_UL:
  100225. x_start = 0;
  100226. x_step = 1;
  100227. x_end = header.width;
  100228. y_start = 0;
  100229. y_step = 1;
  100230. y_end = header.height;
  100231. break;
  100232. case TGATools._ORIGIN_BL:
  100233. x_start = 0;
  100234. x_step = 1;
  100235. x_end = header.width;
  100236. y_start = header.height - 1;
  100237. y_step = -1;
  100238. y_end = -1;
  100239. break;
  100240. case TGATools._ORIGIN_UR:
  100241. x_start = header.width - 1;
  100242. x_step = -1;
  100243. x_end = -1;
  100244. y_start = 0;
  100245. y_step = 1;
  100246. y_end = header.height;
  100247. break;
  100248. case TGATools._ORIGIN_BR:
  100249. x_start = header.width - 1;
  100250. x_step = -1;
  100251. x_end = -1;
  100252. y_start = header.height - 1;
  100253. y_step = -1;
  100254. y_end = -1;
  100255. break;
  100256. }
  100257. // Load the specify method
  100258. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  100259. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  100260. var engine = texture.getEngine();
  100261. engine._uploadDataToTextureDirectly(texture, imageData);
  100262. };
  100263. /** @hidden */
  100264. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100265. var image = pixel_data, colormap = palettes;
  100266. var width = header.width, height = header.height;
  100267. var color, i = 0, x, y;
  100268. var imageData = new Uint8Array(width * height * 4);
  100269. for (y = y_start; y !== y_end; y += y_step) {
  100270. for (x = x_start; x !== x_end; x += x_step, i++) {
  100271. color = image[i];
  100272. imageData[(x + width * y) * 4 + 3] = 255;
  100273. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  100274. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  100275. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  100276. }
  100277. }
  100278. return imageData;
  100279. };
  100280. /** @hidden */
  100281. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100282. var image = pixel_data;
  100283. var width = header.width, height = header.height;
  100284. var color, i = 0, x, y;
  100285. var imageData = new Uint8Array(width * height * 4);
  100286. for (y = y_start; y !== y_end; y += y_step) {
  100287. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100288. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  100289. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  100290. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  100291. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  100292. imageData[(x + width * y) * 4 + 0] = r;
  100293. imageData[(x + width * y) * 4 + 1] = g;
  100294. imageData[(x + width * y) * 4 + 2] = b;
  100295. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  100296. }
  100297. }
  100298. return imageData;
  100299. };
  100300. /** @hidden */
  100301. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100302. var image = pixel_data;
  100303. var width = header.width, height = header.height;
  100304. var i = 0, x, y;
  100305. var imageData = new Uint8Array(width * height * 4);
  100306. for (y = y_start; y !== y_end; y += y_step) {
  100307. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  100308. imageData[(x + width * y) * 4 + 3] = 255;
  100309. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100310. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100311. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100312. }
  100313. }
  100314. return imageData;
  100315. };
  100316. /** @hidden */
  100317. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100318. var image = pixel_data;
  100319. var width = header.width, height = header.height;
  100320. var i = 0, x, y;
  100321. var imageData = new Uint8Array(width * height * 4);
  100322. for (y = y_start; y !== y_end; y += y_step) {
  100323. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  100324. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100325. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100326. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100327. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  100328. }
  100329. }
  100330. return imageData;
  100331. };
  100332. /** @hidden */
  100333. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100334. var image = pixel_data;
  100335. var width = header.width, height = header.height;
  100336. var color, i = 0, x, y;
  100337. var imageData = new Uint8Array(width * height * 4);
  100338. for (y = y_start; y !== y_end; y += y_step) {
  100339. for (x = x_start; x !== x_end; x += x_step, i++) {
  100340. color = image[i];
  100341. imageData[(x + width * y) * 4 + 0] = color;
  100342. imageData[(x + width * y) * 4 + 1] = color;
  100343. imageData[(x + width * y) * 4 + 2] = color;
  100344. imageData[(x + width * y) * 4 + 3] = 255;
  100345. }
  100346. }
  100347. return imageData;
  100348. };
  100349. /** @hidden */
  100350. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100351. var image = pixel_data;
  100352. var width = header.width, height = header.height;
  100353. var i = 0, x, y;
  100354. var imageData = new Uint8Array(width * height * 4);
  100355. for (y = y_start; y !== y_end; y += y_step) {
  100356. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100357. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  100358. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  100359. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100360. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  100361. }
  100362. }
  100363. return imageData;
  100364. };
  100365. //private static _TYPE_NO_DATA = 0;
  100366. TGATools._TYPE_INDEXED = 1;
  100367. TGATools._TYPE_RGB = 2;
  100368. TGATools._TYPE_GREY = 3;
  100369. TGATools._TYPE_RLE_INDEXED = 9;
  100370. TGATools._TYPE_RLE_RGB = 10;
  100371. TGATools._TYPE_RLE_GREY = 11;
  100372. TGATools._ORIGIN_MASK = 0x30;
  100373. TGATools._ORIGIN_SHIFT = 0x04;
  100374. TGATools._ORIGIN_BL = 0x00;
  100375. TGATools._ORIGIN_BR = 0x01;
  100376. TGATools._ORIGIN_UL = 0x02;
  100377. TGATools._ORIGIN_UR = 0x03;
  100378. return TGATools;
  100379. }());
  100380. BABYLON.TGATools = TGATools;
  100381. })(BABYLON || (BABYLON = {}));
  100382. //# sourceMappingURL=babylon.tga.js.map
  100383. var BABYLON;
  100384. (function (BABYLON) {
  100385. /**
  100386. * Implementation of the TGA Texture Loader.
  100387. */
  100388. var TGATextureLoader = /** @class */ (function () {
  100389. function TGATextureLoader() {
  100390. /**
  100391. * Defines wether the loader supports cascade loading the different faces.
  100392. */
  100393. this.supportCascades = false;
  100394. }
  100395. /**
  100396. * This returns if the loader support the current file information.
  100397. * @param extension defines the file extension of the file being loaded
  100398. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100399. * @param fallback defines the fallback internal texture if any
  100400. * @param isBase64 defines whether the texture is encoded as a base64
  100401. * @param isBuffer defines whether the texture data are stored as a buffer
  100402. * @returns true if the loader can load the specified file
  100403. */
  100404. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100405. return extension.indexOf(".tga") === 0;
  100406. };
  100407. /**
  100408. * Transform the url before loading if required.
  100409. * @param rootUrl the url of the texture
  100410. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100411. * @returns the transformed texture
  100412. */
  100413. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100414. return rootUrl;
  100415. };
  100416. /**
  100417. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100418. * @param rootUrl the url of the texture
  100419. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100420. * @returns the fallback texture
  100421. */
  100422. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100423. return null;
  100424. };
  100425. /**
  100426. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100427. * @param data contains the texture data
  100428. * @param texture defines the BabylonJS internal texture
  100429. * @param createPolynomials will be true if polynomials have been requested
  100430. * @param onLoad defines the callback to trigger once the texture is ready
  100431. * @param onError defines the callback to trigger in case of error
  100432. */
  100433. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100434. throw ".env not supported in Cube.";
  100435. };
  100436. /**
  100437. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100438. * @param data contains the texture data
  100439. * @param texture defines the BabylonJS internal texture
  100440. * @param callback defines the method to call once ready to upload
  100441. */
  100442. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  100443. var uintData = new Uint8Array(data);
  100444. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  100445. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  100446. BABYLON.TGATools.UploadContent(texture, uintData);
  100447. });
  100448. };
  100449. return TGATextureLoader;
  100450. }());
  100451. // Register the loader.
  100452. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  100453. })(BABYLON || (BABYLON = {}));
  100454. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  100455. var BABYLON;
  100456. (function (BABYLON) {
  100457. /**
  100458. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100459. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100460. */
  100461. var KhronosTextureContainer = /** @class */ (function () {
  100462. /**
  100463. * Creates a new KhronosTextureContainer
  100464. * @param arrayBuffer contents of the KTX container file
  100465. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  100466. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  100467. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  100468. */
  100469. function KhronosTextureContainer(
  100470. /** contents of the KTX container file */
  100471. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  100472. this.arrayBuffer = arrayBuffer;
  100473. /**
  100474. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  100475. */
  100476. this.isInvalid = false;
  100477. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  100478. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  100479. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  100480. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  100481. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  100482. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  100483. this.isInvalid = true;
  100484. BABYLON.Tools.Error("texture missing KTX identifier");
  100485. return;
  100486. }
  100487. // load the reset of the header in native 32 bit int
  100488. var header = new Int32Array(this.arrayBuffer, 12, 13);
  100489. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  100490. var oppositeEndianess = header[0] === 0x01020304;
  100491. // read all the header elements in order they exist in the file, without modification (sans endainness)
  100492. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  100493. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  100494. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  100495. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  100496. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  100497. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  100498. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  100499. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  100500. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  100501. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  100502. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  100503. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  100504. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  100505. if (this.glType !== 0) {
  100506. BABYLON.Tools.Error("only compressed formats currently supported");
  100507. return;
  100508. }
  100509. else {
  100510. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  100511. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  100512. }
  100513. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  100514. BABYLON.Tools.Error("only 2D textures currently supported");
  100515. return;
  100516. }
  100517. if (this.numberOfArrayElements !== 0) {
  100518. BABYLON.Tools.Error("texture arrays not currently supported");
  100519. return;
  100520. }
  100521. if (this.numberOfFaces !== facesExpected) {
  100522. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  100523. return;
  100524. }
  100525. // we now have a completely validated file, so could use existence of loadType as success
  100526. // would need to make this more elaborate & adjust checks above to support more than one load type
  100527. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  100528. }
  100529. //
  100530. /**
  100531. * Revert the endianness of a value.
  100532. * Not as fast hardware based, but will probably never need to use
  100533. * @param val defines the value to convert
  100534. * @returns the new value
  100535. */
  100536. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  100537. return ((val & 0xFF) << 24)
  100538. | ((val & 0xFF00) << 8)
  100539. | ((val >> 8) & 0xFF00)
  100540. | ((val >> 24) & 0xFF);
  100541. };
  100542. /**
  100543. * Uploads KTX content to a Babylon Texture.
  100544. * It is assumed that the texture has already been created & is currently bound
  100545. * @hidden
  100546. */
  100547. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  100548. switch (this.loadType) {
  100549. case KhronosTextureContainer.COMPRESSED_2D:
  100550. this._upload2DCompressedLevels(texture, loadMipmaps);
  100551. break;
  100552. case KhronosTextureContainer.TEX_2D:
  100553. case KhronosTextureContainer.COMPRESSED_3D:
  100554. case KhronosTextureContainer.TEX_3D:
  100555. }
  100556. };
  100557. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  100558. // initialize width & height for level 1
  100559. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  100560. var width = this.pixelWidth;
  100561. var height = this.pixelHeight;
  100562. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  100563. for (var level = 0; level < mipmapCount; level++) {
  100564. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  100565. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  100566. for (var face = 0; face < this.numberOfFaces; face++) {
  100567. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  100568. var engine = texture.getEngine();
  100569. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  100570. dataOffset += imageSize; // add size of the image for the next face/mipmap
  100571. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  100572. }
  100573. width = Math.max(1.0, width * 0.5);
  100574. height = Math.max(1.0, height * 0.5);
  100575. }
  100576. };
  100577. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  100578. // load types
  100579. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  100580. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  100581. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  100582. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  100583. return KhronosTextureContainer;
  100584. }());
  100585. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  100586. })(BABYLON || (BABYLON = {}));
  100587. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  100588. var BABYLON;
  100589. (function (BABYLON) {
  100590. /**
  100591. * Implementation of the KTX Texture Loader.
  100592. */
  100593. var KTXTextureLoader = /** @class */ (function () {
  100594. function KTXTextureLoader() {
  100595. /**
  100596. * Defines wether the loader supports cascade loading the different faces.
  100597. */
  100598. this.supportCascades = false;
  100599. }
  100600. /**
  100601. * This returns if the loader support the current file information.
  100602. * @param extension defines the file extension of the file being loaded
  100603. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100604. * @param fallback defines the fallback internal texture if any
  100605. * @param isBase64 defines whether the texture is encoded as a base64
  100606. * @param isBuffer defines whether the texture data are stored as a buffer
  100607. * @returns true if the loader can load the specified file
  100608. */
  100609. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100610. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  100611. return true;
  100612. }
  100613. return false;
  100614. };
  100615. /**
  100616. * Transform the url before loading if required.
  100617. * @param rootUrl the url of the texture
  100618. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100619. * @returns the transformed texture
  100620. */
  100621. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100622. var lastDot = rootUrl.lastIndexOf('.');
  100623. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  100624. };
  100625. /**
  100626. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100627. * @param rootUrl the url of the texture
  100628. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100629. * @returns the fallback texture
  100630. */
  100631. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100632. // remove the format appended to the rootUrl in the original createCubeTexture call.
  100633. var exp = new RegExp("" + textureFormatInUse + "$");
  100634. return rootUrl.replace(exp, "");
  100635. };
  100636. /**
  100637. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100638. * @param data contains the texture data
  100639. * @param texture defines the BabylonJS internal texture
  100640. * @param createPolynomials will be true if polynomials have been requested
  100641. * @param onLoad defines the callback to trigger once the texture is ready
  100642. * @param onError defines the callback to trigger in case of error
  100643. */
  100644. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100645. if (Array.isArray(data)) {
  100646. return;
  100647. }
  100648. var engine = texture.getEngine();
  100649. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  100650. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  100651. engine._unpackFlipY(true);
  100652. ktx.uploadLevels(texture, texture.generateMipMaps);
  100653. texture.width = ktx.pixelWidth;
  100654. texture.height = ktx.pixelHeight;
  100655. engine._setCubeMapTextureParams(loadMipmap);
  100656. texture.isReady = true;
  100657. };
  100658. /**
  100659. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100660. * @param data contains the texture data
  100661. * @param texture defines the BabylonJS internal texture
  100662. * @param callback defines the method to call once ready to upload
  100663. */
  100664. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  100665. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  100666. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  100667. ktx.uploadLevels(texture, texture.generateMipMaps);
  100668. }, ktx.isInvalid);
  100669. };
  100670. return KTXTextureLoader;
  100671. }());
  100672. // Register the loader.
  100673. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  100674. })(BABYLON || (BABYLON = {}));
  100675. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  100676. var BABYLON;
  100677. (function (BABYLON) {
  100678. /**
  100679. * Sets of helpers addressing the serialization and deserialization of environment texture
  100680. * stored in a BabylonJS env file.
  100681. * Those files are usually stored as .env files.
  100682. */
  100683. var EnvironmentTextureTools = /** @class */ (function () {
  100684. function EnvironmentTextureTools() {
  100685. }
  100686. /**
  100687. * Gets the environment info from an env file.
  100688. * @param data The array buffer containing the .env bytes.
  100689. * @returns the environment file info (the json header) if successfully parsed.
  100690. */
  100691. EnvironmentTextureTools.GetEnvInfo = function (data) {
  100692. var dataView = new DataView(data);
  100693. var pos = 0;
  100694. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100695. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  100696. BABYLON.Tools.Error('Not a babylon environment map');
  100697. return null;
  100698. }
  100699. }
  100700. // Read json manifest - collect characters up to null terminator
  100701. var manifestString = '';
  100702. var charCode = 0x00;
  100703. while ((charCode = dataView.getUint8(pos++))) {
  100704. manifestString += String.fromCharCode(charCode);
  100705. }
  100706. var manifest = JSON.parse(manifestString);
  100707. if (manifest.specular) {
  100708. // Extend the header with the position of the payload.
  100709. manifest.specular.specularDataPosition = pos;
  100710. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  100711. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  100712. }
  100713. return manifest;
  100714. };
  100715. /**
  100716. * Creates an environment texture from a loaded cube texture.
  100717. * @param texture defines the cube texture to convert in env file
  100718. * @return a promise containing the environment data if succesfull.
  100719. */
  100720. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  100721. var _this = this;
  100722. var internalTexture = texture.getInternalTexture();
  100723. if (!internalTexture) {
  100724. return Promise.reject("The cube texture is invalid.");
  100725. }
  100726. if (!texture._prefiltered) {
  100727. return Promise.reject("The cube texture is invalid (not prefiltered).");
  100728. }
  100729. var engine = internalTexture.getEngine();
  100730. if (engine && engine.premultipliedAlpha) {
  100731. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  100732. }
  100733. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  100734. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  100735. }
  100736. var canvas = engine.getRenderingCanvas();
  100737. if (!canvas) {
  100738. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  100739. }
  100740. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100741. if (!engine.getCaps().textureFloatRender) {
  100742. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100743. if (!engine.getCaps().textureHalfFloatRender) {
  100744. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  100745. }
  100746. }
  100747. var cubeWidth = internalTexture.width;
  100748. var hostingScene = new BABYLON.Scene(engine);
  100749. var specularTextures = {};
  100750. var promises = [];
  100751. // Read and collect all mipmaps data from the cube.
  100752. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  100753. mipmapsCount = Math.round(mipmapsCount);
  100754. var _loop_1 = function (i) {
  100755. var faceWidth = Math.pow(2, mipmapsCount - i);
  100756. var _loop_2 = function (face) {
  100757. var data = texture.readPixels(face, i);
  100758. // Creates a temp texture with the face data.
  100759. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  100760. // And rgbdEncode them.
  100761. var promise = new Promise(function (resolve, reject) {
  100762. 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);
  100763. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100764. rgbdPostProcess.onApply = function (effect) {
  100765. effect._bindTexture("textureSampler", tempTexture);
  100766. };
  100767. // As the process needs to happen on the main canvas, keep track of the current size
  100768. var currentW = engine.getRenderWidth();
  100769. var currentH = engine.getRenderHeight();
  100770. // Set the desired size for the texture
  100771. engine.setSize(faceWidth, faceWidth);
  100772. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  100773. // Reading datas from WebGL
  100774. BABYLON.Tools.ToBlob(canvas, function (blob) {
  100775. var fileReader = new FileReader();
  100776. fileReader.onload = function (event) {
  100777. var arrayBuffer = event.target.result;
  100778. specularTextures[i * 6 + face] = arrayBuffer;
  100779. resolve();
  100780. };
  100781. fileReader.readAsArrayBuffer(blob);
  100782. });
  100783. // Reapply the previous canvas size
  100784. engine.setSize(currentW, currentH);
  100785. });
  100786. });
  100787. promises.push(promise);
  100788. };
  100789. // All faces of the cube.
  100790. for (var face = 0; face < 6; face++) {
  100791. _loop_2(face);
  100792. }
  100793. };
  100794. for (var i = 0; i <= mipmapsCount; i++) {
  100795. _loop_1(i);
  100796. }
  100797. // Once all the textures haves been collected as RGBD stored in PNGs
  100798. return Promise.all(promises).then(function () {
  100799. // We can delete the hosting scene keeping track of all the creation objects
  100800. hostingScene.dispose();
  100801. // Creates the json header for the env texture
  100802. var info = {
  100803. version: 1,
  100804. width: cubeWidth,
  100805. irradiance: _this._CreateEnvTextureIrradiance(texture),
  100806. specular: {
  100807. mipmaps: [],
  100808. lodGenerationScale: texture.lodGenerationScale
  100809. }
  100810. };
  100811. // Sets the specular image data information
  100812. var position = 0;
  100813. for (var i = 0; i <= mipmapsCount; i++) {
  100814. for (var face = 0; face < 6; face++) {
  100815. var byteLength = specularTextures[i * 6 + face].byteLength;
  100816. info.specular.mipmaps.push({
  100817. length: byteLength,
  100818. position: position
  100819. });
  100820. position += byteLength;
  100821. }
  100822. }
  100823. // Encode the JSON as an array buffer
  100824. var infoString = JSON.stringify(info);
  100825. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  100826. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  100827. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  100828. infoView[i] = infoString.charCodeAt(i);
  100829. }
  100830. // Ends up with a null terminator for easier parsing
  100831. infoView[infoString.length] = 0x00;
  100832. // Computes the final required size and creates the storage
  100833. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  100834. var finalBuffer = new ArrayBuffer(totalSize);
  100835. var finalBufferView = new Uint8Array(finalBuffer);
  100836. var dataView = new DataView(finalBuffer);
  100837. // Copy the magic bytes identifying the file in
  100838. var pos = 0;
  100839. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100840. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  100841. }
  100842. // Add the json info
  100843. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  100844. pos += infoBuffer.byteLength;
  100845. // Finally inserts the texture data
  100846. for (var i = 0; i <= mipmapsCount; i++) {
  100847. for (var face = 0; face < 6; face++) {
  100848. var dataBuffer = specularTextures[i * 6 + face];
  100849. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  100850. pos += dataBuffer.byteLength;
  100851. }
  100852. }
  100853. // Voila
  100854. return finalBuffer;
  100855. });
  100856. };
  100857. /**
  100858. * Creates a JSON representation of the spherical data.
  100859. * @param texture defines the texture containing the polynomials
  100860. * @return the JSON representation of the spherical info
  100861. */
  100862. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  100863. var polynmials = texture.sphericalPolynomial;
  100864. if (polynmials == null) {
  100865. return null;
  100866. }
  100867. return {
  100868. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  100869. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  100870. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  100871. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  100872. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  100873. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  100874. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  100875. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  100876. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  100877. };
  100878. };
  100879. /**
  100880. * Uploads the texture info contained in the env file to the GPU.
  100881. * @param texture defines the internal texture to upload to
  100882. * @param arrayBuffer defines the buffer cotaining the data to load
  100883. * @param info defines the texture info retrieved through the GetEnvInfo method
  100884. * @returns a promise
  100885. */
  100886. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  100887. if (info.version !== 1) {
  100888. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  100889. }
  100890. var specularInfo = info.specular;
  100891. if (!specularInfo) {
  100892. // Nothing else parsed so far
  100893. return Promise.resolve();
  100894. }
  100895. // Double checks the enclosed info
  100896. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100897. mipmapsCount = Math.round(mipmapsCount) + 1;
  100898. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100899. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100900. }
  100901. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100902. var imageData = new Array(mipmapsCount);
  100903. for (var i = 0; i < mipmapsCount; i++) {
  100904. imageData[i] = new Array(6);
  100905. for (var face = 0; face < 6; face++) {
  100906. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100907. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100908. }
  100909. }
  100910. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100911. };
  100912. /**
  100913. * Uploads the levels of image data to the GPU.
  100914. * @param texture defines the internal texture to upload to
  100915. * @param imageData defines the array buffer views of image data [mipmap][face]
  100916. * @returns a promise
  100917. */
  100918. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100919. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100920. throw new Error("Texture size must be a power of two");
  100921. }
  100922. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100923. // Gets everything ready.
  100924. var engine = texture.getEngine();
  100925. var expandTexture = false;
  100926. var generateNonLODTextures = false;
  100927. var rgbdPostProcess = null;
  100928. var cubeRtt = null;
  100929. var lodTextures = null;
  100930. var caps = engine.getCaps();
  100931. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100932. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100933. texture.generateMipMaps = true;
  100934. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100935. // Add extra process if texture lod is not supported
  100936. if (!caps.textureLOD) {
  100937. expandTexture = false;
  100938. generateNonLODTextures = true;
  100939. lodTextures = {};
  100940. }
  100941. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100942. else if (engine.webGLVersion < 2) {
  100943. expandTexture = false;
  100944. }
  100945. // If half float available we can uncompress the texture
  100946. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100947. expandTexture = true;
  100948. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100949. }
  100950. // If full float available we can uncompress the texture
  100951. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100952. expandTexture = true;
  100953. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100954. }
  100955. // Expand the texture if possible
  100956. if (expandTexture) {
  100957. // Simply run through the decode PP
  100958. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100959. texture._isRGBD = false;
  100960. texture.invertY = false;
  100961. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100962. generateDepthBuffer: false,
  100963. generateMipMaps: true,
  100964. generateStencilBuffer: false,
  100965. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100966. type: texture.type,
  100967. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100968. });
  100969. }
  100970. else {
  100971. texture._isRGBD = true;
  100972. texture.invertY = true;
  100973. // In case of missing support, applies the same patch than DDS files.
  100974. if (generateNonLODTextures) {
  100975. var mipSlices = 3;
  100976. var scale = texture._lodGenerationScale;
  100977. var offset = texture._lodGenerationOffset;
  100978. for (var i = 0; i < mipSlices; i++) {
  100979. //compute LOD from even spacing in smoothness (matching shader calculation)
  100980. var smoothness = i / (mipSlices - 1);
  100981. var roughness = 1 - smoothness;
  100982. var minLODIndex = offset; // roughness = 0
  100983. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100984. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100985. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100986. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100987. glTextureFromLod.isCube = true;
  100988. glTextureFromLod.invertY = true;
  100989. glTextureFromLod.generateMipMaps = false;
  100990. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100991. // Wrap in a base texture for easy binding.
  100992. var lodTexture = new BABYLON.BaseTexture(null);
  100993. lodTexture.isCube = true;
  100994. lodTexture._texture = glTextureFromLod;
  100995. lodTextures[mipmapIndex] = lodTexture;
  100996. switch (i) {
  100997. case 0:
  100998. texture._lodTextureLow = lodTexture;
  100999. break;
  101000. case 1:
  101001. texture._lodTextureMid = lodTexture;
  101002. break;
  101003. case 2:
  101004. texture._lodTextureHigh = lodTexture;
  101005. break;
  101006. }
  101007. }
  101008. }
  101009. }
  101010. var promises = [];
  101011. var _loop_3 = function (i) {
  101012. var _loop_4 = function (face) {
  101013. // Constructs an image element from image data
  101014. var bytes = imageData[i][face];
  101015. var blob = new Blob([bytes], { type: 'image/png' });
  101016. var url = URL.createObjectURL(blob);
  101017. var image = new Image();
  101018. image.src = url;
  101019. // Enqueue promise to upload to the texture.
  101020. var promise = new Promise(function (resolve, reject) {
  101021. image.onload = function () {
  101022. if (expandTexture) {
  101023. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  101024. reject(message);
  101025. }, image);
  101026. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101027. // Uncompress the data to a RTT
  101028. rgbdPostProcess.onApply = function (effect) {
  101029. effect._bindTexture("textureSampler", tempTexture_1);
  101030. effect.setFloat2("scale", 1, 1);
  101031. };
  101032. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  101033. // Cleanup
  101034. engine.restoreDefaultFramebuffer();
  101035. tempTexture_1.dispose();
  101036. window.URL.revokeObjectURL(url);
  101037. resolve();
  101038. });
  101039. }
  101040. else {
  101041. engine._uploadImageToTexture(texture, image, face, i);
  101042. // Upload the face to the non lod texture support
  101043. if (generateNonLODTextures) {
  101044. var lodTexture = lodTextures[i];
  101045. if (lodTexture) {
  101046. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  101047. }
  101048. }
  101049. resolve();
  101050. }
  101051. };
  101052. image.onerror = function (error) {
  101053. reject(error);
  101054. };
  101055. });
  101056. promises.push(promise);
  101057. };
  101058. // All faces
  101059. for (var face = 0; face < 6; face++) {
  101060. _loop_4(face);
  101061. }
  101062. };
  101063. // All mipmaps up to provided number of images
  101064. for (var i = 0; i < imageData.length; i++) {
  101065. _loop_3(i);
  101066. }
  101067. // Fill remaining mipmaps with black textures.
  101068. if (imageData.length < mipmapsCount) {
  101069. var data = void 0;
  101070. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  101071. var dataLength = size * size * 4;
  101072. switch (texture.type) {
  101073. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  101074. data = new Uint8Array(dataLength);
  101075. break;
  101076. }
  101077. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  101078. data = new Uint16Array(dataLength);
  101079. break;
  101080. }
  101081. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  101082. data = new Float32Array(dataLength);
  101083. break;
  101084. }
  101085. }
  101086. for (var i = imageData.length; i < mipmapsCount; i++) {
  101087. for (var face = 0; face < 6; face++) {
  101088. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  101089. }
  101090. }
  101091. }
  101092. // Once all done, finishes the cleanup and return
  101093. return Promise.all(promises).then(function () {
  101094. // Release temp RTT.
  101095. if (cubeRtt) {
  101096. engine._releaseFramebufferObjects(cubeRtt);
  101097. cubeRtt._swapAndDie(texture);
  101098. }
  101099. // Release temp Post Process.
  101100. if (rgbdPostProcess) {
  101101. rgbdPostProcess.dispose();
  101102. }
  101103. // Flag internal texture as ready in case they are in use.
  101104. if (generateNonLODTextures) {
  101105. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  101106. texture._lodTextureHigh._texture.isReady = true;
  101107. }
  101108. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  101109. texture._lodTextureMid._texture.isReady = true;
  101110. }
  101111. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  101112. texture._lodTextureLow._texture.isReady = true;
  101113. }
  101114. }
  101115. });
  101116. };
  101117. /**
  101118. * Uploads spherical polynomials information to the texture.
  101119. * @param texture defines the texture we are trying to upload the information to
  101120. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  101121. */
  101122. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  101123. if (info.version !== 1) {
  101124. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  101125. }
  101126. var irradianceInfo = info.irradiance;
  101127. if (!irradianceInfo) {
  101128. return;
  101129. }
  101130. var sp = new BABYLON.SphericalPolynomial();
  101131. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  101132. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  101133. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  101134. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  101135. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  101136. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  101137. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  101138. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  101139. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  101140. texture._sphericalPolynomial = sp;
  101141. };
  101142. /**
  101143. * Magic number identifying the env file.
  101144. */
  101145. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  101146. return EnvironmentTextureTools;
  101147. }());
  101148. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  101149. })(BABYLON || (BABYLON = {}));
  101150. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  101151. var BABYLON;
  101152. (function (BABYLON) {
  101153. /**
  101154. * Implementation of the ENV Texture Loader.
  101155. */
  101156. var ENVTextureLoader = /** @class */ (function () {
  101157. function ENVTextureLoader() {
  101158. /**
  101159. * Defines wether the loader supports cascade loading the different faces.
  101160. */
  101161. this.supportCascades = false;
  101162. }
  101163. /**
  101164. * This returns if the loader support the current file information.
  101165. * @param extension defines the file extension of the file being loaded
  101166. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101167. * @param fallback defines the fallback internal texture if any
  101168. * @param isBase64 defines whether the texture is encoded as a base64
  101169. * @param isBuffer defines whether the texture data are stored as a buffer
  101170. * @returns true if the loader can load the specified file
  101171. */
  101172. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101173. return extension.indexOf(".env") === 0;
  101174. };
  101175. /**
  101176. * Transform the url before loading if required.
  101177. * @param rootUrl the url of the texture
  101178. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101179. * @returns the transformed texture
  101180. */
  101181. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101182. return rootUrl;
  101183. };
  101184. /**
  101185. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101186. * @param rootUrl the url of the texture
  101187. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101188. * @returns the fallback texture
  101189. */
  101190. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101191. return null;
  101192. };
  101193. /**
  101194. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101195. * @param data contains the texture data
  101196. * @param texture defines the BabylonJS internal texture
  101197. * @param createPolynomials will be true if polynomials have been requested
  101198. * @param onLoad defines the callback to trigger once the texture is ready
  101199. * @param onError defines the callback to trigger in case of error
  101200. */
  101201. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101202. if (Array.isArray(data)) {
  101203. return;
  101204. }
  101205. data = data;
  101206. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  101207. if (info) {
  101208. texture.width = info.width;
  101209. texture.height = info.width;
  101210. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  101211. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  101212. texture.isReady = true;
  101213. if (onLoad) {
  101214. onLoad();
  101215. }
  101216. });
  101217. }
  101218. else if (onError) {
  101219. onError("Can not parse the environment file", null);
  101220. }
  101221. };
  101222. /**
  101223. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101224. * @param data contains the texture data
  101225. * @param texture defines the BabylonJS internal texture
  101226. * @param callback defines the method to call once ready to upload
  101227. */
  101228. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  101229. throw ".env not supported in 2d.";
  101230. };
  101231. return ENVTextureLoader;
  101232. }());
  101233. // Register the loader.
  101234. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  101235. })(BABYLON || (BABYLON = {}));
  101236. //# sourceMappingURL=babylon.envTextureLoader.js.map
  101237. var BABYLON;
  101238. (function (BABYLON) {
  101239. /**
  101240. * Renders a layer on top of an existing scene
  101241. */
  101242. var UtilityLayerRenderer = /** @class */ (function () {
  101243. /**
  101244. * Instantiates a UtilityLayerRenderer
  101245. * @param originalScene the original scene that will be rendered on top of
  101246. */
  101247. function UtilityLayerRenderer(
  101248. /** the original scene that will be rendered on top of */
  101249. originalScene) {
  101250. var _this = this;
  101251. this.originalScene = originalScene;
  101252. this._pointerCaptures = {};
  101253. this._lastPointerEvents = {};
  101254. /**
  101255. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  101256. */
  101257. this.pickUtilitySceneFirst = true;
  101258. /**
  101259. * If the utility layer should automatically be rendered on top of existing scene
  101260. */
  101261. this.shouldRender = true;
  101262. /**
  101263. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  101264. */
  101265. this.onlyCheckPointerDownEvents = true;
  101266. /**
  101267. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  101268. */
  101269. this.processAllEvents = false;
  101270. /**
  101271. * Observable raised when the pointer move from the utility layer scene to the main scene
  101272. */
  101273. this.onPointerOutObservable = new BABYLON.Observable();
  101274. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  101275. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  101276. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  101277. this.utilityLayerScene._allowPostProcessClearColor = false;
  101278. originalScene.getEngine().scenes.pop();
  101279. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  101280. this.utilityLayerScene.detachControl();
  101281. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  101282. if (!_this.processAllEvents) {
  101283. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  101284. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  101285. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  101286. return;
  101287. }
  101288. }
  101289. var pointerEvent = (prePointerInfo.event);
  101290. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  101291. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101292. return;
  101293. }
  101294. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  101295. if (!prePointerInfo.ray && utilityScenePick) {
  101296. prePointerInfo.ray = utilityScenePick.ray;
  101297. }
  101298. // always fire the prepointer oversvable
  101299. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  101300. // allow every non pointer down event to flow to the utility layer
  101301. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  101302. if (!prePointerInfo.skipOnPointerObservable) {
  101303. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101304. }
  101305. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  101306. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101307. }
  101308. return;
  101309. }
  101310. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  101311. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  101312. if (utilityScenePick && utilityScenePick.hit) {
  101313. if (!prePointerInfo.skipOnPointerObservable) {
  101314. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101315. }
  101316. prePointerInfo.skipOnPointerObservable = true;
  101317. }
  101318. }
  101319. else {
  101320. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  101321. var pointerEvent_1 = (prePointerInfo.event);
  101322. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  101323. if (originalScenePick && utilityScenePick) {
  101324. // No pick in utility scene
  101325. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  101326. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101327. // We touched an utility mesh present in the main scene
  101328. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101329. prePointerInfo.skipOnPointerObservable = true;
  101330. }
  101331. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  101332. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  101333. }
  101334. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101335. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101336. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101337. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101338. }
  101339. }
  101340. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  101341. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  101342. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  101343. // If a previous utility layer set this, do not unset this
  101344. if (!prePointerInfo.skipOnPointerObservable) {
  101345. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  101346. }
  101347. }
  101348. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  101349. // We have a pick in both scenes but main is closer than utility
  101350. // We touched an utility mesh present in the main scene
  101351. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101352. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101353. prePointerInfo.skipOnPointerObservable = true;
  101354. }
  101355. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101356. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101357. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101358. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101359. }
  101360. }
  101361. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  101362. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  101363. }
  101364. }
  101365. }
  101366. });
  101367. // Render directly on top of existing scene without clearing
  101368. this.utilityLayerScene.autoClear = false;
  101369. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  101370. if (_this.shouldRender) {
  101371. _this.render();
  101372. }
  101373. });
  101374. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  101375. _this.dispose();
  101376. });
  101377. this._updateCamera();
  101378. }
  101379. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  101380. /**
  101381. * 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)
  101382. */
  101383. get: function () {
  101384. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  101385. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101386. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101387. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101388. });
  101389. }
  101390. return UtilityLayerRenderer._DefaultUtilityLayer;
  101391. },
  101392. enumerable: true,
  101393. configurable: true
  101394. });
  101395. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  101396. /**
  101397. * 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)
  101398. */
  101399. get: function () {
  101400. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  101401. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101402. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  101403. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101404. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101405. });
  101406. }
  101407. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  101408. },
  101409. enumerable: true,
  101410. configurable: true
  101411. });
  101412. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  101413. if (!prePointerInfo.skipOnPointerObservable) {
  101414. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  101415. this._lastPointerEvents[pointerEvent.pointerId] = true;
  101416. }
  101417. };
  101418. /**
  101419. * Renders the utility layers scene on top of the original scene
  101420. */
  101421. UtilityLayerRenderer.prototype.render = function () {
  101422. this._updateCamera();
  101423. if (this.utilityLayerScene.activeCamera) {
  101424. // Set the camera's scene to utility layers scene
  101425. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  101426. var camera = this.utilityLayerScene.activeCamera;
  101427. camera._scene = this.utilityLayerScene;
  101428. if (camera.leftCamera) {
  101429. camera.leftCamera._scene = this.utilityLayerScene;
  101430. }
  101431. if (camera.rightCamera) {
  101432. camera.rightCamera._scene = this.utilityLayerScene;
  101433. }
  101434. this.utilityLayerScene.render(false);
  101435. // Reset camera's scene back to original
  101436. camera._scene = oldScene;
  101437. if (camera.leftCamera) {
  101438. camera.leftCamera._scene = oldScene;
  101439. }
  101440. if (camera.rightCamera) {
  101441. camera.rightCamera._scene = oldScene;
  101442. }
  101443. }
  101444. };
  101445. /**
  101446. * Disposes of the renderer
  101447. */
  101448. UtilityLayerRenderer.prototype.dispose = function () {
  101449. this.onPointerOutObservable.clear();
  101450. if (this._afterRenderObserver) {
  101451. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  101452. }
  101453. if (this._sceneDisposeObserver) {
  101454. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  101455. }
  101456. if (this._originalPointerObserver) {
  101457. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  101458. }
  101459. this.utilityLayerScene.dispose();
  101460. };
  101461. UtilityLayerRenderer.prototype._updateCamera = function () {
  101462. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  101463. };
  101464. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101465. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101466. return UtilityLayerRenderer;
  101467. }());
  101468. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  101469. })(BABYLON || (BABYLON = {}));
  101470. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  101471. //# sourceMappingURL=babylon.behavior.js.map
  101472. var BABYLON;
  101473. (function (BABYLON) {
  101474. /**
  101475. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101476. */
  101477. var PointerDragBehavior = /** @class */ (function () {
  101478. /**
  101479. * Creates a pointer drag behavior that can be attached to a mesh
  101480. * @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)
  101481. */
  101482. function PointerDragBehavior(options) {
  101483. /**
  101484. * 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)
  101485. */
  101486. this.maxDragAngle = 0;
  101487. /**
  101488. * @hidden
  101489. */
  101490. this._useAlternatePickedPointAboveMaxDragAngle = false;
  101491. /**
  101492. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101493. */
  101494. this.currentDraggingPointerID = -1;
  101495. /**
  101496. * If the behavior is currently in a dragging state
  101497. */
  101498. this.dragging = false;
  101499. /**
  101500. * 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)
  101501. */
  101502. this.dragDeltaRatio = 0.2;
  101503. /**
  101504. * If the drag plane orientation should be updated during the dragging (Default: true)
  101505. */
  101506. this.updateDragPlane = true;
  101507. // Debug mode will display drag planes to help visualize behavior
  101508. this._debugMode = false;
  101509. this._moving = false;
  101510. /**
  101511. * Fires each time the attached mesh is dragged with the pointer
  101512. * * delta between last drag position and current drag position in world space
  101513. * * dragDistance along the drag axis
  101514. * * dragPlaneNormal normal of the current drag plane used during the drag
  101515. * * dragPlanePoint in world space where the drag intersects the drag plane
  101516. */
  101517. this.onDragObservable = new BABYLON.Observable();
  101518. /**
  101519. * Fires each time a drag begins (eg. mouse down on mesh)
  101520. */
  101521. this.onDragStartObservable = new BABYLON.Observable();
  101522. /**
  101523. * Fires each time a drag ends (eg. mouse release after drag)
  101524. */
  101525. this.onDragEndObservable = new BABYLON.Observable();
  101526. /**
  101527. * If the attached mesh should be moved when dragged
  101528. */
  101529. this.moveAttached = true;
  101530. /**
  101531. * If the drag behavior will react to drag events (Default: true)
  101532. */
  101533. this.enabled = true;
  101534. /**
  101535. * If camera controls should be detached during the drag
  101536. */
  101537. this.detachCameraControls = true;
  101538. /**
  101539. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101540. */
  101541. this.useObjectOrienationForDragging = true;
  101542. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  101543. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  101544. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  101545. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101546. this._attachedElement = null;
  101547. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101548. this._lastPointerRay = {};
  101549. this._dragDelta = new BABYLON.Vector3();
  101550. // Variables to avoid instantiation in the below method
  101551. this._pointA = new BABYLON.Vector3(0, 0, 0);
  101552. this._pointB = new BABYLON.Vector3(0, 0, 0);
  101553. this._pointC = new BABYLON.Vector3(0, 0, 0);
  101554. this._lineA = new BABYLON.Vector3(0, 0, 0);
  101555. this._lineB = new BABYLON.Vector3(0, 0, 0);
  101556. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  101557. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  101558. this._options = options ? options : {};
  101559. var optionCount = 0;
  101560. if (this._options.dragAxis) {
  101561. optionCount++;
  101562. }
  101563. if (this._options.dragPlaneNormal) {
  101564. optionCount++;
  101565. }
  101566. if (optionCount > 1) {
  101567. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  101568. }
  101569. }
  101570. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  101571. /**
  101572. * The name of the behavior
  101573. */
  101574. get: function () {
  101575. return "PointerDrag";
  101576. },
  101577. enumerable: true,
  101578. configurable: true
  101579. });
  101580. /**
  101581. * Initializes the behavior
  101582. */
  101583. PointerDragBehavior.prototype.init = function () { };
  101584. /**
  101585. * Attaches the drag behavior the passed in mesh
  101586. * @param ownerNode The mesh that will be dragged around once attached
  101587. */
  101588. PointerDragBehavior.prototype.attach = function (ownerNode) {
  101589. var _this = this;
  101590. this._scene = ownerNode.getScene();
  101591. this._attachedNode = ownerNode;
  101592. // Initialize drag plane to not interfere with existing scene
  101593. if (!PointerDragBehavior._planeScene) {
  101594. if (this._debugMode) {
  101595. PointerDragBehavior._planeScene = this._scene;
  101596. }
  101597. else {
  101598. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  101599. PointerDragBehavior._planeScene.detachControl();
  101600. this._scene.getEngine().scenes.pop();
  101601. this._scene.onDisposeObservable.addOnce(function () {
  101602. PointerDragBehavior._planeScene.dispose();
  101603. PointerDragBehavior._planeScene = null;
  101604. });
  101605. }
  101606. }
  101607. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  101608. // State of the drag
  101609. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  101610. var pickPredicate = function (m) {
  101611. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  101612. };
  101613. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101614. if (!_this.enabled) {
  101615. return;
  101616. }
  101617. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101618. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101619. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  101620. }
  101621. }
  101622. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101623. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101624. _this.releaseDrag();
  101625. }
  101626. }
  101627. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101628. var pointerId = pointerInfo.event.pointerId;
  101629. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  101630. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  101631. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  101632. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  101633. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  101634. }
  101635. _this.currentDraggingPointerID = pointerId;
  101636. }
  101637. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  101638. if (!_this._lastPointerRay[pointerId]) {
  101639. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101640. }
  101641. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  101642. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  101643. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  101644. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  101645. _this._moveDrag(pointerInfo.pickInfo.ray);
  101646. }
  101647. }
  101648. }
  101649. });
  101650. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101651. if (_this._moving && _this.moveAttached) {
  101652. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  101653. // Slowly move mesh to avoid jitter
  101654. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  101655. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  101656. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  101657. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  101658. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  101659. }
  101660. });
  101661. };
  101662. /**
  101663. * Force relase the drag action by code.
  101664. */
  101665. PointerDragBehavior.prototype.releaseDrag = function () {
  101666. this.dragging = false;
  101667. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  101668. this.currentDraggingPointerID = -1;
  101669. this._moving = false;
  101670. // Reattach camera controls
  101671. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101672. this._scene.activeCamera.attachControl(this._attachedElement, true);
  101673. }
  101674. };
  101675. /**
  101676. * Simulates the start of a pointer drag event on the behavior
  101677. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101678. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101679. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101680. */
  101681. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  101682. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  101683. this._startDrag(pointerId, fromRay, startPickedPoint);
  101684. var lastRay = this._lastPointerRay[pointerId];
  101685. if (pointerId === PointerDragBehavior._AnyMouseID) {
  101686. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  101687. }
  101688. if (lastRay) {
  101689. // if there was a last pointer ray drag the object there
  101690. this._moveDrag(lastRay);
  101691. }
  101692. };
  101693. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  101694. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  101695. return;
  101696. }
  101697. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  101698. // Create start ray from the camera to the object
  101699. if (fromRay) {
  101700. this._startDragRay.direction.copyFrom(fromRay.direction);
  101701. this._startDragRay.origin.copyFrom(fromRay.origin);
  101702. }
  101703. else {
  101704. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  101705. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  101706. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  101707. }
  101708. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  101709. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  101710. if (pickedPoint) {
  101711. this.dragging = true;
  101712. this.currentDraggingPointerID = pointerId;
  101713. this.lastDragPosition.copyFrom(pickedPoint);
  101714. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  101715. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  101716. // Detatch camera controls
  101717. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101718. if (this._scene.activeCamera.inputs.attachedElement) {
  101719. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  101720. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  101721. }
  101722. else {
  101723. this._attachedElement = null;
  101724. }
  101725. }
  101726. }
  101727. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  101728. };
  101729. PointerDragBehavior.prototype._moveDrag = function (ray) {
  101730. this._moving = true;
  101731. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  101732. if (pickedPoint) {
  101733. if (this.updateDragPlane) {
  101734. this._updateDragPlanePosition(ray, pickedPoint);
  101735. }
  101736. var dragLength = 0;
  101737. // depending on the drag mode option drag accordingly
  101738. if (this._options.dragAxis) {
  101739. // Convert local drag axis to world
  101740. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  101741. // Project delta drag from the drag plane onto the drag axis
  101742. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  101743. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  101744. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  101745. }
  101746. else {
  101747. dragLength = this._dragDelta.length();
  101748. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  101749. }
  101750. this._targetPosition.addInPlace(this._dragDelta);
  101751. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  101752. this.lastDragPosition.copyFrom(pickedPoint);
  101753. }
  101754. };
  101755. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  101756. var _this = this;
  101757. if (!ray) {
  101758. return null;
  101759. }
  101760. // Calculate angle between plane normal and ray
  101761. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  101762. // Correct if ray is casted from oposite side
  101763. if (angle > Math.PI / 2) {
  101764. angle = Math.PI - angle;
  101765. }
  101766. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  101767. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  101768. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  101769. // Invert ray direction along the towards object axis
  101770. this._tmpVector.copyFrom(ray.direction);
  101771. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  101772. this._alternatePickedPoint.normalize();
  101773. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  101774. this._tmpVector.addInPlace(this._alternatePickedPoint);
  101775. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  101776. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  101777. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  101778. this._alternatePickedPoint.addInPlace(this._tmpVector);
  101779. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  101780. return this._alternatePickedPoint;
  101781. }
  101782. else {
  101783. return null;
  101784. }
  101785. }
  101786. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  101787. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  101788. return pickResult.pickedPoint;
  101789. }
  101790. else {
  101791. return null;
  101792. }
  101793. };
  101794. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  101795. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  101796. this._pointA.copyFrom(dragPlanePosition);
  101797. if (this._options.dragAxis) {
  101798. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  101799. // Calculate plane normal in direction of camera but perpendicular to drag axis
  101800. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  101801. ray.origin.subtractToRef(this._pointA, this._pointC);
  101802. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  101803. // Get perpendicular line from direction to camera and drag axis
  101804. this._pointB.subtractToRef(this._pointA, this._lineA);
  101805. this._pointC.subtractToRef(this._pointA, this._lineB);
  101806. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  101807. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  101808. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  101809. this._lookAt.normalize();
  101810. this._dragPlane.position.copyFrom(this._pointA);
  101811. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  101812. this._dragPlane.lookAt(this._lookAt);
  101813. }
  101814. else if (this._options.dragPlaneNormal) {
  101815. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  101816. this._dragPlane.position.copyFrom(this._pointA);
  101817. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  101818. this._dragPlane.lookAt(this._lookAt);
  101819. }
  101820. else {
  101821. this._dragPlane.position.copyFrom(this._pointA);
  101822. this._dragPlane.lookAt(ray.origin);
  101823. }
  101824. this._dragPlane.computeWorldMatrix(true);
  101825. };
  101826. /**
  101827. * Detaches the behavior from the mesh
  101828. */
  101829. PointerDragBehavior.prototype.detach = function () {
  101830. if (this._pointerObserver) {
  101831. this._scene.onPointerObservable.remove(this._pointerObserver);
  101832. }
  101833. if (this._beforeRenderObserver) {
  101834. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101835. }
  101836. };
  101837. PointerDragBehavior._AnyMouseID = -2;
  101838. return PointerDragBehavior;
  101839. }());
  101840. BABYLON.PointerDragBehavior = PointerDragBehavior;
  101841. })(BABYLON || (BABYLON = {}));
  101842. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  101843. var BABYLON;
  101844. (function (BABYLON) {
  101845. /**
  101846. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101847. */
  101848. var MultiPointerScaleBehavior = /** @class */ (function () {
  101849. /**
  101850. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101851. */
  101852. function MultiPointerScaleBehavior() {
  101853. this._startDistance = 0;
  101854. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  101855. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  101856. this._sceneRenderObserver = null;
  101857. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  101858. this._dragBehaviorA.moveAttached = false;
  101859. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  101860. this._dragBehaviorB.moveAttached = false;
  101861. }
  101862. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  101863. /**
  101864. * The name of the behavior
  101865. */
  101866. get: function () {
  101867. return "MultiPointerScale";
  101868. },
  101869. enumerable: true,
  101870. configurable: true
  101871. });
  101872. /**
  101873. * Initializes the behavior
  101874. */
  101875. MultiPointerScaleBehavior.prototype.init = function () { };
  101876. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  101877. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  101878. };
  101879. /**
  101880. * Attaches the scale behavior the passed in mesh
  101881. * @param ownerNode The mesh that will be scaled around once attached
  101882. */
  101883. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  101884. var _this = this;
  101885. this._ownerNode = ownerNode;
  101886. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  101887. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  101888. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101889. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101890. _this._dragBehaviorA.releaseDrag();
  101891. }
  101892. else {
  101893. _this._initialScale.copyFrom(ownerNode.scaling);
  101894. _this._startDistance = _this._getCurrentDistance();
  101895. }
  101896. }
  101897. });
  101898. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101899. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101900. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101901. _this._dragBehaviorB.releaseDrag();
  101902. }
  101903. else {
  101904. _this._initialScale.copyFrom(ownerNode.scaling);
  101905. _this._startDistance = _this._getCurrentDistance();
  101906. }
  101907. }
  101908. });
  101909. // Once both drag behaviors are active scale based on the distance between the two pointers
  101910. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101911. behavior.onDragObservable.add(function () {
  101912. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101913. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101914. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101915. }
  101916. });
  101917. });
  101918. ownerNode.addBehavior(this._dragBehaviorA);
  101919. ownerNode.addBehavior(this._dragBehaviorB);
  101920. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101921. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101922. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101923. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101924. if (change.length() > 0.01) {
  101925. ownerNode.scaling.addInPlace(change);
  101926. }
  101927. }
  101928. });
  101929. };
  101930. /**
  101931. * Detaches the behavior from the mesh
  101932. */
  101933. MultiPointerScaleBehavior.prototype.detach = function () {
  101934. var _this = this;
  101935. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101936. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101937. behavior.onDragStartObservable.clear();
  101938. behavior.onDragObservable.clear();
  101939. _this._ownerNode.removeBehavior(behavior);
  101940. });
  101941. };
  101942. return MultiPointerScaleBehavior;
  101943. }());
  101944. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101945. })(BABYLON || (BABYLON = {}));
  101946. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  101947. var BABYLON;
  101948. (function (BABYLON) {
  101949. /**
  101950. * 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
  101951. */
  101952. var SixDofDragBehavior = /** @class */ (function () {
  101953. /**
  101954. * 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
  101955. */
  101956. function SixDofDragBehavior() {
  101957. this._sceneRenderObserver = null;
  101958. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101959. this._moving = false;
  101960. this._startingOrientation = new BABYLON.Quaternion();
  101961. /**
  101962. * 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)
  101963. */
  101964. this.zDragFactor = 3;
  101965. /**
  101966. * If the behavior is currently in a dragging state
  101967. */
  101968. this.dragging = false;
  101969. /**
  101970. * 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)
  101971. */
  101972. this.dragDeltaRatio = 0.2;
  101973. /**
  101974. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101975. */
  101976. this.currentDraggingPointerID = -1;
  101977. /**
  101978. * If camera controls should be detached during the drag
  101979. */
  101980. this.detachCameraControls = true;
  101981. /**
  101982. * Fires each time a drag starts
  101983. */
  101984. this.onDragStartObservable = new BABYLON.Observable();
  101985. /**
  101986. * Fires each time a drag ends (eg. mouse release after drag)
  101987. */
  101988. this.onDragEndObservable = new BABYLON.Observable();
  101989. }
  101990. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101991. /**
  101992. * The name of the behavior
  101993. */
  101994. get: function () {
  101995. return "SixDofDrag";
  101996. },
  101997. enumerable: true,
  101998. configurable: true
  101999. });
  102000. /**
  102001. * Initializes the behavior
  102002. */
  102003. SixDofDragBehavior.prototype.init = function () { };
  102004. /**
  102005. * Attaches the scale behavior the passed in mesh
  102006. * @param ownerNode The mesh that will be scaled around once attached
  102007. */
  102008. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  102009. var _this = this;
  102010. this._ownerNode = ownerNode;
  102011. this._scene = this._ownerNode.getScene();
  102012. if (!SixDofDragBehavior._virtualScene) {
  102013. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  102014. SixDofDragBehavior._virtualScene.detachControl();
  102015. this._scene.getEngine().scenes.pop();
  102016. }
  102017. var pickedMesh = null;
  102018. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  102019. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  102020. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  102021. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  102022. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  102023. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  102024. var pickPredicate = function (m) {
  102025. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  102026. };
  102027. var attachedElement = null;
  102028. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102029. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102030. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102031. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  102032. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  102033. }
  102034. pickedMesh = _this._ownerNode;
  102035. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  102036. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  102037. // Set position and orientation of the controller
  102038. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  102039. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  102040. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  102041. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102042. pickedMesh.computeWorldMatrix();
  102043. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  102044. if (!pickedMesh.rotationQuaternion) {
  102045. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  102046. }
  102047. var oldParent = pickedMesh.parent;
  102048. pickedMesh.setParent(null);
  102049. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  102050. pickedMesh.setParent(oldParent);
  102051. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  102052. // Update state
  102053. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  102054. _this.dragging = true;
  102055. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  102056. // Detatch camera controls
  102057. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  102058. if (_this._scene.activeCamera.inputs.attachedElement) {
  102059. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  102060. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  102061. }
  102062. else {
  102063. attachedElement = null;
  102064. }
  102065. }
  102066. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  102067. _this.onDragStartObservable.notifyObservers({});
  102068. }
  102069. }
  102070. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102071. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102072. _this.dragging = false;
  102073. _this._moving = false;
  102074. _this.currentDraggingPointerID = -1;
  102075. pickedMesh = null;
  102076. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102077. // Reattach camera controls
  102078. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  102079. _this._scene.activeCamera.attachControl(attachedElement, true);
  102080. }
  102081. _this.onDragEndObservable.notifyObservers({});
  102082. }
  102083. }
  102084. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102085. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  102086. var zDragFactor = _this.zDragFactor;
  102087. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  102088. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  102089. zDragFactor = 0;
  102090. }
  102091. // Calculate controller drag distance in controller space
  102092. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  102093. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  102094. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  102095. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  102096. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  102097. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  102098. if (_this._virtualDragMesh.position.z < 0) {
  102099. _this._virtualDragMesh.position.z = 0;
  102100. }
  102101. // Update the controller position
  102102. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  102103. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  102104. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102105. // Move the virtualObjectsPosition into the picked mesh's space if needed
  102106. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  102107. if (pickedMesh.parent) {
  102108. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  102109. }
  102110. if (!_this._moving) {
  102111. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  102112. }
  102113. _this._moving = true;
  102114. }
  102115. }
  102116. });
  102117. var tmpQuaternion = new BABYLON.Quaternion();
  102118. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  102119. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  102120. if (_this.dragging && _this._moving && pickedMesh) {
  102121. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  102122. // Slowly move mesh to avoid jitter
  102123. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  102124. // Get change in rotation
  102125. tmpQuaternion.copyFrom(_this._startingOrientation);
  102126. tmpQuaternion.x = -tmpQuaternion.x;
  102127. tmpQuaternion.y = -tmpQuaternion.y;
  102128. tmpQuaternion.z = -tmpQuaternion.z;
  102129. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  102130. // Convert change in rotation to only y axis rotation
  102131. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  102132. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  102133. // Slowly move mesh to avoid jitter
  102134. var oldParent = pickedMesh.parent;
  102135. pickedMesh.setParent(null);
  102136. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  102137. pickedMesh.setParent(oldParent);
  102138. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  102139. }
  102140. });
  102141. };
  102142. /**
  102143. * Detaches the behavior from the mesh
  102144. */
  102145. SixDofDragBehavior.prototype.detach = function () {
  102146. if (this._scene) {
  102147. this._scene.onPointerObservable.remove(this._pointerObserver);
  102148. }
  102149. if (this._ownerNode) {
  102150. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102151. }
  102152. if (this._virtualOriginMesh) {
  102153. this._virtualOriginMesh.dispose();
  102154. }
  102155. if (this._virtualDragMesh) {
  102156. this._virtualDragMesh.dispose();
  102157. }
  102158. this.onDragEndObservable.clear();
  102159. this.onDragStartObservable.clear();
  102160. };
  102161. return SixDofDragBehavior;
  102162. }());
  102163. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  102164. })(BABYLON || (BABYLON = {}));
  102165. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  102166. var BABYLON;
  102167. (function (BABYLON) {
  102168. /**
  102169. * @hidden
  102170. */
  102171. var FaceDirectionInfo = /** @class */ (function () {
  102172. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  102173. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  102174. if (diff === void 0) { diff = 0; }
  102175. if (ignore === void 0) { ignore = false; }
  102176. this.direction = direction;
  102177. this.rotatedDirection = rotatedDirection;
  102178. this.diff = diff;
  102179. this.ignore = ignore;
  102180. }
  102181. return FaceDirectionInfo;
  102182. }());
  102183. /**
  102184. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  102185. */
  102186. var AttachToBoxBehavior = /** @class */ (function () {
  102187. /**
  102188. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102189. * @param ui The transform node that should be attched to the mesh
  102190. */
  102191. function AttachToBoxBehavior(ui) {
  102192. this.ui = ui;
  102193. /**
  102194. * The name of the behavior
  102195. */
  102196. this.name = "AttachToBoxBehavior";
  102197. /**
  102198. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102199. */
  102200. this.distanceAwayFromFace = 0.15;
  102201. /**
  102202. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102203. */
  102204. this.distanceAwayFromBottomOfFace = 0.15;
  102205. 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))];
  102206. this._tmpMatrix = new BABYLON.Matrix();
  102207. this._tmpVector = new BABYLON.Vector3();
  102208. this._zeroVector = BABYLON.Vector3.Zero();
  102209. this._lookAtTmpMatrix = new BABYLON.Matrix();
  102210. /* Does nothing */
  102211. }
  102212. /**
  102213. * Initializes the behavior
  102214. */
  102215. AttachToBoxBehavior.prototype.init = function () {
  102216. /* Does nothing */
  102217. };
  102218. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  102219. var _this = this;
  102220. // Go over each face and calculate the angle between the face's normal and targetDirection
  102221. this._faceVectors.forEach(function (v) {
  102222. if (!_this._target.rotationQuaternion) {
  102223. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  102224. }
  102225. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  102226. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  102227. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  102228. });
  102229. // Return the face information of the one with the normal closeset to target direction
  102230. return this._faceVectors.reduce(function (min, p) {
  102231. if (min.ignore) {
  102232. return p;
  102233. }
  102234. else if (p.ignore) {
  102235. return min;
  102236. }
  102237. else {
  102238. return min.diff < p.diff ? min : p;
  102239. }
  102240. }, this._faceVectors[0]);
  102241. };
  102242. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  102243. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  102244. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  102245. this._lookAtTmpMatrix.invert();
  102246. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  102247. };
  102248. /**
  102249. * Attaches the AttachToBoxBehavior to the passed in mesh
  102250. * @param target The mesh that the specified node will be attached to
  102251. */
  102252. AttachToBoxBehavior.prototype.attach = function (target) {
  102253. var _this = this;
  102254. this._target = target;
  102255. this._scene = this._target.getScene();
  102256. // Every frame, update the app bars position
  102257. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102258. if (!_this._scene.activeCamera) {
  102259. return;
  102260. }
  102261. // Find the face closest to the cameras position
  102262. var cameraPos = _this._scene.activeCamera.position;
  102263. if (_this._scene.activeCamera.devicePosition) {
  102264. cameraPos = _this._scene.activeCamera.devicePosition;
  102265. }
  102266. var facing = _this._closestFace(cameraPos.subtract(target.position));
  102267. if (_this._scene.activeCamera.leftCamera) {
  102268. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102269. }
  102270. else {
  102271. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102272. }
  102273. // Get camera up direction
  102274. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  102275. // Ignore faces to not select a parrelel face for the up vector of the UI
  102276. _this._faceVectors.forEach(function (v) {
  102277. if (facing.direction.x && v.direction.x) {
  102278. v.ignore = true;
  102279. }
  102280. if (facing.direction.y && v.direction.y) {
  102281. v.ignore = true;
  102282. }
  102283. if (facing.direction.z && v.direction.z) {
  102284. v.ignore = true;
  102285. }
  102286. });
  102287. var facingUp = _this._closestFace(_this._tmpVector);
  102288. // Unignore faces
  102289. _this._faceVectors.forEach(function (v) {
  102290. v.ignore = false;
  102291. });
  102292. // Position the app bar on that face
  102293. _this.ui.position.copyFrom(target.position);
  102294. if (facing.direction.x) {
  102295. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102296. _this.ui.position.addInPlace(_this._tmpVector);
  102297. }
  102298. if (facing.direction.y) {
  102299. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102300. _this.ui.position.addInPlace(_this._tmpVector);
  102301. }
  102302. if (facing.direction.z) {
  102303. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102304. _this.ui.position.addInPlace(_this._tmpVector);
  102305. }
  102306. // Rotate to be oriented properly to the camera
  102307. if (!_this.ui.rotationQuaternion) {
  102308. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  102309. }
  102310. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  102311. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  102312. // Place ui the correct distance from the bottom of the mesh
  102313. if (facingUp.direction.x) {
  102314. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  102315. }
  102316. if (facingUp.direction.y) {
  102317. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  102318. }
  102319. if (facingUp.direction.z) {
  102320. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  102321. }
  102322. _this.ui.position.addInPlace(_this._tmpVector);
  102323. });
  102324. };
  102325. /**
  102326. * Detaches the behavior from the mesh
  102327. */
  102328. AttachToBoxBehavior.prototype.detach = function () {
  102329. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  102330. };
  102331. return AttachToBoxBehavior;
  102332. }());
  102333. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  102334. })(BABYLON || (BABYLON = {}));
  102335. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  102336. var BABYLON;
  102337. (function (BABYLON) {
  102338. /**
  102339. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102340. */
  102341. var FadeInOutBehavior = /** @class */ (function () {
  102342. /**
  102343. * Instatiates the FadeInOutBehavior
  102344. */
  102345. function FadeInOutBehavior() {
  102346. var _this = this;
  102347. /**
  102348. * Time in milliseconds to delay before fading in (Default: 0)
  102349. */
  102350. this.delay = 0;
  102351. /**
  102352. * Time in milliseconds for the mesh to fade in (Default: 300)
  102353. */
  102354. this.fadeInTime = 300;
  102355. this._millisecondsPerFrame = 1000 / 60;
  102356. this._hovered = false;
  102357. this._hoverValue = 0;
  102358. this._ownerNode = null;
  102359. this._update = function () {
  102360. if (_this._ownerNode) {
  102361. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  102362. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  102363. if (_this._ownerNode.visibility > 1) {
  102364. _this._setAllVisibility(_this._ownerNode, 1);
  102365. _this._hoverValue = _this.fadeInTime + _this.delay;
  102366. return;
  102367. }
  102368. else if (_this._ownerNode.visibility < 0) {
  102369. _this._setAllVisibility(_this._ownerNode, 0);
  102370. if (_this._hoverValue < 0) {
  102371. _this._hoverValue = 0;
  102372. return;
  102373. }
  102374. }
  102375. setTimeout(_this._update, _this._millisecondsPerFrame);
  102376. }
  102377. };
  102378. }
  102379. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  102380. /**
  102381. * The name of the behavior
  102382. */
  102383. get: function () {
  102384. return "FadeInOut";
  102385. },
  102386. enumerable: true,
  102387. configurable: true
  102388. });
  102389. /**
  102390. * Initializes the behavior
  102391. */
  102392. FadeInOutBehavior.prototype.init = function () {
  102393. };
  102394. /**
  102395. * Attaches the fade behavior on the passed in mesh
  102396. * @param ownerNode The mesh that will be faded in/out once attached
  102397. */
  102398. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  102399. this._ownerNode = ownerNode;
  102400. this._setAllVisibility(this._ownerNode, 0);
  102401. };
  102402. /**
  102403. * Detaches the behavior from the mesh
  102404. */
  102405. FadeInOutBehavior.prototype.detach = function () {
  102406. this._ownerNode = null;
  102407. };
  102408. /**
  102409. * Triggers the mesh to begin fading in or out
  102410. * @param value if the object should fade in or out (true to fade in)
  102411. */
  102412. FadeInOutBehavior.prototype.fadeIn = function (value) {
  102413. this._hovered = value;
  102414. this._update();
  102415. };
  102416. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  102417. var _this = this;
  102418. mesh.visibility = value;
  102419. mesh.getChildMeshes().forEach(function (c) {
  102420. _this._setAllVisibility(c, value);
  102421. });
  102422. };
  102423. return FadeInOutBehavior;
  102424. }());
  102425. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  102426. })(BABYLON || (BABYLON = {}));
  102427. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  102428. var BABYLON;
  102429. (function (BABYLON) {
  102430. /**
  102431. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  102432. */
  102433. var Gizmo = /** @class */ (function () {
  102434. /**
  102435. * Creates a gizmo
  102436. * @param gizmoLayer The utility layer the gizmo will be added to
  102437. */
  102438. function Gizmo(
  102439. /** The utility layer the gizmo will be added to */
  102440. gizmoLayer) {
  102441. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102442. var _this = this;
  102443. this.gizmoLayer = gizmoLayer;
  102444. /**
  102445. * Ratio for the scale of the gizmo (Default: 1)
  102446. */
  102447. this.scaleRatio = 1;
  102448. this._tmpMatrix = new BABYLON.Matrix();
  102449. /**
  102450. * If a custom mesh has been set (Default: false)
  102451. */
  102452. this._customMeshSet = false;
  102453. /**
  102454. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  102455. */
  102456. this.updateGizmoRotationToMatchAttachedMesh = true;
  102457. /**
  102458. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  102459. */
  102460. this.updateGizmoPositionToMatchAttachedMesh = true;
  102461. /**
  102462. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  102463. */
  102464. this._updateScale = true;
  102465. this._interactionsEnabled = true;
  102466. this._tempVector = new BABYLON.Vector3();
  102467. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  102468. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  102469. _this._update();
  102470. });
  102471. this.attachedMesh = null;
  102472. }
  102473. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  102474. /**
  102475. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  102476. * * When set, interactions will be enabled
  102477. */
  102478. get: function () {
  102479. return this._attachedMesh;
  102480. },
  102481. set: function (value) {
  102482. this._attachedMesh = value;
  102483. this._rootMesh.setEnabled(value ? true : false);
  102484. this._attachedMeshChanged(value);
  102485. },
  102486. enumerable: true,
  102487. configurable: true
  102488. });
  102489. /**
  102490. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102491. * @param mesh The mesh to replace the default mesh of the gizmo
  102492. */
  102493. Gizmo.prototype.setCustomMesh = function (mesh) {
  102494. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  102495. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  102496. }
  102497. this._rootMesh.getChildMeshes().forEach(function (c) {
  102498. c.dispose();
  102499. });
  102500. mesh.parent = this._rootMesh;
  102501. this._customMeshSet = true;
  102502. };
  102503. Gizmo.prototype._attachedMeshChanged = function (value) {
  102504. };
  102505. /**
  102506. * @hidden
  102507. * Updates the gizmo to match the attached mesh's position/rotation
  102508. */
  102509. Gizmo.prototype._update = function () {
  102510. if (this.attachedMesh) {
  102511. if (this.updateGizmoRotationToMatchAttachedMesh) {
  102512. if (!this._rootMesh.rotationQuaternion) {
  102513. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  102514. }
  102515. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  102516. this._tempVector.copyFrom(this.attachedMesh.scaling);
  102517. if (this.attachedMesh.scaling.x < 0) {
  102518. this.attachedMesh.scaling.x *= -1;
  102519. }
  102520. if (this.attachedMesh.scaling.y < 0) {
  102521. this.attachedMesh.scaling.y *= -1;
  102522. }
  102523. if (this.attachedMesh.scaling.z < 0) {
  102524. this.attachedMesh.scaling.z *= -1;
  102525. }
  102526. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  102527. this.attachedMesh.scaling.copyFrom(this._tempVector);
  102528. this.attachedMesh.computeWorldMatrix();
  102529. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  102530. }
  102531. else if (this._rootMesh.rotationQuaternion) {
  102532. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  102533. }
  102534. if (this.updateGizmoPositionToMatchAttachedMesh) {
  102535. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  102536. }
  102537. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  102538. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  102539. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  102540. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  102541. }
  102542. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  102543. var dist = this._tempVector.length() * this.scaleRatio;
  102544. this._rootMesh.scaling.set(dist, dist, dist);
  102545. }
  102546. }
  102547. };
  102548. /**
  102549. * Disposes of the gizmo
  102550. */
  102551. Gizmo.prototype.dispose = function () {
  102552. this._rootMesh.dispose();
  102553. if (this._beforeRenderObserver) {
  102554. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102555. }
  102556. };
  102557. return Gizmo;
  102558. }());
  102559. BABYLON.Gizmo = Gizmo;
  102560. })(BABYLON || (BABYLON = {}));
  102561. //# sourceMappingURL=babylon.gizmo.js.map
  102562. var BABYLON;
  102563. (function (BABYLON) {
  102564. /**
  102565. * Single axis drag gizmo
  102566. */
  102567. var AxisDragGizmo = /** @class */ (function (_super) {
  102568. __extends(AxisDragGizmo, _super);
  102569. /**
  102570. * Creates an AxisDragGizmo
  102571. * @param gizmoLayer The utility layer the gizmo will be added to
  102572. * @param dragAxis The axis which the gizmo will be able to drag on
  102573. * @param color The color of the gizmo
  102574. */
  102575. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  102576. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102577. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102578. var _this = _super.call(this, gizmoLayer) || this;
  102579. _this._pointerObserver = null;
  102580. /**
  102581. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102582. */
  102583. _this.snapDistance = 0;
  102584. /**
  102585. * Event that fires each time the gizmo snaps to a new location.
  102586. * * snapDistance is the the change in distance
  102587. */
  102588. _this.onSnapObservable = new BABYLON.Observable();
  102589. // Create Material
  102590. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102591. coloredMaterial.disableLighting = true;
  102592. coloredMaterial.emissiveColor = color;
  102593. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102594. hoverMaterial.disableLighting = true;
  102595. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102596. // Build mesh on root node
  102597. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102598. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  102599. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102600. arrowTail.color = coloredMaterial.emissiveColor;
  102601. arrow.addChild(arrowMesh);
  102602. arrow.addChild(arrowTail);
  102603. // Position arrow pointing in its drag axis
  102604. arrowMesh.scaling.scaleInPlace(0.05);
  102605. arrowMesh.material = coloredMaterial;
  102606. arrowMesh.rotation.x = Math.PI / 2;
  102607. arrowMesh.position.z += 0.3;
  102608. arrowTail.scaling.scaleInPlace(0.26);
  102609. arrowTail.rotation.x = Math.PI / 2;
  102610. arrowTail.material = coloredMaterial;
  102611. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102612. arrow.scaling.scaleInPlace(1 / 3);
  102613. _this._rootMesh.addChild(arrow);
  102614. var currentSnapDragDistance = 0;
  102615. var tmpVector = new BABYLON.Vector3();
  102616. var tmpSnapEvent = { snapDistance: 0 };
  102617. // Add drag behavior to handle events when the gizmo is dragged
  102618. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102619. _this.dragBehavior.moveAttached = false;
  102620. _this._rootMesh.addBehavior(_this.dragBehavior);
  102621. var localDelta = new BABYLON.Vector3();
  102622. var tmpMatrix = new BABYLON.Matrix();
  102623. _this.dragBehavior.onDragObservable.add(function (event) {
  102624. if (_this.attachedMesh) {
  102625. // Convert delta to local translation if it has a parent
  102626. if (_this.attachedMesh.parent) {
  102627. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102628. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  102629. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  102630. }
  102631. else {
  102632. localDelta.copyFrom(event.delta);
  102633. }
  102634. // Snapping logic
  102635. if (_this.snapDistance == 0) {
  102636. _this.attachedMesh.position.addInPlace(localDelta);
  102637. }
  102638. else {
  102639. currentSnapDragDistance += event.dragDistance;
  102640. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102641. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  102642. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102643. localDelta.normalizeToRef(tmpVector);
  102644. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  102645. _this.attachedMesh.position.addInPlace(tmpVector);
  102646. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102647. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102648. }
  102649. }
  102650. }
  102651. });
  102652. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102653. if (_this._customMeshSet) {
  102654. return;
  102655. }
  102656. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102657. var material = isHovered ? hoverMaterial : coloredMaterial;
  102658. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102659. m.material = material;
  102660. if (m.color) {
  102661. m.color = material.emissiveColor;
  102662. }
  102663. });
  102664. });
  102665. return _this;
  102666. }
  102667. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  102668. if (this.dragBehavior) {
  102669. this.dragBehavior.enabled = value ? true : false;
  102670. }
  102671. };
  102672. /**
  102673. * Disposes of the gizmo
  102674. */
  102675. AxisDragGizmo.prototype.dispose = function () {
  102676. this.onSnapObservable.clear();
  102677. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102678. this.dragBehavior.detach();
  102679. _super.prototype.dispose.call(this);
  102680. };
  102681. return AxisDragGizmo;
  102682. }(BABYLON.Gizmo));
  102683. BABYLON.AxisDragGizmo = AxisDragGizmo;
  102684. })(BABYLON || (BABYLON = {}));
  102685. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  102686. var BABYLON;
  102687. (function (BABYLON) {
  102688. /**
  102689. * Single axis scale gizmo
  102690. */
  102691. var AxisScaleGizmo = /** @class */ (function (_super) {
  102692. __extends(AxisScaleGizmo, _super);
  102693. /**
  102694. * Creates an AxisScaleGizmo
  102695. * @param gizmoLayer The utility layer the gizmo will be added to
  102696. * @param dragAxis The axis which the gizmo will be able to scale on
  102697. * @param color The color of the gizmo
  102698. */
  102699. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  102700. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102701. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102702. var _this = _super.call(this, gizmoLayer) || this;
  102703. _this._pointerObserver = null;
  102704. /**
  102705. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102706. */
  102707. _this.snapDistance = 0;
  102708. /**
  102709. * Event that fires each time the gizmo snaps to a new location.
  102710. * * snapDistance is the the change in distance
  102711. */
  102712. _this.onSnapObservable = new BABYLON.Observable();
  102713. /**
  102714. * If the scaling operation should be done on all axis (default: false)
  102715. */
  102716. _this.uniformScaling = false;
  102717. // Create Material
  102718. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102719. _this._coloredMaterial.disableLighting = true;
  102720. _this._coloredMaterial.emissiveColor = color;
  102721. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102722. hoverMaterial.disableLighting = true;
  102723. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102724. // Build mesh on root node
  102725. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102726. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  102727. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102728. arrowTail.color = _this._coloredMaterial.emissiveColor;
  102729. arrow.addChild(arrowMesh);
  102730. arrow.addChild(arrowTail);
  102731. // Position arrow pointing in its drag axis
  102732. arrowMesh.scaling.scaleInPlace(0.1);
  102733. arrowMesh.material = _this._coloredMaterial;
  102734. arrowMesh.rotation.x = Math.PI / 2;
  102735. arrowMesh.position.z += 0.3;
  102736. arrowTail.scaling.scaleInPlace(0.26);
  102737. arrowTail.rotation.x = Math.PI / 2;
  102738. arrowTail.material = _this._coloredMaterial;
  102739. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102740. _this._rootMesh.addChild(arrow);
  102741. arrow.scaling.scaleInPlace(1 / 3);
  102742. // Add drag behavior to handle events when the gizmo is dragged
  102743. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102744. _this.dragBehavior.moveAttached = false;
  102745. _this._rootMesh.addBehavior(_this.dragBehavior);
  102746. var currentSnapDragDistance = 0;
  102747. var tmpVector = new BABYLON.Vector3();
  102748. var tmpSnapEvent = { snapDistance: 0 };
  102749. _this.dragBehavior.onDragObservable.add(function (event) {
  102750. if (_this.attachedMesh) {
  102751. // Snapping logic
  102752. var snapped = false;
  102753. var dragSteps = 0;
  102754. if (_this.uniformScaling) {
  102755. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  102756. if (tmpVector.y < 0) {
  102757. tmpVector.scaleInPlace(-1);
  102758. }
  102759. }
  102760. else {
  102761. tmpVector.copyFrom(dragAxis);
  102762. }
  102763. if (_this.snapDistance == 0) {
  102764. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  102765. }
  102766. else {
  102767. currentSnapDragDistance += event.dragDistance;
  102768. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102769. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102770. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102771. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  102772. snapped = true;
  102773. }
  102774. else {
  102775. tmpVector.scaleInPlace(0);
  102776. }
  102777. }
  102778. _this.attachedMesh.scaling.addInPlace(tmpVector);
  102779. if (snapped) {
  102780. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102781. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102782. }
  102783. }
  102784. });
  102785. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102786. if (_this._customMeshSet) {
  102787. return;
  102788. }
  102789. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102790. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  102791. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102792. m.material = material;
  102793. if (m.color) {
  102794. m.color = material.emissiveColor;
  102795. }
  102796. });
  102797. });
  102798. return _this;
  102799. }
  102800. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  102801. if (this.dragBehavior) {
  102802. this.dragBehavior.enabled = value ? true : false;
  102803. }
  102804. };
  102805. /**
  102806. * Disposes of the gizmo
  102807. */
  102808. AxisScaleGizmo.prototype.dispose = function () {
  102809. this.onSnapObservable.clear();
  102810. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102811. this.dragBehavior.detach();
  102812. _super.prototype.dispose.call(this);
  102813. };
  102814. /**
  102815. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102816. * @param mesh The mesh to replace the default mesh of the gizmo
  102817. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  102818. */
  102819. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  102820. var _this = this;
  102821. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  102822. _super.prototype.setCustomMesh.call(this, mesh);
  102823. if (useGizmoMaterial) {
  102824. this._rootMesh.getChildMeshes().forEach(function (m) {
  102825. m.material = _this._coloredMaterial;
  102826. if (m.color) {
  102827. m.color = _this._coloredMaterial.emissiveColor;
  102828. }
  102829. });
  102830. this._customMeshSet = false;
  102831. }
  102832. };
  102833. return AxisScaleGizmo;
  102834. }(BABYLON.Gizmo));
  102835. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  102836. })(BABYLON || (BABYLON = {}));
  102837. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  102838. var BABYLON;
  102839. (function (BABYLON) {
  102840. /**
  102841. * Single plane rotation gizmo
  102842. */
  102843. var PlaneRotationGizmo = /** @class */ (function (_super) {
  102844. __extends(PlaneRotationGizmo, _super);
  102845. /**
  102846. * Creates a PlaneRotationGizmo
  102847. * @param gizmoLayer The utility layer the gizmo will be added to
  102848. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  102849. * @param color The color of the gizmo
  102850. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102851. */
  102852. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  102853. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102854. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102855. if (tessellation === void 0) { tessellation = 32; }
  102856. var _this = _super.call(this, gizmoLayer) || this;
  102857. _this._pointerObserver = null;
  102858. /**
  102859. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  102860. */
  102861. _this.snapDistance = 0;
  102862. /**
  102863. * Event that fires each time the gizmo snaps to a new location.
  102864. * * snapDistance is the the change in distance
  102865. */
  102866. _this.onSnapObservable = new BABYLON.Observable();
  102867. // Create Material
  102868. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102869. coloredMaterial.disableLighting = true;
  102870. coloredMaterial.emissiveColor = color;
  102871. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102872. hoverMaterial.disableLighting = true;
  102873. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102874. // Build mesh on root node
  102875. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102876. // Create circle out of lines
  102877. var radius = 0.8;
  102878. var points = new Array();
  102879. for (var i = 0; i < tessellation; i++) {
  102880. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  102881. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  102882. }
  102883. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  102884. rotationMesh.color = coloredMaterial.emissiveColor;
  102885. // Position arrow pointing in its drag axis
  102886. rotationMesh.scaling.scaleInPlace(0.26);
  102887. rotationMesh.material = coloredMaterial;
  102888. rotationMesh.rotation.x = Math.PI / 2;
  102889. parentMesh.addChild(rotationMesh);
  102890. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  102891. _this._rootMesh.addChild(parentMesh);
  102892. parentMesh.scaling.scaleInPlace(1 / 3);
  102893. // Add drag behavior to handle events when the gizmo is dragged
  102894. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  102895. _this.dragBehavior.moveAttached = false;
  102896. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102897. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102898. _this._rootMesh.addBehavior(_this.dragBehavior);
  102899. var lastDragPosition = new BABYLON.Vector3();
  102900. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102901. if (_this.attachedMesh) {
  102902. lastDragPosition.copyFrom(e.dragPlanePoint);
  102903. }
  102904. });
  102905. var rotationMatrix = new BABYLON.Matrix();
  102906. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102907. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102908. var tmpSnapEvent = { snapDistance: 0 };
  102909. var currentSnapDragDistance = 0;
  102910. var tmpMatrix = new BABYLON.Matrix();
  102911. var tmpVector = new BABYLON.Vector3();
  102912. var amountToRotate = new BABYLON.Quaternion();
  102913. _this.dragBehavior.onDragObservable.add(function (event) {
  102914. if (_this.attachedMesh) {
  102915. if (!_this.attachedMesh.rotationQuaternion) {
  102916. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102917. }
  102918. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102919. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102920. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102921. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102922. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102923. var angle = Math.atan2(cross.length(), dot);
  102924. planeNormalTowardsCamera.copyFrom(planeNormal);
  102925. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102926. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102927. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102928. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102929. }
  102930. // Flip up vector depending on which side the camera is on
  102931. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102932. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102933. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102934. planeNormalTowardsCamera.scaleInPlace(-1);
  102935. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102936. }
  102937. }
  102938. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102939. if (halfCircleSide) {
  102940. angle = -angle;
  102941. }
  102942. // Snapping logic
  102943. var snapped = false;
  102944. if (_this.snapDistance != 0) {
  102945. currentSnapDragDistance += angle;
  102946. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102947. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102948. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102949. angle = _this.snapDistance * dragSteps;
  102950. snapped = true;
  102951. }
  102952. else {
  102953. angle = 0;
  102954. }
  102955. }
  102956. // If the mesh has a parent, convert needed world rotation to local rotation
  102957. tmpMatrix.reset();
  102958. if (_this.attachedMesh.parent) {
  102959. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102960. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102961. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102962. }
  102963. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102964. var quaternionCoefficient = Math.sin(angle / 2);
  102965. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102966. // 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
  102967. if (tmpMatrix.determinant() > 0) {
  102968. amountToRotate.toEulerAnglesToRef(tmpVector);
  102969. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102970. }
  102971. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102972. // Rotate selected mesh quaternion over fixed axis
  102973. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102974. }
  102975. else {
  102976. // Rotate selected mesh quaternion over rotated axis
  102977. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102978. }
  102979. lastDragPosition.copyFrom(event.dragPlanePoint);
  102980. if (snapped) {
  102981. tmpSnapEvent.snapDistance = angle;
  102982. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102983. }
  102984. }
  102985. });
  102986. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102987. if (_this._customMeshSet) {
  102988. return;
  102989. }
  102990. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102991. var material = isHovered ? hoverMaterial : coloredMaterial;
  102992. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102993. m.material = material;
  102994. if (m.color) {
  102995. m.color = material.emissiveColor;
  102996. }
  102997. });
  102998. });
  102999. return _this;
  103000. }
  103001. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  103002. if (this.dragBehavior) {
  103003. this.dragBehavior.enabled = value ? true : false;
  103004. }
  103005. };
  103006. /**
  103007. * Disposes of the gizmo
  103008. */
  103009. PlaneRotationGizmo.prototype.dispose = function () {
  103010. this.onSnapObservable.clear();
  103011. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103012. this.dragBehavior.detach();
  103013. _super.prototype.dispose.call(this);
  103014. };
  103015. return PlaneRotationGizmo;
  103016. }(BABYLON.Gizmo));
  103017. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  103018. })(BABYLON || (BABYLON = {}));
  103019. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  103020. var BABYLON;
  103021. (function (BABYLON) {
  103022. /**
  103023. * Gizmo that enables dragging a mesh along 3 axis
  103024. */
  103025. var PositionGizmo = /** @class */ (function (_super) {
  103026. __extends(PositionGizmo, _super);
  103027. /**
  103028. * Creates a PositionGizmo
  103029. * @param gizmoLayer The utility layer the gizmo will be added to
  103030. */
  103031. function PositionGizmo(gizmoLayer) {
  103032. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103033. var _this = _super.call(this, gizmoLayer) || this;
  103034. /** Fires an event when any of it's sub gizmos are dragged */
  103035. _this.onDragStartObservable = new BABYLON.Observable();
  103036. /** Fires an event when any of it's sub gizmos are released from dragging */
  103037. _this.onDragEndObservable = new BABYLON.Observable();
  103038. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  103039. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  103040. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  103041. // Relay drag events
  103042. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  103043. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103044. _this.onDragStartObservable.notifyObservers({});
  103045. });
  103046. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103047. _this.onDragEndObservable.notifyObservers({});
  103048. });
  103049. });
  103050. _this.attachedMesh = null;
  103051. return _this;
  103052. }
  103053. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  103054. set: function (mesh) {
  103055. if (this.xGizmo) {
  103056. this.xGizmo.attachedMesh = mesh;
  103057. this.yGizmo.attachedMesh = mesh;
  103058. this.zGizmo.attachedMesh = mesh;
  103059. }
  103060. },
  103061. enumerable: true,
  103062. configurable: true
  103063. });
  103064. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103065. get: function () {
  103066. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103067. },
  103068. set: function (value) {
  103069. if (this.xGizmo) {
  103070. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103071. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103072. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103073. }
  103074. },
  103075. enumerable: true,
  103076. configurable: true
  103077. });
  103078. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  103079. get: function () {
  103080. return this.xGizmo.snapDistance;
  103081. },
  103082. /**
  103083. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103084. */
  103085. set: function (value) {
  103086. if (this.xGizmo) {
  103087. this.xGizmo.snapDistance = value;
  103088. this.yGizmo.snapDistance = value;
  103089. this.zGizmo.snapDistance = value;
  103090. }
  103091. },
  103092. enumerable: true,
  103093. configurable: true
  103094. });
  103095. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  103096. get: function () {
  103097. return this.xGizmo.scaleRatio;
  103098. },
  103099. /**
  103100. * Ratio for the scale of the gizmo (Default: 1)
  103101. */
  103102. set: function (value) {
  103103. if (this.xGizmo) {
  103104. this.xGizmo.scaleRatio = value;
  103105. this.yGizmo.scaleRatio = value;
  103106. this.zGizmo.scaleRatio = value;
  103107. }
  103108. },
  103109. enumerable: true,
  103110. configurable: true
  103111. });
  103112. /**
  103113. * Disposes of the gizmo
  103114. */
  103115. PositionGizmo.prototype.dispose = function () {
  103116. this.xGizmo.dispose();
  103117. this.yGizmo.dispose();
  103118. this.zGizmo.dispose();
  103119. this.onDragStartObservable.clear();
  103120. this.onDragEndObservable.clear();
  103121. };
  103122. /**
  103123. * CustomMeshes are not supported by this gizmo
  103124. * @param mesh The mesh to replace the default mesh of the gizmo
  103125. */
  103126. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  103127. 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)");
  103128. };
  103129. return PositionGizmo;
  103130. }(BABYLON.Gizmo));
  103131. BABYLON.PositionGizmo = PositionGizmo;
  103132. })(BABYLON || (BABYLON = {}));
  103133. //# sourceMappingURL=babylon.positionGizmo.js.map
  103134. var BABYLON;
  103135. (function (BABYLON) {
  103136. /**
  103137. * Gizmo that enables rotating a mesh along 3 axis
  103138. */
  103139. var RotationGizmo = /** @class */ (function (_super) {
  103140. __extends(RotationGizmo, _super);
  103141. /**
  103142. * Creates a RotationGizmo
  103143. * @param gizmoLayer The utility layer the gizmo will be added to
  103144. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103145. */
  103146. function RotationGizmo(gizmoLayer, tessellation) {
  103147. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103148. if (tessellation === void 0) { tessellation = 32; }
  103149. var _this = _super.call(this, gizmoLayer) || this;
  103150. /** Fires an event when any of it's sub gizmos are dragged */
  103151. _this.onDragStartObservable = new BABYLON.Observable();
  103152. /** Fires an event when any of it's sub gizmos are released from dragging */
  103153. _this.onDragEndObservable = new BABYLON.Observable();
  103154. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  103155. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  103156. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  103157. // Relay drag events
  103158. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  103159. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103160. _this.onDragStartObservable.notifyObservers({});
  103161. });
  103162. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103163. _this.onDragEndObservable.notifyObservers({});
  103164. });
  103165. });
  103166. _this.attachedMesh = null;
  103167. return _this;
  103168. }
  103169. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  103170. set: function (mesh) {
  103171. if (this.xGizmo) {
  103172. this.xGizmo.attachedMesh = mesh;
  103173. this.yGizmo.attachedMesh = mesh;
  103174. this.zGizmo.attachedMesh = mesh;
  103175. }
  103176. },
  103177. enumerable: true,
  103178. configurable: true
  103179. });
  103180. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103181. get: function () {
  103182. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103183. },
  103184. set: function (value) {
  103185. if (this.xGizmo) {
  103186. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103187. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103188. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103189. }
  103190. },
  103191. enumerable: true,
  103192. configurable: true
  103193. });
  103194. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  103195. get: function () {
  103196. return this.xGizmo.snapDistance;
  103197. },
  103198. /**
  103199. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103200. */
  103201. set: function (value) {
  103202. if (this.xGizmo) {
  103203. this.xGizmo.snapDistance = value;
  103204. this.yGizmo.snapDistance = value;
  103205. this.zGizmo.snapDistance = value;
  103206. }
  103207. },
  103208. enumerable: true,
  103209. configurable: true
  103210. });
  103211. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  103212. get: function () {
  103213. return this.xGizmo.scaleRatio;
  103214. },
  103215. /**
  103216. * Ratio for the scale of the gizmo (Default: 1)
  103217. */
  103218. set: function (value) {
  103219. if (this.xGizmo) {
  103220. this.xGizmo.scaleRatio = value;
  103221. this.yGizmo.scaleRatio = value;
  103222. this.zGizmo.scaleRatio = value;
  103223. }
  103224. },
  103225. enumerable: true,
  103226. configurable: true
  103227. });
  103228. /**
  103229. * Disposes of the gizmo
  103230. */
  103231. RotationGizmo.prototype.dispose = function () {
  103232. this.xGizmo.dispose();
  103233. this.yGizmo.dispose();
  103234. this.zGizmo.dispose();
  103235. this.onDragStartObservable.clear();
  103236. this.onDragEndObservable.clear();
  103237. };
  103238. /**
  103239. * CustomMeshes are not supported by this gizmo
  103240. * @param mesh The mesh to replace the default mesh of the gizmo
  103241. */
  103242. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  103243. 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)");
  103244. };
  103245. return RotationGizmo;
  103246. }(BABYLON.Gizmo));
  103247. BABYLON.RotationGizmo = RotationGizmo;
  103248. })(BABYLON || (BABYLON = {}));
  103249. //# sourceMappingURL=babylon.rotationGizmo.js.map
  103250. var BABYLON;
  103251. (function (BABYLON) {
  103252. /**
  103253. * Gizmo that enables scaling a mesh along 3 axis
  103254. */
  103255. var ScaleGizmo = /** @class */ (function (_super) {
  103256. __extends(ScaleGizmo, _super);
  103257. /**
  103258. * Creates a ScaleGizmo
  103259. * @param gizmoLayer The utility layer the gizmo will be added to
  103260. */
  103261. function ScaleGizmo(gizmoLayer) {
  103262. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103263. var _this = _super.call(this, gizmoLayer) || this;
  103264. /** Fires an event when any of it's sub gizmos are dragged */
  103265. _this.onDragStartObservable = new BABYLON.Observable();
  103266. /** Fires an event when any of it's sub gizmos are released from dragging */
  103267. _this.onDragEndObservable = new BABYLON.Observable();
  103268. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  103269. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  103270. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  103271. // Create uniform scale gizmo
  103272. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  103273. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  103274. _this.uniformScaleGizmo.uniformScaling = true;
  103275. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103276. uniformScalingMesh.scaling.scaleInPlace(0.02);
  103277. uniformScalingMesh.visibility = 0;
  103278. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103279. octahedron.scaling.scaleInPlace(0.007);
  103280. uniformScalingMesh.addChild(octahedron);
  103281. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  103282. // Relay drag events
  103283. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  103284. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103285. _this.onDragStartObservable.notifyObservers({});
  103286. });
  103287. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103288. _this.onDragEndObservable.notifyObservers({});
  103289. });
  103290. });
  103291. _this.attachedMesh = null;
  103292. return _this;
  103293. }
  103294. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  103295. set: function (mesh) {
  103296. if (this.xGizmo) {
  103297. this.xGizmo.attachedMesh = mesh;
  103298. this.yGizmo.attachedMesh = mesh;
  103299. this.zGizmo.attachedMesh = mesh;
  103300. this.uniformScaleGizmo.attachedMesh = mesh;
  103301. }
  103302. },
  103303. enumerable: true,
  103304. configurable: true
  103305. });
  103306. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103307. get: function () {
  103308. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103309. },
  103310. set: function (value) {
  103311. if (!value) {
  103312. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  103313. }
  103314. if (this.xGizmo) {
  103315. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103316. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103317. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103318. }
  103319. },
  103320. enumerable: true,
  103321. configurable: true
  103322. });
  103323. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  103324. get: function () {
  103325. return this.xGizmo.snapDistance;
  103326. },
  103327. /**
  103328. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103329. */
  103330. set: function (value) {
  103331. if (this.xGizmo) {
  103332. this.xGizmo.snapDistance = value;
  103333. this.yGizmo.snapDistance = value;
  103334. this.zGizmo.snapDistance = value;
  103335. this.uniformScaleGizmo.snapDistance = value;
  103336. }
  103337. },
  103338. enumerable: true,
  103339. configurable: true
  103340. });
  103341. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  103342. get: function () {
  103343. return this.xGizmo.scaleRatio;
  103344. },
  103345. /**
  103346. * Ratio for the scale of the gizmo (Default: 1)
  103347. */
  103348. set: function (value) {
  103349. if (this.xGizmo) {
  103350. this.xGizmo.scaleRatio = value;
  103351. this.yGizmo.scaleRatio = value;
  103352. this.zGizmo.scaleRatio = value;
  103353. this.uniformScaleGizmo.scaleRatio = value;
  103354. }
  103355. },
  103356. enumerable: true,
  103357. configurable: true
  103358. });
  103359. /**
  103360. * Disposes of the gizmo
  103361. */
  103362. ScaleGizmo.prototype.dispose = function () {
  103363. this.xGizmo.dispose();
  103364. this.yGizmo.dispose();
  103365. this.zGizmo.dispose();
  103366. this.uniformScaleGizmo.dispose();
  103367. this.onDragStartObservable.clear();
  103368. this.onDragEndObservable.clear();
  103369. };
  103370. return ScaleGizmo;
  103371. }(BABYLON.Gizmo));
  103372. BABYLON.ScaleGizmo = ScaleGizmo;
  103373. })(BABYLON || (BABYLON = {}));
  103374. //# sourceMappingURL=babylon.scaleGizmo.js.map
  103375. var BABYLON;
  103376. (function (BABYLON) {
  103377. /**
  103378. * Bounding box gizmo
  103379. */
  103380. var BoundingBoxGizmo = /** @class */ (function (_super) {
  103381. __extends(BoundingBoxGizmo, _super);
  103382. /**
  103383. * Creates an BoundingBoxGizmo
  103384. * @param gizmoLayer The utility layer the gizmo will be added to
  103385. * @param color The color of the gizmo
  103386. */
  103387. function BoundingBoxGizmo(color, gizmoLayer) {
  103388. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103389. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  103390. var _this = _super.call(this, gizmoLayer) || this;
  103391. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  103392. _this._renderObserver = null;
  103393. _this._pointerObserver = null;
  103394. _this._scaleDragSpeed = 0.2;
  103395. _this._tmpQuaternion = new BABYLON.Quaternion();
  103396. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  103397. _this._tmpRotationMatrix = new BABYLON.Matrix();
  103398. /**
  103399. * 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)
  103400. */
  103401. _this.ignoreChildren = false;
  103402. /**
  103403. * 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)
  103404. */
  103405. _this.includeChildPredicate = null;
  103406. /**
  103407. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  103408. */
  103409. _this.rotationSphereSize = 0.1;
  103410. /**
  103411. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  103412. */
  103413. _this.scaleBoxSize = 0.1;
  103414. /**
  103415. * 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)
  103416. */
  103417. _this.fixedDragMeshScreenSize = false;
  103418. /**
  103419. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  103420. */
  103421. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  103422. /**
  103423. * Fired when a rotation sphere or scale box is dragged
  103424. */
  103425. _this.onDragStartObservable = new BABYLON.Observable();
  103426. /**
  103427. * Fired when a scale box is dragged
  103428. */
  103429. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  103430. /**
  103431. * Fired when a scale box drag is ended
  103432. */
  103433. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  103434. /**
  103435. * Fired when a rotation sphere is dragged
  103436. */
  103437. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  103438. /**
  103439. * Fired when a rotation sphere drag is ended
  103440. */
  103441. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  103442. /**
  103443. * 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)
  103444. */
  103445. _this.scalePivot = null;
  103446. _this._existingMeshScale = new BABYLON.Vector3();
  103447. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  103448. _this._updateScale = false;
  103449. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  103450. // Create Materials
  103451. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103452. coloredMaterial.disableLighting = true;
  103453. coloredMaterial.emissiveColor = color;
  103454. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103455. hoverColoredMaterial.disableLighting = true;
  103456. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103457. // Build bounding box out of lines
  103458. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103459. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  103460. var lines = [];
  103461. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  103462. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103463. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103464. 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));
  103465. 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));
  103466. 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));
  103467. 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));
  103468. 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));
  103469. 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));
  103470. 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));
  103471. 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));
  103472. 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));
  103473. lines.forEach(function (l) {
  103474. l.color = color;
  103475. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  103476. l.isPickable = false;
  103477. _this._lineBoundingBox.addChild(l);
  103478. });
  103479. _this._rootMesh.addChild(_this._lineBoundingBox);
  103480. // Create rotation spheres
  103481. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103482. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  103483. var _loop_1 = function (i_1) {
  103484. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  103485. sphere.rotationQuaternion = new BABYLON.Quaternion();
  103486. sphere.material = coloredMaterial;
  103487. // Drag behavior
  103488. _dragBehavior = new BABYLON.PointerDragBehavior({});
  103489. _dragBehavior.moveAttached = false;
  103490. _dragBehavior.updateDragPlane = false;
  103491. sphere.addBehavior(_dragBehavior);
  103492. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  103493. var totalTurnAmountOfDrag = 0;
  103494. _dragBehavior.onDragStartObservable.add(function (event) {
  103495. startingTurnDirection.copyFrom(sphere.forward);
  103496. totalTurnAmountOfDrag = 0;
  103497. });
  103498. _dragBehavior.onDragObservable.add(function (event) {
  103499. _this.onRotationSphereDragObservable.notifyObservers({});
  103500. if (_this.attachedMesh) {
  103501. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103502. var worldDragDirection = startingTurnDirection;
  103503. // Project the world right on to the drag plane
  103504. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  103505. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  103506. // project drag delta on to the resulting drag axis and rotate based on that
  103507. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  103508. // Make rotation relative to size of mesh.
  103509. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103510. // Rotate based on axis
  103511. if (!_this.attachedMesh.rotationQuaternion) {
  103512. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103513. }
  103514. if (!_this._anchorMesh.rotationQuaternion) {
  103515. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  103516. }
  103517. // Do not allow the object to turn more than a full circle
  103518. totalTurnAmountOfDrag += projectDist;
  103519. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  103520. if (i_1 >= 8) {
  103521. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  103522. }
  103523. else if (i_1 >= 4) {
  103524. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  103525. }
  103526. else {
  103527. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  103528. }
  103529. // Rotate around center of bounding box
  103530. _this._anchorMesh.addChild(_this.attachedMesh);
  103531. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  103532. _this._anchorMesh.removeChild(_this.attachedMesh);
  103533. }
  103534. _this.updateBoundingBox();
  103535. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103536. }
  103537. });
  103538. // Selection/deselection
  103539. _dragBehavior.onDragStartObservable.add(function () {
  103540. _this.onDragStartObservable.notifyObservers({});
  103541. _this._selectNode(sphere);
  103542. });
  103543. _dragBehavior.onDragEndObservable.add(function () {
  103544. _this.onRotationSphereDragEndObservable.notifyObservers({});
  103545. _this._selectNode(null);
  103546. });
  103547. this_1._rotateSpheresParent.addChild(sphere);
  103548. };
  103549. var this_1 = this, _dragBehavior;
  103550. for (var i_1 = 0; i_1 < 12; i_1++) {
  103551. _loop_1(i_1);
  103552. }
  103553. _this._rootMesh.addChild(_this._rotateSpheresParent);
  103554. // Create scale cubes
  103555. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103556. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  103557. for (var i = 0; i < 2; i++) {
  103558. for (var j = 0; j < 2; j++) {
  103559. var _loop_2 = function () {
  103560. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  103561. box.material = coloredMaterial;
  103562. // Dragging logic
  103563. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  103564. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103565. _dragBehavior.moveAttached = false;
  103566. box.addBehavior(_dragBehavior);
  103567. _dragBehavior.onDragObservable.add(function (event) {
  103568. _this.onScaleBoxDragObservable.notifyObservers({});
  103569. if (_this.attachedMesh) {
  103570. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103571. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103572. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  103573. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  103574. _this.updateBoundingBox();
  103575. if (_this.scalePivot) {
  103576. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  103577. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  103578. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  103579. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103580. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103581. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  103582. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103583. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  103584. }
  103585. else {
  103586. // Scale from the position of the opposite corner
  103587. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  103588. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103589. }
  103590. _this._anchorMesh.addChild(_this.attachedMesh);
  103591. _this._anchorMesh.scaling.addInPlace(deltaScale);
  103592. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  103593. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  103594. }
  103595. _this._anchorMesh.removeChild(_this.attachedMesh);
  103596. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103597. }
  103598. });
  103599. // Selection/deselection
  103600. _dragBehavior.onDragStartObservable.add(function () {
  103601. _this.onDragStartObservable.notifyObservers({});
  103602. _this._selectNode(box);
  103603. });
  103604. _dragBehavior.onDragEndObservable.add(function () {
  103605. _this.onScaleBoxDragEndObservable.notifyObservers({});
  103606. _this._selectNode(null);
  103607. });
  103608. this_2._scaleBoxesParent.addChild(box);
  103609. };
  103610. var this_2 = this, _dragBehavior;
  103611. for (var k = 0; k < 2; k++) {
  103612. _loop_2();
  103613. }
  103614. }
  103615. }
  103616. _this._rootMesh.addChild(_this._scaleBoxesParent);
  103617. // Hover color change
  103618. var pointerIds = new Array();
  103619. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103620. if (!pointerIds[pointerInfo.event.pointerId]) {
  103621. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  103622. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  103623. pointerIds[pointerInfo.event.pointerId] = mesh;
  103624. mesh.material = hoverColoredMaterial;
  103625. }
  103626. });
  103627. }
  103628. else {
  103629. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  103630. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  103631. delete pointerIds[pointerInfo.event.pointerId];
  103632. }
  103633. }
  103634. });
  103635. // Update bounding box positions
  103636. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  103637. // Only update the bouding box if scaling has changed
  103638. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  103639. _this.updateBoundingBox();
  103640. }
  103641. else if (_this.fixedDragMeshScreenSize) {
  103642. _this._updateRotationSpheres();
  103643. _this._updateScaleBoxes();
  103644. }
  103645. });
  103646. _this.updateBoundingBox();
  103647. return _this;
  103648. }
  103649. /** @hidden */
  103650. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  103651. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  103652. // Save old pivot and set pivot to 0,0,0
  103653. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  103654. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  103655. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  103656. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  103657. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103658. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103659. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103660. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  103661. }
  103662. }
  103663. BoundingBoxGizmo._PivotCached++;
  103664. };
  103665. /** @hidden */
  103666. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  103667. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  103668. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  103669. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103670. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103671. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103672. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  103673. }
  103674. this._PivotCached--;
  103675. };
  103676. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  103677. if (value) {
  103678. // Reset anchor mesh to match attached mesh's scale
  103679. // This is needed to avoid invalid box/sphere position on first drag
  103680. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  103681. this._anchorMesh.addChild(value);
  103682. this._anchorMesh.removeChild(value);
  103683. BoundingBoxGizmo._RestorePivotPoint(value);
  103684. this.updateBoundingBox();
  103685. }
  103686. };
  103687. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  103688. this._rotateSpheresParent.getChildMeshes()
  103689. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  103690. m.isVisible = (!selectedMesh || m == selectedMesh);
  103691. });
  103692. };
  103693. /**
  103694. * Updates the bounding box information for the Gizmo
  103695. */
  103696. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  103697. if (this.attachedMesh) {
  103698. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  103699. this._update();
  103700. // Rotate based on axis
  103701. if (!this.attachedMesh.rotationQuaternion) {
  103702. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  103703. }
  103704. if (!this._anchorMesh.rotationQuaternion) {
  103705. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  103706. }
  103707. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103708. // Store original position and reset mesh to origin before computing the bounding box
  103709. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103710. this._tmpVector.copyFrom(this.attachedMesh.position);
  103711. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  103712. this.attachedMesh.position.set(0, 0, 0);
  103713. // Update bounding dimensions/positions
  103714. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  103715. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  103716. // Update gizmo to match bounding box scaling and rotation
  103717. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  103718. 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);
  103719. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  103720. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  103721. this._lineBoundingBox.computeWorldMatrix();
  103722. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  103723. // restore position/rotation values
  103724. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  103725. this.attachedMesh.position.copyFrom(this._tmpVector);
  103726. }
  103727. this._updateRotationSpheres();
  103728. this._updateScaleBoxes();
  103729. if (this.attachedMesh) {
  103730. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  103731. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  103732. }
  103733. };
  103734. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  103735. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  103736. for (var i = 0; i < 3; i++) {
  103737. for (var j = 0; j < 2; j++) {
  103738. for (var k = 0; k < 2; k++) {
  103739. var index = ((i * 4) + (j * 2)) + k;
  103740. if (i == 0) {
  103741. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103742. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103743. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103744. }
  103745. if (i == 1) {
  103746. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  103747. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103748. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103749. }
  103750. if (i == 2) {
  103751. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  103752. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103753. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103754. }
  103755. if (this.fixedDragMeshScreenSize) {
  103756. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103757. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103758. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103759. }
  103760. else {
  103761. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  103762. }
  103763. }
  103764. }
  103765. }
  103766. };
  103767. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  103768. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  103769. for (var i = 0; i < 2; i++) {
  103770. for (var j = 0; j < 2; j++) {
  103771. for (var k = 0; k < 2; k++) {
  103772. var index = ((i * 4) + (j * 2)) + k;
  103773. if (scaleBoxes[index]) {
  103774. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103775. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103776. if (this.fixedDragMeshScreenSize) {
  103777. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103778. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103779. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103780. }
  103781. else {
  103782. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  103783. }
  103784. }
  103785. }
  103786. }
  103787. }
  103788. };
  103789. /**
  103790. * Enables rotation on the specified axis and disables rotation on the others
  103791. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  103792. */
  103793. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  103794. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  103795. if (i < 4) {
  103796. m.setEnabled(axis.indexOf("x") != -1);
  103797. }
  103798. else if (i < 8) {
  103799. m.setEnabled(axis.indexOf("y") != -1);
  103800. }
  103801. else {
  103802. m.setEnabled(axis.indexOf("z") != -1);
  103803. }
  103804. });
  103805. };
  103806. /**
  103807. * Disposes of the gizmo
  103808. */
  103809. BoundingBoxGizmo.prototype.dispose = function () {
  103810. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103811. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  103812. this._lineBoundingBox.dispose();
  103813. this._rotateSpheresParent.dispose();
  103814. this._scaleBoxesParent.dispose();
  103815. _super.prototype.dispose.call(this);
  103816. };
  103817. /**
  103818. * 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)
  103819. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  103820. * @returns the bounding box mesh with the passed in mesh as a child
  103821. */
  103822. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  103823. var makeNotPickable = function (root) {
  103824. root.isPickable = false;
  103825. root.getChildMeshes().forEach(function (c) {
  103826. makeNotPickable(c);
  103827. });
  103828. };
  103829. makeNotPickable(mesh);
  103830. // Reset position to get boudning box from origin with no rotation
  103831. if (!mesh.rotationQuaternion) {
  103832. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  103833. }
  103834. var oldPos = mesh.position.clone();
  103835. var oldRot = mesh.rotationQuaternion.clone();
  103836. mesh.rotationQuaternion.set(0, 0, 0, 1);
  103837. mesh.position.set(0, 0, 0);
  103838. // Update bounding dimensions/positions
  103839. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  103840. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  103841. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  103842. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  103843. // Restore original positions
  103844. mesh.addChild(box);
  103845. mesh.rotationQuaternion.copyFrom(oldRot);
  103846. mesh.position.copyFrom(oldPos);
  103847. // Reverse parenting
  103848. mesh.removeChild(box);
  103849. // Adjust scale to avoid undefined behavior when adding child
  103850. if (box.scaling.y === 0) {
  103851. box.scaling.y = BABYLON.Epsilon;
  103852. }
  103853. if (box.scaling.x === 0) {
  103854. box.scaling.x = BABYLON.Epsilon;
  103855. }
  103856. if (box.scaling.z === 0) {
  103857. box.scaling.z = BABYLON.Epsilon;
  103858. }
  103859. box.addChild(mesh);
  103860. box.visibility = 0;
  103861. return box;
  103862. };
  103863. /**
  103864. * CustomMeshes are not supported by this gizmo
  103865. * @param mesh The mesh to replace the default mesh of the gizmo
  103866. */
  103867. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  103868. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  103869. };
  103870. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  103871. // store/remove pivot point should only be applied during their outermost calls
  103872. BoundingBoxGizmo._PivotCached = 0;
  103873. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  103874. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  103875. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  103876. return BoundingBoxGizmo;
  103877. }(BABYLON.Gizmo));
  103878. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  103879. })(BABYLON || (BABYLON = {}));
  103880. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  103881. var BABYLON;
  103882. (function (BABYLON) {
  103883. /**
  103884. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  103885. */
  103886. var GizmoManager = /** @class */ (function () {
  103887. /**
  103888. * Instatiates a gizmo manager
  103889. * @param scene the scene to overlay the gizmos on top of
  103890. */
  103891. function GizmoManager(scene) {
  103892. var _this = this;
  103893. this.scene = scene;
  103894. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  103895. this._pointerObserver = null;
  103896. this._attachedMesh = null;
  103897. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  103898. /**
  103899. * When bounding box gizmo is enabled, this can be used to track drag/end events
  103900. */
  103901. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  103902. /**
  103903. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  103904. */
  103905. this.attachableMeshes = null;
  103906. /**
  103907. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  103908. */
  103909. this.usePointerToAttachGizmos = true;
  103910. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103911. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103912. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103913. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103914. // Instatiate/dispose gizmos based on pointer actions
  103915. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103916. if (!_this.usePointerToAttachGizmos) {
  103917. return;
  103918. }
  103919. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103920. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103921. var node = pointerInfo.pickInfo.pickedMesh;
  103922. if (_this.attachableMeshes == null) {
  103923. // Attach to the most parent node
  103924. while (node && node.parent != null) {
  103925. node = node.parent;
  103926. }
  103927. }
  103928. else {
  103929. // Attach to the parent node that is an attachableMesh
  103930. var found = false;
  103931. _this.attachableMeshes.forEach(function (mesh) {
  103932. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  103933. node = mesh;
  103934. found = true;
  103935. }
  103936. });
  103937. if (!found) {
  103938. node = null;
  103939. }
  103940. }
  103941. if (node instanceof BABYLON.AbstractMesh) {
  103942. if (_this._attachedMesh != node) {
  103943. _this.attachToMesh(node);
  103944. }
  103945. }
  103946. else {
  103947. _this.attachToMesh(null);
  103948. }
  103949. }
  103950. else {
  103951. _this.attachToMesh(null);
  103952. }
  103953. }
  103954. });
  103955. }
  103956. /**
  103957. * Attaches a set of gizmos to the specified mesh
  103958. * @param mesh The mesh the gizmo's should be attached to
  103959. */
  103960. GizmoManager.prototype.attachToMesh = function (mesh) {
  103961. if (this._attachedMesh) {
  103962. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103963. }
  103964. this._attachedMesh = mesh;
  103965. for (var key in this.gizmos) {
  103966. var gizmo = (this.gizmos[key]);
  103967. if (gizmo && this._gizmosEnabled[key]) {
  103968. gizmo.attachedMesh = mesh;
  103969. }
  103970. }
  103971. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103972. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103973. }
  103974. };
  103975. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103976. get: function () {
  103977. return this._gizmosEnabled.positionGizmo;
  103978. },
  103979. /**
  103980. * If the position gizmo is enabled
  103981. */
  103982. set: function (value) {
  103983. if (value) {
  103984. if (!this.gizmos.positionGizmo) {
  103985. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103986. }
  103987. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103988. }
  103989. else if (this.gizmos.positionGizmo) {
  103990. this.gizmos.positionGizmo.attachedMesh = null;
  103991. }
  103992. this._gizmosEnabled.positionGizmo = value;
  103993. },
  103994. enumerable: true,
  103995. configurable: true
  103996. });
  103997. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103998. get: function () {
  103999. return this._gizmosEnabled.rotationGizmo;
  104000. },
  104001. /**
  104002. * If the rotation gizmo is enabled
  104003. */
  104004. set: function (value) {
  104005. if (value) {
  104006. if (!this.gizmos.rotationGizmo) {
  104007. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  104008. }
  104009. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  104010. }
  104011. else if (this.gizmos.rotationGizmo) {
  104012. this.gizmos.rotationGizmo.attachedMesh = null;
  104013. }
  104014. this._gizmosEnabled.rotationGizmo = value;
  104015. },
  104016. enumerable: true,
  104017. configurable: true
  104018. });
  104019. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  104020. get: function () {
  104021. return this._gizmosEnabled.scaleGizmo;
  104022. },
  104023. /**
  104024. * If the scale gizmo is enabled
  104025. */
  104026. set: function (value) {
  104027. if (value) {
  104028. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  104029. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  104030. }
  104031. else if (this.gizmos.scaleGizmo) {
  104032. this.gizmos.scaleGizmo.attachedMesh = null;
  104033. }
  104034. this._gizmosEnabled.scaleGizmo = value;
  104035. },
  104036. enumerable: true,
  104037. configurable: true
  104038. });
  104039. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  104040. get: function () {
  104041. return this._gizmosEnabled.boundingBoxGizmo;
  104042. },
  104043. /**
  104044. * If the boundingBox gizmo is enabled
  104045. */
  104046. set: function (value) {
  104047. if (value) {
  104048. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  104049. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  104050. if (this._attachedMesh) {
  104051. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  104052. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  104053. }
  104054. }
  104055. else if (this.gizmos.boundingBoxGizmo) {
  104056. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  104057. }
  104058. this._gizmosEnabled.boundingBoxGizmo = value;
  104059. },
  104060. enumerable: true,
  104061. configurable: true
  104062. });
  104063. /**
  104064. * Disposes of the gizmo manager
  104065. */
  104066. GizmoManager.prototype.dispose = function () {
  104067. this.scene.onPointerObservable.remove(this._pointerObserver);
  104068. for (var key in this.gizmos) {
  104069. var gizmo = (this.gizmos[key]);
  104070. if (gizmo) {
  104071. gizmo.dispose();
  104072. }
  104073. }
  104074. this._defaultKeepDepthUtilityLayer.dispose();
  104075. this._defaultUtilityLayer.dispose();
  104076. this.boundingBoxDragBehavior.detach();
  104077. };
  104078. return GizmoManager;
  104079. }());
  104080. BABYLON.GizmoManager = GizmoManager;
  104081. })(BABYLON || (BABYLON = {}));
  104082. //# sourceMappingURL=babylon.gizmoManager.js.map
  104083. var BABYLON;
  104084. (function (BABYLON) {
  104085. /**
  104086. * Defines a target to use with MorphTargetManager
  104087. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  104088. */
  104089. var MorphTarget = /** @class */ (function () {
  104090. /**
  104091. * Creates a new MorphTarget
  104092. * @param name defines the name of the target
  104093. * @param influence defines the influence to use
  104094. */
  104095. function MorphTarget(
  104096. /** defines the name of the target */
  104097. name, influence, scene) {
  104098. if (influence === void 0) { influence = 0; }
  104099. if (scene === void 0) { scene = null; }
  104100. this.name = name;
  104101. /**
  104102. * Gets or sets the list of animations
  104103. */
  104104. this.animations = new Array();
  104105. this._positions = null;
  104106. this._normals = null;
  104107. this._tangents = null;
  104108. /**
  104109. * Observable raised when the influence changes
  104110. */
  104111. this.onInfluenceChanged = new BABYLON.Observable();
  104112. /** @hidden */
  104113. this._onDataLayoutChanged = new BABYLON.Observable();
  104114. this._animationPropertiesOverride = null;
  104115. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  104116. this.influence = influence;
  104117. }
  104118. Object.defineProperty(MorphTarget.prototype, "influence", {
  104119. /**
  104120. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  104121. */
  104122. get: function () {
  104123. return this._influence;
  104124. },
  104125. set: function (influence) {
  104126. if (this._influence === influence) {
  104127. return;
  104128. }
  104129. var previous = this._influence;
  104130. this._influence = influence;
  104131. if (this.onInfluenceChanged.hasObservers) {
  104132. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  104133. }
  104134. },
  104135. enumerable: true,
  104136. configurable: true
  104137. });
  104138. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  104139. /**
  104140. * Gets or sets the animation properties override
  104141. */
  104142. get: function () {
  104143. if (!this._animationPropertiesOverride && this._scene) {
  104144. return this._scene.animationPropertiesOverride;
  104145. }
  104146. return this._animationPropertiesOverride;
  104147. },
  104148. set: function (value) {
  104149. this._animationPropertiesOverride = value;
  104150. },
  104151. enumerable: true,
  104152. configurable: true
  104153. });
  104154. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  104155. /**
  104156. * Gets a boolean defining if the target contains position data
  104157. */
  104158. get: function () {
  104159. return !!this._positions;
  104160. },
  104161. enumerable: true,
  104162. configurable: true
  104163. });
  104164. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  104165. /**
  104166. * Gets a boolean defining if the target contains normal data
  104167. */
  104168. get: function () {
  104169. return !!this._normals;
  104170. },
  104171. enumerable: true,
  104172. configurable: true
  104173. });
  104174. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  104175. /**
  104176. * Gets a boolean defining if the target contains tangent data
  104177. */
  104178. get: function () {
  104179. return !!this._tangents;
  104180. },
  104181. enumerable: true,
  104182. configurable: true
  104183. });
  104184. /**
  104185. * Affects position data to this target
  104186. * @param data defines the position data to use
  104187. */
  104188. MorphTarget.prototype.setPositions = function (data) {
  104189. var hadPositions = this.hasPositions;
  104190. this._positions = data;
  104191. if (hadPositions !== this.hasPositions) {
  104192. this._onDataLayoutChanged.notifyObservers(undefined);
  104193. }
  104194. };
  104195. /**
  104196. * Gets the position data stored in this target
  104197. * @returns a FloatArray containing the position data (or null if not present)
  104198. */
  104199. MorphTarget.prototype.getPositions = function () {
  104200. return this._positions;
  104201. };
  104202. /**
  104203. * Affects normal data to this target
  104204. * @param data defines the normal data to use
  104205. */
  104206. MorphTarget.prototype.setNormals = function (data) {
  104207. var hadNormals = this.hasNormals;
  104208. this._normals = data;
  104209. if (hadNormals !== this.hasNormals) {
  104210. this._onDataLayoutChanged.notifyObservers(undefined);
  104211. }
  104212. };
  104213. /**
  104214. * Gets the normal data stored in this target
  104215. * @returns a FloatArray containing the normal data (or null if not present)
  104216. */
  104217. MorphTarget.prototype.getNormals = function () {
  104218. return this._normals;
  104219. };
  104220. /**
  104221. * Affects tangent data to this target
  104222. * @param data defines the tangent data to use
  104223. */
  104224. MorphTarget.prototype.setTangents = function (data) {
  104225. var hadTangents = this.hasTangents;
  104226. this._tangents = data;
  104227. if (hadTangents !== this.hasTangents) {
  104228. this._onDataLayoutChanged.notifyObservers(undefined);
  104229. }
  104230. };
  104231. /**
  104232. * Gets the tangent data stored in this target
  104233. * @returns a FloatArray containing the tangent data (or null if not present)
  104234. */
  104235. MorphTarget.prototype.getTangents = function () {
  104236. return this._tangents;
  104237. };
  104238. /**
  104239. * Serializes the current target into a Serialization object
  104240. * @returns the serialized object
  104241. */
  104242. MorphTarget.prototype.serialize = function () {
  104243. var serializationObject = {};
  104244. serializationObject.name = this.name;
  104245. serializationObject.influence = this.influence;
  104246. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  104247. if (this.id != null) {
  104248. serializationObject.id = this.id;
  104249. }
  104250. if (this.hasNormals) {
  104251. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  104252. }
  104253. if (this.hasTangents) {
  104254. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  104255. }
  104256. // Animations
  104257. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  104258. return serializationObject;
  104259. };
  104260. /**
  104261. * Returns the string "MorphTarget"
  104262. * @returns "MorphTarget"
  104263. */
  104264. MorphTarget.prototype.getClassName = function () {
  104265. return "MorphTarget";
  104266. };
  104267. // Statics
  104268. /**
  104269. * Creates a new target from serialized data
  104270. * @param serializationObject defines the serialized data to use
  104271. * @returns a new MorphTarget
  104272. */
  104273. MorphTarget.Parse = function (serializationObject) {
  104274. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  104275. result.setPositions(serializationObject.positions);
  104276. if (serializationObject.id != null) {
  104277. result.id = serializationObject.id;
  104278. }
  104279. if (serializationObject.normals) {
  104280. result.setNormals(serializationObject.normals);
  104281. }
  104282. if (serializationObject.tangents) {
  104283. result.setTangents(serializationObject.tangents);
  104284. }
  104285. // Animations
  104286. if (serializationObject.animations) {
  104287. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  104288. var parsedAnimation = serializationObject.animations[animationIndex];
  104289. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  104290. }
  104291. }
  104292. return result;
  104293. };
  104294. /**
  104295. * Creates a MorphTarget from mesh data
  104296. * @param mesh defines the source mesh
  104297. * @param name defines the name to use for the new target
  104298. * @param influence defines the influence to attach to the target
  104299. * @returns a new MorphTarget
  104300. */
  104301. MorphTarget.FromMesh = function (mesh, name, influence) {
  104302. if (!name) {
  104303. name = mesh.name;
  104304. }
  104305. var result = new MorphTarget(name, influence, mesh.getScene());
  104306. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  104307. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  104308. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  104309. }
  104310. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  104311. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  104312. }
  104313. return result;
  104314. };
  104315. __decorate([
  104316. BABYLON.serialize()
  104317. ], MorphTarget.prototype, "id", void 0);
  104318. return MorphTarget;
  104319. }());
  104320. BABYLON.MorphTarget = MorphTarget;
  104321. })(BABYLON || (BABYLON = {}));
  104322. //# sourceMappingURL=babylon.morphTarget.js.map
  104323. var BABYLON;
  104324. (function (BABYLON) {
  104325. /**
  104326. * This class is used to deform meshes using morphing between different targets
  104327. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  104328. */
  104329. var MorphTargetManager = /** @class */ (function () {
  104330. /**
  104331. * Creates a new MorphTargetManager
  104332. * @param scene defines the current scene
  104333. */
  104334. function MorphTargetManager(scene) {
  104335. if (scene === void 0) { scene = null; }
  104336. this._targets = new Array();
  104337. this._targetInfluenceChangedObservers = new Array();
  104338. this._targetDataLayoutChangedObservers = new Array();
  104339. this._activeTargets = new BABYLON.SmartArray(16);
  104340. this._supportsNormals = false;
  104341. this._supportsTangents = false;
  104342. this._vertexCount = 0;
  104343. this._uniqueId = 0;
  104344. this._tempInfluences = new Array();
  104345. if (!scene) {
  104346. scene = BABYLON.Engine.LastCreatedScene;
  104347. }
  104348. this._scene = scene;
  104349. if (this._scene) {
  104350. this._scene.morphTargetManagers.push(this);
  104351. this._uniqueId = this._scene.getUniqueId();
  104352. }
  104353. }
  104354. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  104355. /**
  104356. * Gets the unique ID of this manager
  104357. */
  104358. get: function () {
  104359. return this._uniqueId;
  104360. },
  104361. enumerable: true,
  104362. configurable: true
  104363. });
  104364. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  104365. /**
  104366. * Gets the number of vertices handled by this manager
  104367. */
  104368. get: function () {
  104369. return this._vertexCount;
  104370. },
  104371. enumerable: true,
  104372. configurable: true
  104373. });
  104374. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  104375. /**
  104376. * Gets a boolean indicating if this manager supports morphing of normals
  104377. */
  104378. get: function () {
  104379. return this._supportsNormals;
  104380. },
  104381. enumerable: true,
  104382. configurable: true
  104383. });
  104384. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  104385. /**
  104386. * Gets a boolean indicating if this manager supports morphing of tangents
  104387. */
  104388. get: function () {
  104389. return this._supportsTangents;
  104390. },
  104391. enumerable: true,
  104392. configurable: true
  104393. });
  104394. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  104395. /**
  104396. * Gets the number of targets stored in this manager
  104397. */
  104398. get: function () {
  104399. return this._targets.length;
  104400. },
  104401. enumerable: true,
  104402. configurable: true
  104403. });
  104404. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  104405. /**
  104406. * Gets the number of influencers (ie. the number of targets with influences > 0)
  104407. */
  104408. get: function () {
  104409. return this._activeTargets.length;
  104410. },
  104411. enumerable: true,
  104412. configurable: true
  104413. });
  104414. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  104415. /**
  104416. * Gets the list of influences (one per target)
  104417. */
  104418. get: function () {
  104419. return this._influences;
  104420. },
  104421. enumerable: true,
  104422. configurable: true
  104423. });
  104424. /**
  104425. * Gets the active target at specified index. An active target is a target with an influence > 0
  104426. * @param index defines the index to check
  104427. * @returns the requested target
  104428. */
  104429. MorphTargetManager.prototype.getActiveTarget = function (index) {
  104430. return this._activeTargets.data[index];
  104431. };
  104432. /**
  104433. * Gets the target at specified index
  104434. * @param index defines the index to check
  104435. * @returns the requested target
  104436. */
  104437. MorphTargetManager.prototype.getTarget = function (index) {
  104438. return this._targets[index];
  104439. };
  104440. /**
  104441. * Add a new target to this manager
  104442. * @param target defines the target to add
  104443. */
  104444. MorphTargetManager.prototype.addTarget = function (target) {
  104445. var _this = this;
  104446. this._targets.push(target);
  104447. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  104448. _this._syncActiveTargets(needUpdate);
  104449. }));
  104450. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  104451. _this._syncActiveTargets(true);
  104452. }));
  104453. this._syncActiveTargets(true);
  104454. };
  104455. /**
  104456. * Removes a target from the manager
  104457. * @param target defines the target to remove
  104458. */
  104459. MorphTargetManager.prototype.removeTarget = function (target) {
  104460. var index = this._targets.indexOf(target);
  104461. if (index >= 0) {
  104462. this._targets.splice(index, 1);
  104463. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  104464. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  104465. this._syncActiveTargets(true);
  104466. }
  104467. };
  104468. /**
  104469. * Serializes the current manager into a Serialization object
  104470. * @returns the serialized object
  104471. */
  104472. MorphTargetManager.prototype.serialize = function () {
  104473. var serializationObject = {};
  104474. serializationObject.id = this.uniqueId;
  104475. serializationObject.targets = [];
  104476. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104477. var target = _a[_i];
  104478. serializationObject.targets.push(target.serialize());
  104479. }
  104480. return serializationObject;
  104481. };
  104482. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  104483. var influenceCount = 0;
  104484. this._activeTargets.reset();
  104485. this._supportsNormals = true;
  104486. this._supportsTangents = true;
  104487. this._vertexCount = 0;
  104488. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104489. var target = _a[_i];
  104490. if (target.influence === 0) {
  104491. continue;
  104492. }
  104493. this._activeTargets.push(target);
  104494. this._tempInfluences[influenceCount++] = target.influence;
  104495. this._supportsNormals = this._supportsNormals && target.hasNormals;
  104496. this._supportsTangents = this._supportsTangents && target.hasTangents;
  104497. var positions = target.getPositions();
  104498. if (positions) {
  104499. var vertexCount = positions.length / 3;
  104500. if (this._vertexCount === 0) {
  104501. this._vertexCount = vertexCount;
  104502. }
  104503. else if (this._vertexCount !== vertexCount) {
  104504. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  104505. return;
  104506. }
  104507. }
  104508. }
  104509. if (!this._influences || this._influences.length !== influenceCount) {
  104510. this._influences = new Float32Array(influenceCount);
  104511. }
  104512. for (var index = 0; index < influenceCount; index++) {
  104513. this._influences[index] = this._tempInfluences[index];
  104514. }
  104515. if (needUpdate) {
  104516. this.synchronize();
  104517. }
  104518. };
  104519. /**
  104520. * Syncrhonize the targets with all the meshes using this morph target manager
  104521. */
  104522. MorphTargetManager.prototype.synchronize = function () {
  104523. if (!this._scene) {
  104524. return;
  104525. }
  104526. // Flag meshes as dirty to resync with the active targets
  104527. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  104528. var mesh = _a[_i];
  104529. if (mesh.morphTargetManager === this) {
  104530. mesh._syncGeometryWithMorphTargetManager();
  104531. }
  104532. }
  104533. };
  104534. // Statics
  104535. /**
  104536. * Creates a new MorphTargetManager from serialized data
  104537. * @param serializationObject defines the serialized data
  104538. * @param scene defines the hosting scene
  104539. * @returns the new MorphTargetManager
  104540. */
  104541. MorphTargetManager.Parse = function (serializationObject, scene) {
  104542. var result = new MorphTargetManager(scene);
  104543. result._uniqueId = serializationObject.id;
  104544. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  104545. var targetData = _a[_i];
  104546. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  104547. }
  104548. return result;
  104549. };
  104550. return MorphTargetManager;
  104551. }());
  104552. BABYLON.MorphTargetManager = MorphTargetManager;
  104553. })(BABYLON || (BABYLON = {}));
  104554. //# sourceMappingURL=babylon.morphTargetManager.js.map
  104555. var BABYLON;
  104556. (function (BABYLON) {
  104557. /**
  104558. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  104559. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104560. */
  104561. var Octree = /** @class */ (function () {
  104562. /**
  104563. * Creates a octree
  104564. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104565. * @param creationFunc function to be used to instatiate the octree
  104566. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  104567. * @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.)
  104568. */
  104569. function Octree(creationFunc, maxBlockCapacity,
  104570. /** 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.) */
  104571. maxDepth) {
  104572. if (maxDepth === void 0) { maxDepth = 2; }
  104573. this.maxDepth = maxDepth;
  104574. /**
  104575. * Content stored in the octree
  104576. */
  104577. this.dynamicContent = new Array();
  104578. this._maxBlockCapacity = maxBlockCapacity || 64;
  104579. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  104580. this._creationFunc = creationFunc;
  104581. }
  104582. // Methods
  104583. /**
  104584. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  104585. * @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);
  104586. * @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);
  104587. * @param entries meshes to be added to the octree blocks
  104588. */
  104589. Octree.prototype.update = function (worldMin, worldMax, entries) {
  104590. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  104591. };
  104592. /**
  104593. * Adds a mesh to the octree
  104594. * @param entry Mesh to add to the octree
  104595. */
  104596. Octree.prototype.addMesh = function (entry) {
  104597. for (var index = 0; index < this.blocks.length; index++) {
  104598. var block = this.blocks[index];
  104599. block.addEntry(entry);
  104600. }
  104601. };
  104602. /**
  104603. * Selects an array of meshes within the frustum
  104604. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  104605. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  104606. * @returns array of meshes within the frustum
  104607. */
  104608. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  104609. this._selectionContent.reset();
  104610. for (var index = 0; index < this.blocks.length; index++) {
  104611. var block = this.blocks[index];
  104612. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  104613. }
  104614. if (allowDuplicate) {
  104615. this._selectionContent.concat(this.dynamicContent);
  104616. }
  104617. else {
  104618. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104619. }
  104620. return this._selectionContent;
  104621. };
  104622. /**
  104623. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  104624. * @param sphereCenter defines the bounding sphere center
  104625. * @param sphereRadius defines the bounding sphere radius
  104626. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104627. * @returns an array of objects that intersect the sphere
  104628. */
  104629. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  104630. this._selectionContent.reset();
  104631. for (var index = 0; index < this.blocks.length; index++) {
  104632. var block = this.blocks[index];
  104633. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  104634. }
  104635. if (allowDuplicate) {
  104636. this._selectionContent.concat(this.dynamicContent);
  104637. }
  104638. else {
  104639. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104640. }
  104641. return this._selectionContent;
  104642. };
  104643. /**
  104644. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  104645. * @param ray defines the ray to test with
  104646. * @returns array of intersected objects
  104647. */
  104648. Octree.prototype.intersectsRay = function (ray) {
  104649. this._selectionContent.reset();
  104650. for (var index = 0; index < this.blocks.length; index++) {
  104651. var block = this.blocks[index];
  104652. block.intersectsRay(ray, this._selectionContent);
  104653. }
  104654. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104655. return this._selectionContent;
  104656. };
  104657. /**
  104658. * @hidden
  104659. */
  104660. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  104661. target.blocks = new Array();
  104662. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104663. // Segmenting space
  104664. for (var x = 0; x < 2; x++) {
  104665. for (var y = 0; y < 2; y++) {
  104666. for (var z = 0; z < 2; z++) {
  104667. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  104668. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  104669. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  104670. block.addEntries(entries);
  104671. target.blocks.push(block);
  104672. }
  104673. }
  104674. }
  104675. };
  104676. /**
  104677. * Adds a mesh into the octree block if it intersects the block
  104678. */
  104679. Octree.CreationFuncForMeshes = function (entry, block) {
  104680. var boundingInfo = entry.getBoundingInfo();
  104681. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104682. block.entries.push(entry);
  104683. }
  104684. };
  104685. /**
  104686. * Adds a submesh into the octree block if it intersects the block
  104687. */
  104688. Octree.CreationFuncForSubMeshes = function (entry, block) {
  104689. var boundingInfo = entry.getBoundingInfo();
  104690. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104691. block.entries.push(entry);
  104692. }
  104693. };
  104694. return Octree;
  104695. }());
  104696. BABYLON.Octree = Octree;
  104697. })(BABYLON || (BABYLON = {}));
  104698. //# sourceMappingURL=babylon.octree.js.map
  104699. var BABYLON;
  104700. (function (BABYLON) {
  104701. /**
  104702. * Class used to store a cell in an octree
  104703. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104704. */
  104705. var OctreeBlock = /** @class */ (function () {
  104706. /**
  104707. * Creates a new block
  104708. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  104709. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  104710. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104711. * @param depth defines the current depth of this block in the octree
  104712. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  104713. * @param creationFunc defines a callback to call when an element is added to the block
  104714. */
  104715. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  104716. /**
  104717. * Gets the content of the current block
  104718. */
  104719. this.entries = new Array();
  104720. this._boundingVectors = new Array();
  104721. this._capacity = capacity;
  104722. this._depth = depth;
  104723. this._maxDepth = maxDepth;
  104724. this._creationFunc = creationFunc;
  104725. this._minPoint = minPoint;
  104726. this._maxPoint = maxPoint;
  104727. this._boundingVectors.push(minPoint.clone());
  104728. this._boundingVectors.push(maxPoint.clone());
  104729. this._boundingVectors.push(minPoint.clone());
  104730. this._boundingVectors[2].x = maxPoint.x;
  104731. this._boundingVectors.push(minPoint.clone());
  104732. this._boundingVectors[3].y = maxPoint.y;
  104733. this._boundingVectors.push(minPoint.clone());
  104734. this._boundingVectors[4].z = maxPoint.z;
  104735. this._boundingVectors.push(maxPoint.clone());
  104736. this._boundingVectors[5].z = minPoint.z;
  104737. this._boundingVectors.push(maxPoint.clone());
  104738. this._boundingVectors[6].x = minPoint.x;
  104739. this._boundingVectors.push(maxPoint.clone());
  104740. this._boundingVectors[7].y = minPoint.y;
  104741. }
  104742. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  104743. // Property
  104744. /**
  104745. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104746. */
  104747. get: function () {
  104748. return this._capacity;
  104749. },
  104750. enumerable: true,
  104751. configurable: true
  104752. });
  104753. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  104754. /**
  104755. * Gets the minimum vector (in world space) of the block's bounding box
  104756. */
  104757. get: function () {
  104758. return this._minPoint;
  104759. },
  104760. enumerable: true,
  104761. configurable: true
  104762. });
  104763. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  104764. /**
  104765. * Gets the maximum vector (in world space) of the block's bounding box
  104766. */
  104767. get: function () {
  104768. return this._maxPoint;
  104769. },
  104770. enumerable: true,
  104771. configurable: true
  104772. });
  104773. // Methods
  104774. /**
  104775. * Add a new element to this block
  104776. * @param entry defines the element to add
  104777. */
  104778. OctreeBlock.prototype.addEntry = function (entry) {
  104779. if (this.blocks) {
  104780. for (var index = 0; index < this.blocks.length; index++) {
  104781. var block = this.blocks[index];
  104782. block.addEntry(entry);
  104783. }
  104784. return;
  104785. }
  104786. this._creationFunc(entry, this);
  104787. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  104788. this.createInnerBlocks();
  104789. }
  104790. };
  104791. /**
  104792. * Add an array of elements to this block
  104793. * @param entries defines the array of elements to add
  104794. */
  104795. OctreeBlock.prototype.addEntries = function (entries) {
  104796. for (var index = 0; index < entries.length; index++) {
  104797. var mesh = entries[index];
  104798. this.addEntry(mesh);
  104799. }
  104800. };
  104801. /**
  104802. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  104803. * @param frustumPlanes defines the frustum planes to test
  104804. * @param selection defines the array to store current content if selection is positive
  104805. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104806. */
  104807. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  104808. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  104809. if (this.blocks) {
  104810. for (var index = 0; index < this.blocks.length; index++) {
  104811. var block = this.blocks[index];
  104812. block.select(frustumPlanes, selection, allowDuplicate);
  104813. }
  104814. return;
  104815. }
  104816. if (allowDuplicate) {
  104817. selection.concat(this.entries);
  104818. }
  104819. else {
  104820. selection.concatWithNoDuplicate(this.entries);
  104821. }
  104822. }
  104823. };
  104824. /**
  104825. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  104826. * @param sphereCenter defines the bounding sphere center
  104827. * @param sphereRadius defines the bounding sphere radius
  104828. * @param selection defines the array to store current content if selection is positive
  104829. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104830. */
  104831. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  104832. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  104833. if (this.blocks) {
  104834. for (var index = 0; index < this.blocks.length; index++) {
  104835. var block = this.blocks[index];
  104836. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  104837. }
  104838. return;
  104839. }
  104840. if (allowDuplicate) {
  104841. selection.concat(this.entries);
  104842. }
  104843. else {
  104844. selection.concatWithNoDuplicate(this.entries);
  104845. }
  104846. }
  104847. };
  104848. /**
  104849. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  104850. * @param ray defines the ray to test with
  104851. * @param selection defines the array to store current content if selection is positive
  104852. */
  104853. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  104854. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  104855. if (this.blocks) {
  104856. for (var index = 0; index < this.blocks.length; index++) {
  104857. var block = this.blocks[index];
  104858. block.intersectsRay(ray, selection);
  104859. }
  104860. return;
  104861. }
  104862. selection.concatWithNoDuplicate(this.entries);
  104863. }
  104864. };
  104865. /**
  104866. * Subdivide the content into child blocks (this block will then be empty)
  104867. */
  104868. OctreeBlock.prototype.createInnerBlocks = function () {
  104869. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  104870. };
  104871. return OctreeBlock;
  104872. }());
  104873. BABYLON.OctreeBlock = OctreeBlock;
  104874. })(BABYLON || (BABYLON = {}));
  104875. //# sourceMappingURL=babylon.octreeBlock.js.map
  104876. var BABYLON;
  104877. (function (BABYLON) {
  104878. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  104879. if (maxCapacity === void 0) { maxCapacity = 64; }
  104880. if (maxDepth === void 0) { maxDepth = 2; }
  104881. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104882. if (!component) {
  104883. component = new OctreeSceneComponent(this);
  104884. this._addComponent(component);
  104885. }
  104886. if (!this._selectionOctree) {
  104887. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  104888. }
  104889. var worldExtends = this.getWorldExtends();
  104890. // Update octree
  104891. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  104892. return this._selectionOctree;
  104893. };
  104894. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  104895. get: function () {
  104896. return this._selectionOctree;
  104897. },
  104898. enumerable: true,
  104899. configurable: true
  104900. });
  104901. /**
  104902. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  104903. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  104904. * @param maxCapacity defines the maximum size of each block (64 by default)
  104905. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  104906. * @returns the new octree
  104907. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  104908. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104909. */
  104910. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  104911. if (maxCapacity === void 0) { maxCapacity = 64; }
  104912. if (maxDepth === void 0) { maxDepth = 2; }
  104913. var scene = this.getScene();
  104914. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104915. if (!component) {
  104916. component = new OctreeSceneComponent(scene);
  104917. scene._addComponent(component);
  104918. }
  104919. if (!this._submeshesOctree) {
  104920. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  104921. }
  104922. this.computeWorldMatrix(true);
  104923. var boundingInfo = this.getBoundingInfo();
  104924. // Update octree
  104925. var bbox = boundingInfo.boundingBox;
  104926. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  104927. return this._submeshesOctree;
  104928. };
  104929. /**
  104930. * Defines the octree scene component responsible to manage any octrees
  104931. * in a given scene.
  104932. */
  104933. var OctreeSceneComponent = /** @class */ (function () {
  104934. /**
  104935. * Creates a new instance of the component for the given scene
  104936. * @param scene Defines the scene to register the component in
  104937. */
  104938. function OctreeSceneComponent(scene) {
  104939. /**
  104940. * The component name helpfull to identify the component in the list of scene components.
  104941. */
  104942. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  104943. /**
  104944. * Indicates if the meshes have been checked to make sure they are isEnabled()
  104945. */
  104946. this.checksIsEnabled = true;
  104947. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  104948. this.scene = scene;
  104949. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  104950. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  104951. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104952. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104953. }
  104954. /**
  104955. * Registers the component in a given scene
  104956. */
  104957. OctreeSceneComponent.prototype.register = function () {
  104958. var _this = this;
  104959. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104960. var sceneOctree = _this.scene.selectionOctree;
  104961. if (sceneOctree !== undefined && sceneOctree !== null) {
  104962. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104963. if (index !== -1) {
  104964. sceneOctree.dynamicContent.splice(index, 1);
  104965. }
  104966. }
  104967. });
  104968. this.scene.onMeshImportedObservable.add(function (mesh) {
  104969. var sceneOctree = _this.scene.selectionOctree;
  104970. if (sceneOctree !== undefined && sceneOctree !== null) {
  104971. sceneOctree.addMesh(mesh);
  104972. }
  104973. });
  104974. };
  104975. /**
  104976. * Return the list of active meshes
  104977. * @returns the list of active meshes
  104978. */
  104979. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104980. if (this.scene._selectionOctree) {
  104981. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104982. return selection;
  104983. }
  104984. return this.scene._getDefaultMeshCandidates();
  104985. };
  104986. /**
  104987. * Return the list of active sub meshes
  104988. * @param mesh The mesh to get the candidates sub meshes from
  104989. * @returns the list of active sub meshes
  104990. */
  104991. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104992. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104993. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104994. return intersections;
  104995. }
  104996. return this.scene._getDefaultSubMeshCandidates(mesh);
  104997. };
  104998. /**
  104999. * Return the list of sub meshes intersecting with a given local ray
  105000. * @param mesh defines the mesh to find the submesh for
  105001. * @param localRay defines the ray in local space
  105002. * @returns the list of intersecting sub meshes
  105003. */
  105004. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  105005. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  105006. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  105007. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  105008. return intersections;
  105009. }
  105010. return this.scene._getDefaultSubMeshCandidates(mesh);
  105011. };
  105012. /**
  105013. * Return the list of sub meshes colliding with a collider
  105014. * @param mesh defines the mesh to find the submesh for
  105015. * @param collider defines the collider to evaluate the collision against
  105016. * @returns the list of colliding sub meshes
  105017. */
  105018. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  105019. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  105020. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  105021. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  105022. return intersections;
  105023. }
  105024. return this.scene._getDefaultSubMeshCandidates(mesh);
  105025. };
  105026. /**
  105027. * Rebuilds the elements related to this component in case of
  105028. * context lost for instance.
  105029. */
  105030. OctreeSceneComponent.prototype.rebuild = function () {
  105031. // Nothing to do here.
  105032. };
  105033. /**
  105034. * Disposes the component and the associated ressources.
  105035. */
  105036. OctreeSceneComponent.prototype.dispose = function () {
  105037. // Nothing to do here.
  105038. };
  105039. return OctreeSceneComponent;
  105040. }());
  105041. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  105042. })(BABYLON || (BABYLON = {}));
  105043. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  105044. var BABYLON;
  105045. (function (BABYLON) {
  105046. /**
  105047. * Postprocess used to generate anaglyphic rendering
  105048. */
  105049. var AnaglyphPostProcess = /** @class */ (function (_super) {
  105050. __extends(AnaglyphPostProcess, _super);
  105051. /**
  105052. * Creates a new AnaglyphPostProcess
  105053. * @param name defines postprocess name
  105054. * @param options defines creation options or target ratio scale
  105055. * @param rigCameras defines cameras using this postprocess
  105056. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  105057. * @param engine defines hosting engine
  105058. * @param reusable defines if the postprocess will be reused multiple times per frame
  105059. */
  105060. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  105061. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  105062. _this._passedProcess = rigCameras[0]._rigPostProcess;
  105063. _this.onApplyObservable.add(function (effect) {
  105064. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  105065. });
  105066. return _this;
  105067. }
  105068. return AnaglyphPostProcess;
  105069. }(BABYLON.PostProcess));
  105070. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  105071. })(BABYLON || (BABYLON = {}));
  105072. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  105073. var BABYLON;
  105074. (function (BABYLON) {
  105075. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  105076. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105077. });
  105078. /**
  105079. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  105080. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105081. */
  105082. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  105083. __extends(AnaglyphArcRotateCamera, _super);
  105084. /**
  105085. * Creates a new AnaglyphArcRotateCamera
  105086. * @param name defines camera name
  105087. * @param alpha defines alpha angle (in radians)
  105088. * @param beta defines beta angle (in radians)
  105089. * @param radius defines radius
  105090. * @param target defines camera target
  105091. * @param interaxialDistance defines distance between each color axis
  105092. * @param scene defines the hosting scene
  105093. */
  105094. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  105095. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105096. _this.interaxialDistance = interaxialDistance;
  105097. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105098. return _this;
  105099. }
  105100. /**
  105101. * Gets camera class name
  105102. * @returns AnaglyphArcRotateCamera
  105103. */
  105104. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  105105. return "AnaglyphArcRotateCamera";
  105106. };
  105107. return AnaglyphArcRotateCamera;
  105108. }(BABYLON.ArcRotateCamera));
  105109. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  105110. })(BABYLON || (BABYLON = {}));
  105111. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  105112. var BABYLON;
  105113. (function (BABYLON) {
  105114. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  105115. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105116. });
  105117. /**
  105118. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  105119. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105120. */
  105121. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  105122. __extends(AnaglyphFreeCamera, _super);
  105123. /**
  105124. * Creates a new AnaglyphFreeCamera
  105125. * @param name defines camera name
  105126. * @param position defines initial position
  105127. * @param interaxialDistance defines distance between each color axis
  105128. * @param scene defines the hosting scene
  105129. */
  105130. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  105131. var _this = _super.call(this, name, position, scene) || this;
  105132. _this.interaxialDistance = interaxialDistance;
  105133. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105134. return _this;
  105135. }
  105136. /**
  105137. * Gets camera class name
  105138. * @returns AnaglyphFreeCamera
  105139. */
  105140. AnaglyphFreeCamera.prototype.getClassName = function () {
  105141. return "AnaglyphFreeCamera";
  105142. };
  105143. return AnaglyphFreeCamera;
  105144. }(BABYLON.FreeCamera));
  105145. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  105146. })(BABYLON || (BABYLON = {}));
  105147. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  105148. var BABYLON;
  105149. (function (BABYLON) {
  105150. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  105151. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105152. });
  105153. /**
  105154. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  105155. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105156. */
  105157. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  105158. __extends(AnaglyphGamepadCamera, _super);
  105159. /**
  105160. * Creates a new AnaglyphGamepadCamera
  105161. * @param name defines camera name
  105162. * @param position defines initial position
  105163. * @param interaxialDistance defines distance between each color axis
  105164. * @param scene defines the hosting scene
  105165. */
  105166. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  105167. var _this = _super.call(this, name, position, scene) || this;
  105168. _this.interaxialDistance = interaxialDistance;
  105169. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105170. return _this;
  105171. }
  105172. /**
  105173. * Gets camera class name
  105174. * @returns AnaglyphGamepadCamera
  105175. */
  105176. AnaglyphGamepadCamera.prototype.getClassName = function () {
  105177. return "AnaglyphGamepadCamera";
  105178. };
  105179. return AnaglyphGamepadCamera;
  105180. }(BABYLON.GamepadCamera));
  105181. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  105182. })(BABYLON || (BABYLON = {}));
  105183. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  105184. var BABYLON;
  105185. (function (BABYLON) {
  105186. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  105187. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105188. });
  105189. /**
  105190. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  105191. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105192. */
  105193. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  105194. __extends(AnaglyphUniversalCamera, _super);
  105195. /**
  105196. * Creates a new AnaglyphUniversalCamera
  105197. * @param name defines camera name
  105198. * @param position defines initial position
  105199. * @param interaxialDistance defines distance between each color axis
  105200. * @param scene defines the hosting scene
  105201. */
  105202. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  105203. var _this = _super.call(this, name, position, scene) || this;
  105204. _this.interaxialDistance = interaxialDistance;
  105205. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105206. return _this;
  105207. }
  105208. /**
  105209. * Gets camera class name
  105210. * @returns AnaglyphUniversalCamera
  105211. */
  105212. AnaglyphUniversalCamera.prototype.getClassName = function () {
  105213. return "AnaglyphUniversalCamera";
  105214. };
  105215. return AnaglyphUniversalCamera;
  105216. }(BABYLON.UniversalCamera));
  105217. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  105218. })(BABYLON || (BABYLON = {}));
  105219. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  105220. var BABYLON;
  105221. (function (BABYLON) {
  105222. /**
  105223. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  105224. */
  105225. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  105226. __extends(StereoscopicInterlacePostProcess, _super);
  105227. /**
  105228. * Initializes a StereoscopicInterlacePostProcess
  105229. * @param name The name of the effect.
  105230. * @param rigCameras The rig cameras to be appled to the post process
  105231. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  105232. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  105233. * @param engine The engine which the post process will be applied. (default: current engine)
  105234. * @param reusable If the post process can be reused on the same frame. (default: false)
  105235. */
  105236. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  105237. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  105238. _this._passedProcess = rigCameras[0]._rigPostProcess;
  105239. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105240. _this.onSizeChangedObservable.add(function () {
  105241. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105242. });
  105243. _this.onApplyObservable.add(function (effect) {
  105244. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  105245. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  105246. });
  105247. return _this;
  105248. }
  105249. return StereoscopicInterlacePostProcess;
  105250. }(BABYLON.PostProcess));
  105251. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  105252. })(BABYLON || (BABYLON = {}));
  105253. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  105254. var BABYLON;
  105255. (function (BABYLON) {
  105256. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  105257. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105258. });
  105259. /**
  105260. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  105261. * @see http://doc.babylonjs.com/features/cameras
  105262. */
  105263. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  105264. __extends(StereoscopicArcRotateCamera, _super);
  105265. /**
  105266. * Creates a new StereoscopicArcRotateCamera
  105267. * @param name defines camera name
  105268. * @param alpha defines alpha angle (in radians)
  105269. * @param beta defines beta angle (in radians)
  105270. * @param radius defines radius
  105271. * @param target defines camera target
  105272. * @param interaxialDistance defines distance between each color axis
  105273. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105274. * @param scene defines the hosting scene
  105275. */
  105276. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  105277. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105278. _this.interaxialDistance = interaxialDistance;
  105279. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105280. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105281. return _this;
  105282. }
  105283. /**
  105284. * Gets camera class name
  105285. * @returns StereoscopicArcRotateCamera
  105286. */
  105287. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  105288. return "StereoscopicArcRotateCamera";
  105289. };
  105290. return StereoscopicArcRotateCamera;
  105291. }(BABYLON.ArcRotateCamera));
  105292. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  105293. })(BABYLON || (BABYLON = {}));
  105294. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  105295. var BABYLON;
  105296. (function (BABYLON) {
  105297. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105298. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105299. });
  105300. /**
  105301. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  105302. * @see http://doc.babylonjs.com/features/cameras
  105303. */
  105304. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  105305. __extends(StereoscopicFreeCamera, _super);
  105306. /**
  105307. * Creates a new StereoscopicFreeCamera
  105308. * @param name defines camera name
  105309. * @param position defines initial position
  105310. * @param interaxialDistance defines distance between each color axis
  105311. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105312. * @param scene defines the hosting scene
  105313. */
  105314. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105315. var _this = _super.call(this, name, position, scene) || this;
  105316. _this.interaxialDistance = interaxialDistance;
  105317. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105318. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105319. return _this;
  105320. }
  105321. /**
  105322. * Gets camera class name
  105323. * @returns StereoscopicFreeCamera
  105324. */
  105325. StereoscopicFreeCamera.prototype.getClassName = function () {
  105326. return "StereoscopicFreeCamera";
  105327. };
  105328. return StereoscopicFreeCamera;
  105329. }(BABYLON.FreeCamera));
  105330. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  105331. })(BABYLON || (BABYLON = {}));
  105332. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  105333. var BABYLON;
  105334. (function (BABYLON) {
  105335. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  105336. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105337. });
  105338. /**
  105339. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  105340. * @see http://doc.babylonjs.com/features/cameras
  105341. */
  105342. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  105343. __extends(StereoscopicGamepadCamera, _super);
  105344. /**
  105345. * Creates a new StereoscopicGamepadCamera
  105346. * @param name defines camera name
  105347. * @param position defines initial position
  105348. * @param interaxialDistance defines distance between each color axis
  105349. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105350. * @param scene defines the hosting scene
  105351. */
  105352. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105353. var _this = _super.call(this, name, position, scene) || this;
  105354. _this.interaxialDistance = interaxialDistance;
  105355. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105356. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105357. return _this;
  105358. }
  105359. /**
  105360. * Gets camera class name
  105361. * @returns StereoscopicGamepadCamera
  105362. */
  105363. StereoscopicGamepadCamera.prototype.getClassName = function () {
  105364. return "StereoscopicGamepadCamera";
  105365. };
  105366. return StereoscopicGamepadCamera;
  105367. }(BABYLON.GamepadCamera));
  105368. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  105369. })(BABYLON || (BABYLON = {}));
  105370. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  105371. var BABYLON;
  105372. (function (BABYLON) {
  105373. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105374. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105375. });
  105376. /**
  105377. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  105378. * @see http://doc.babylonjs.com/features/cameras
  105379. */
  105380. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  105381. __extends(StereoscopicUniversalCamera, _super);
  105382. /**
  105383. * Creates a new StereoscopicUniversalCamera
  105384. * @param name defines camera name
  105385. * @param position defines initial position
  105386. * @param interaxialDistance defines distance between each color axis
  105387. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105388. * @param scene defines the hosting scene
  105389. */
  105390. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105391. var _this = _super.call(this, name, position, scene) || this;
  105392. _this.interaxialDistance = interaxialDistance;
  105393. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105394. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105395. return _this;
  105396. }
  105397. /**
  105398. * Gets camera class name
  105399. * @returns StereoscopicUniversalCamera
  105400. */
  105401. StereoscopicUniversalCamera.prototype.getClassName = function () {
  105402. return "StereoscopicUniversalCamera";
  105403. };
  105404. return StereoscopicUniversalCamera;
  105405. }(BABYLON.UniversalCamera));
  105406. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  105407. })(BABYLON || (BABYLON = {}));
  105408. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  105409. var BABYLON;
  105410. (function (BABYLON) {
  105411. /**
  105412. * VRDistortionCorrectionPostProcess used for mobile VR
  105413. */
  105414. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  105415. __extends(VRDistortionCorrectionPostProcess, _super);
  105416. /**
  105417. * Initializes the VRDistortionCorrectionPostProcess
  105418. * @param name The name of the effect.
  105419. * @param camera The camera to apply the render pass to.
  105420. * @param isRightEye If this is for the right eye distortion
  105421. * @param vrMetrics All the required metrics for the VR camera
  105422. */
  105423. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  105424. var _this = _super.call(this, name, "vrDistortionCorrection", [
  105425. 'LensCenter',
  105426. 'Scale',
  105427. 'ScaleIn',
  105428. 'HmdWarpParam'
  105429. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  105430. _this._isRightEye = isRightEye;
  105431. _this._distortionFactors = vrMetrics.distortionK;
  105432. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  105433. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  105434. _this.adaptScaleToCurrentViewport = true;
  105435. _this.onSizeChangedObservable.add(function () {
  105436. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  105437. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  105438. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  105439. });
  105440. _this.onApplyObservable.add(function (effect) {
  105441. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  105442. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  105443. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  105444. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  105445. });
  105446. return _this;
  105447. }
  105448. return VRDistortionCorrectionPostProcess;
  105449. }(BABYLON.PostProcess));
  105450. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  105451. })(BABYLON || (BABYLON = {}));
  105452. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  105453. var BABYLON;
  105454. (function (BABYLON) {
  105455. /**
  105456. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  105457. * Screen rotation is taken into account.
  105458. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105459. */
  105460. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  105461. /**
  105462. * Instantiates a new input
  105463. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105464. */
  105465. function FreeCameraDeviceOrientationInput() {
  105466. var _this = this;
  105467. this._screenOrientationAngle = 0;
  105468. this._screenQuaternion = new BABYLON.Quaternion();
  105469. this._alpha = 0;
  105470. this._beta = 0;
  105471. this._gamma = 0;
  105472. this._orientationChanged = function () {
  105473. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  105474. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  105475. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  105476. };
  105477. this._deviceOrientation = function (evt) {
  105478. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  105479. _this._beta = evt.beta !== null ? evt.beta : 0;
  105480. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  105481. };
  105482. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  105483. this._orientationChanged();
  105484. }
  105485. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  105486. /**
  105487. * Define the camera controlled by the input.
  105488. */
  105489. get: function () {
  105490. return this._camera;
  105491. },
  105492. set: function (camera) {
  105493. this._camera = camera;
  105494. if (this._camera != null && !this._camera.rotationQuaternion) {
  105495. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  105496. }
  105497. },
  105498. enumerable: true,
  105499. configurable: true
  105500. });
  105501. /**
  105502. * Attach the input controls to a specific dom element to get the input from.
  105503. * @param element Defines the element the controls should be listened from
  105504. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105505. */
  105506. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105507. window.addEventListener("orientationchange", this._orientationChanged);
  105508. window.addEventListener("deviceorientation", this._deviceOrientation);
  105509. //In certain cases, the attach control is called AFTER orientation was changed,
  105510. //So this is needed.
  105511. this._orientationChanged();
  105512. };
  105513. /**
  105514. * Detach the current controls from the specified dom element.
  105515. * @param element Defines the element to stop listening the inputs from
  105516. */
  105517. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  105518. window.removeEventListener("orientationchange", this._orientationChanged);
  105519. window.removeEventListener("deviceorientation", this._deviceOrientation);
  105520. };
  105521. /**
  105522. * Update the current camera state depending on the inputs that have been used this frame.
  105523. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105524. */
  105525. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  105526. //if no device orientation provided, don't update the rotation.
  105527. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  105528. if (!this._alpha) {
  105529. return;
  105530. }
  105531. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  105532. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  105533. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  105534. //Mirror on XY Plane
  105535. this._camera.rotationQuaternion.z *= -1;
  105536. this._camera.rotationQuaternion.w *= -1;
  105537. };
  105538. /**
  105539. * Gets the class name of the current intput.
  105540. * @returns the class name
  105541. */
  105542. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  105543. return "FreeCameraDeviceOrientationInput";
  105544. };
  105545. /**
  105546. * Get the friendly name associated with the input class.
  105547. * @returns the input friendly name
  105548. */
  105549. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  105550. return "deviceOrientation";
  105551. };
  105552. return FreeCameraDeviceOrientationInput;
  105553. }());
  105554. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  105555. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  105556. })(BABYLON || (BABYLON = {}));
  105557. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  105558. var BABYLON;
  105559. (function (BABYLON) {
  105560. /**
  105561. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105562. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105563. */
  105564. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  105565. /**
  105566. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105567. */
  105568. function ArcRotateCameraVRDeviceOrientationInput() {
  105569. /**
  105570. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105571. */
  105572. this.alphaCorrection = 1;
  105573. /**
  105574. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105575. */
  105576. this.gammaCorrection = 1;
  105577. this._alpha = 0;
  105578. this._gamma = 0;
  105579. this._dirty = false;
  105580. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  105581. }
  105582. /**
  105583. * Attach the input controls to a specific dom element to get the input from.
  105584. * @param element Defines the element the controls should be listened from
  105585. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105586. */
  105587. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105588. this.camera.attachControl(element, noPreventDefault);
  105589. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  105590. };
  105591. /** @hidden */
  105592. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  105593. if (evt.alpha !== null) {
  105594. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  105595. }
  105596. if (evt.gamma !== null) {
  105597. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  105598. }
  105599. this._dirty = true;
  105600. };
  105601. /**
  105602. * Update the current camera state depending on the inputs that have been used this frame.
  105603. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105604. */
  105605. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  105606. if (this._dirty) {
  105607. this._dirty = false;
  105608. if (this._gamma < 0) {
  105609. this._gamma = 180 + this._gamma;
  105610. }
  105611. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  105612. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  105613. }
  105614. };
  105615. /**
  105616. * Detach the current controls from the specified dom element.
  105617. * @param element Defines the element to stop listening the inputs from
  105618. */
  105619. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  105620. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  105621. };
  105622. /**
  105623. * Gets the class name of the current intput.
  105624. * @returns the class name
  105625. */
  105626. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  105627. return "ArcRotateCameraVRDeviceOrientationInput";
  105628. };
  105629. /**
  105630. * Get the friendly name associated with the input class.
  105631. * @returns the input friendly name
  105632. */
  105633. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  105634. return "VRDeviceOrientation";
  105635. };
  105636. return ArcRotateCameraVRDeviceOrientationInput;
  105637. }());
  105638. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  105639. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  105640. })(BABYLON || (BABYLON = {}));
  105641. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  105642. var BABYLON;
  105643. (function (BABYLON) {
  105644. /**
  105645. * This represents all the required metrics to create a VR camera.
  105646. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105647. */
  105648. var VRCameraMetrics = /** @class */ (function () {
  105649. function VRCameraMetrics() {
  105650. /**
  105651. * Define if the current vr camera should compensate the distortion of the lense or not.
  105652. */
  105653. this.compensateDistortion = true;
  105654. }
  105655. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  105656. /**
  105657. * Gets the rendering aspect ratio based on the provided resolutions.
  105658. */
  105659. get: function () {
  105660. return this.hResolution / (2 * this.vResolution);
  105661. },
  105662. enumerable: true,
  105663. configurable: true
  105664. });
  105665. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  105666. /**
  105667. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105668. */
  105669. get: function () {
  105670. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  105671. },
  105672. enumerable: true,
  105673. configurable: true
  105674. });
  105675. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  105676. /**
  105677. * @hidden
  105678. */
  105679. get: function () {
  105680. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105681. var h = (4 * meters) / this.hScreenSize;
  105682. return BABYLON.Matrix.Translation(h, 0, 0);
  105683. },
  105684. enumerable: true,
  105685. configurable: true
  105686. });
  105687. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  105688. /**
  105689. * @hidden
  105690. */
  105691. get: function () {
  105692. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105693. var h = (4 * meters) / this.hScreenSize;
  105694. return BABYLON.Matrix.Translation(-h, 0, 0);
  105695. },
  105696. enumerable: true,
  105697. configurable: true
  105698. });
  105699. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  105700. /**
  105701. * @hidden
  105702. */
  105703. get: function () {
  105704. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  105705. },
  105706. enumerable: true,
  105707. configurable: true
  105708. });
  105709. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  105710. /**
  105711. * @hidden
  105712. */
  105713. get: function () {
  105714. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  105715. },
  105716. enumerable: true,
  105717. configurable: true
  105718. });
  105719. /**
  105720. * Get the default VRMetrics based on the most generic setup.
  105721. * @returns the default vr metrics
  105722. */
  105723. VRCameraMetrics.GetDefault = function () {
  105724. var result = new VRCameraMetrics();
  105725. result.hResolution = 1280;
  105726. result.vResolution = 800;
  105727. result.hScreenSize = 0.149759993;
  105728. result.vScreenSize = 0.0935999975;
  105729. result.vScreenCenter = 0.0467999987;
  105730. result.eyeToScreenDistance = 0.0410000011;
  105731. result.lensSeparationDistance = 0.0635000020;
  105732. result.interpupillaryDistance = 0.0640000030;
  105733. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  105734. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  105735. result.postProcessScaleFactor = 1.714605507808412;
  105736. result.lensCenterOffset = 0.151976421;
  105737. return result;
  105738. };
  105739. return VRCameraMetrics;
  105740. }());
  105741. BABYLON.VRCameraMetrics = VRCameraMetrics;
  105742. })(BABYLON || (BABYLON = {}));
  105743. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  105744. var BABYLON;
  105745. (function (BABYLON) {
  105746. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  105747. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105748. });
  105749. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  105750. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105751. });
  105752. /**
  105753. * This represents a WebVR camera.
  105754. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  105755. * @example http://doc.babylonjs.com/how_to/webvr_camera
  105756. */
  105757. var WebVRFreeCamera = /** @class */ (function (_super) {
  105758. __extends(WebVRFreeCamera, _super);
  105759. /**
  105760. * Instantiates a WebVRFreeCamera.
  105761. * @param name The name of the WebVRFreeCamera
  105762. * @param position The starting anchor position for the camera
  105763. * @param scene The scene the camera belongs to
  105764. * @param webVROptions a set of customizable options for the webVRCamera
  105765. */
  105766. function WebVRFreeCamera(name, position, scene, webVROptions) {
  105767. if (webVROptions === void 0) { webVROptions = {}; }
  105768. var _this = _super.call(this, name, position, scene) || this;
  105769. _this.webVROptions = webVROptions;
  105770. /**
  105771. * @hidden
  105772. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  105773. */
  105774. _this._vrDevice = null;
  105775. /**
  105776. * The rawPose of the vrDevice.
  105777. */
  105778. _this.rawPose = null;
  105779. _this._specsVersion = "1.1";
  105780. _this._attached = false;
  105781. _this._descendants = [];
  105782. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  105783. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  105784. /** @hidden */
  105785. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  105786. _this._standingMatrix = null;
  105787. /**
  105788. * Represents device position in babylon space.
  105789. */
  105790. _this.devicePosition = BABYLON.Vector3.Zero();
  105791. /**
  105792. * Represents device rotation in babylon space.
  105793. */
  105794. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  105795. /**
  105796. * The scale of the device to be used when translating from device space to babylon space.
  105797. */
  105798. _this.deviceScaleFactor = 1;
  105799. _this._deviceToWorld = BABYLON.Matrix.Identity();
  105800. _this._worldToDevice = BABYLON.Matrix.Identity();
  105801. /**
  105802. * References to the webVR controllers for the vrDevice.
  105803. */
  105804. _this.controllers = [];
  105805. /**
  105806. * Emits an event when a controller is attached.
  105807. */
  105808. _this.onControllersAttachedObservable = new BABYLON.Observable();
  105809. /**
  105810. * Emits an event when a controller's mesh has been loaded;
  105811. */
  105812. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105813. /**
  105814. * Emits an event when the HMD's pose has been updated.
  105815. */
  105816. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  105817. _this._poseSet = false;
  105818. /**
  105819. * If the rig cameras be used as parent instead of this camera.
  105820. */
  105821. _this.rigParenting = true;
  105822. _this._defaultHeight = undefined;
  105823. _this._htmlElementAttached = null;
  105824. _this._detachIfAttached = function () {
  105825. var vrDisplay = _this.getEngine().getVRDevice();
  105826. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  105827. _this.detachControl(_this._htmlElementAttached);
  105828. }
  105829. };
  105830. _this._workingVector = BABYLON.Vector3.Zero();
  105831. _this._oneVector = BABYLON.Vector3.One();
  105832. _this._workingMatrix = BABYLON.Matrix.Identity();
  105833. _this._tmpMatrix = new BABYLON.Matrix();
  105834. _this._cache.position = BABYLON.Vector3.Zero();
  105835. if (webVROptions.defaultHeight) {
  105836. _this._defaultHeight = webVROptions.defaultHeight;
  105837. _this.position.y = _this._defaultHeight;
  105838. }
  105839. _this.minZ = 0.1;
  105840. //legacy support - the compensation boolean was removed.
  105841. if (arguments.length === 5) {
  105842. _this.webVROptions = arguments[4];
  105843. }
  105844. // default webVR options
  105845. if (_this.webVROptions.trackPosition == undefined) {
  105846. _this.webVROptions.trackPosition = true;
  105847. }
  105848. if (_this.webVROptions.controllerMeshes == undefined) {
  105849. _this.webVROptions.controllerMeshes = true;
  105850. }
  105851. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  105852. _this.webVROptions.defaultLightingOnControllers = true;
  105853. }
  105854. _this.rotationQuaternion = new BABYLON.Quaternion();
  105855. if (_this.webVROptions && _this.webVROptions.positionScale) {
  105856. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  105857. }
  105858. //enable VR
  105859. var engine = _this.getEngine();
  105860. _this._onVREnabled = function (success) { if (success) {
  105861. _this.initControllers();
  105862. } };
  105863. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  105864. engine.initWebVR().add(function (event) {
  105865. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  105866. return;
  105867. }
  105868. _this._vrDevice = event.vrDisplay;
  105869. //reset the rig parameters.
  105870. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  105871. if (_this._attached) {
  105872. _this.getEngine().enableVR();
  105873. }
  105874. });
  105875. if (typeof (VRFrameData) !== "undefined") {
  105876. _this._frameData = new VRFrameData();
  105877. }
  105878. /**
  105879. * The idea behind the following lines:
  105880. * objects that have the camera as parent should actually have the rig cameras as a parent.
  105881. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  105882. * the second will not show it correctly.
  105883. *
  105884. * To solve this - each object that has the camera as parent will be added to a protected array.
  105885. * When the rig camera renders, it will take this array and set all of those to be its children.
  105886. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  105887. * Amazing!
  105888. */
  105889. scene.onBeforeCameraRenderObservable.add(function (camera) {
  105890. if (camera.parent === _this && _this.rigParenting) {
  105891. _this._descendants = _this.getDescendants(true, function (n) {
  105892. // don't take the cameras or the controllers!
  105893. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  105894. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  105895. return !isController && !isRigCamera;
  105896. });
  105897. _this._descendants.forEach(function (node) {
  105898. node.parent = camera;
  105899. });
  105900. }
  105901. });
  105902. scene.onAfterCameraRenderObservable.add(function (camera) {
  105903. if (camera.parent === _this && _this.rigParenting) {
  105904. _this._descendants.forEach(function (node) {
  105905. node.parent = _this;
  105906. });
  105907. }
  105908. });
  105909. return _this;
  105910. }
  105911. /**
  105912. * Gets the device distance from the ground in meters.
  105913. * @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.
  105914. */
  105915. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  105916. if (this._standingMatrix) {
  105917. // Add standing matrix offset to get real offset from ground in room
  105918. this._standingMatrix.getTranslationToRef(this._workingVector);
  105919. return this._deviceRoomPosition.y + this._workingVector.y;
  105920. }
  105921. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  105922. return this._defaultHeight || 0;
  105923. };
  105924. /**
  105925. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105926. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  105927. */
  105928. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  105929. var _this = this;
  105930. if (callback === void 0) { callback = function (bool) { }; }
  105931. // Use standing matrix if available
  105932. this.getEngine().initWebVRAsync().then(function (result) {
  105933. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  105934. callback(false);
  105935. }
  105936. else {
  105937. _this._standingMatrix = new BABYLON.Matrix();
  105938. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  105939. if (!_this.getScene().useRightHandedSystem) {
  105940. if (_this._standingMatrix) {
  105941. _this._standingMatrix.toggleModelMatrixHandInPlace();
  105942. }
  105943. }
  105944. callback(true);
  105945. }
  105946. });
  105947. };
  105948. /**
  105949. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105950. * @returns A promise with a boolean set to if the standing matrix is supported.
  105951. */
  105952. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105953. var _this = this;
  105954. return new Promise(function (res, rej) {
  105955. _this.useStandingMatrix(function (supported) {
  105956. res(supported);
  105957. });
  105958. });
  105959. };
  105960. /**
  105961. * Disposes the camera
  105962. */
  105963. WebVRFreeCamera.prototype.dispose = function () {
  105964. this._detachIfAttached();
  105965. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105966. if (this._updateCacheWhenTrackingDisabledObserver) {
  105967. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105968. }
  105969. _super.prototype.dispose.call(this);
  105970. };
  105971. /**
  105972. * Gets a vrController by name.
  105973. * @param name The name of the controller to retreive
  105974. * @returns the controller matching the name specified or null if not found
  105975. */
  105976. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105977. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105978. var gp = _a[_i];
  105979. if (gp.hand === name) {
  105980. return gp;
  105981. }
  105982. }
  105983. return null;
  105984. };
  105985. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105986. /**
  105987. * The controller corrisponding to the users left hand.
  105988. */
  105989. get: function () {
  105990. if (!this._leftController) {
  105991. this._leftController = this.getControllerByName("left");
  105992. }
  105993. return this._leftController;
  105994. },
  105995. enumerable: true,
  105996. configurable: true
  105997. });
  105998. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105999. /**
  106000. * The controller corrisponding to the users right hand.
  106001. */
  106002. get: function () {
  106003. if (!this._rightController) {
  106004. this._rightController = this.getControllerByName("right");
  106005. }
  106006. return this._rightController;
  106007. },
  106008. enumerable: true,
  106009. configurable: true
  106010. });
  106011. /**
  106012. * Casts a ray forward from the vrCamera's gaze.
  106013. * @param length Length of the ray (default: 100)
  106014. * @returns the ray corrisponding to the gaze
  106015. */
  106016. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  106017. if (length === void 0) { length = 100; }
  106018. if (this.leftCamera) {
  106019. // Use left eye to avoid computation to compute center on every call
  106020. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  106021. }
  106022. else {
  106023. return _super.prototype.getForwardRay.call(this, length);
  106024. }
  106025. };
  106026. /**
  106027. * @hidden
  106028. * Updates the camera based on device's frame data
  106029. */
  106030. WebVRFreeCamera.prototype._checkInputs = function () {
  106031. if (this._vrDevice && this._vrDevice.isPresenting) {
  106032. this._vrDevice.getFrameData(this._frameData);
  106033. this.updateFromDevice(this._frameData.pose);
  106034. }
  106035. _super.prototype._checkInputs.call(this);
  106036. };
  106037. /**
  106038. * Updates the poseControlled values based on the input device pose.
  106039. * @param poseData Pose coming from the device
  106040. */
  106041. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  106042. if (poseData && poseData.orientation) {
  106043. this.rawPose = poseData;
  106044. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  106045. if (this.getScene().useRightHandedSystem) {
  106046. this._deviceRoomRotationQuaternion.z *= -1;
  106047. this._deviceRoomRotationQuaternion.w *= -1;
  106048. }
  106049. if (this.webVROptions.trackPosition && this.rawPose.position) {
  106050. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  106051. if (this.getScene().useRightHandedSystem) {
  106052. this._deviceRoomPosition.z *= -1;
  106053. }
  106054. }
  106055. this._poseSet = true;
  106056. }
  106057. };
  106058. /**
  106059. * WebVR's attach control will start broadcasting frames to the device.
  106060. * Note that in certain browsers (chrome for example) this function must be called
  106061. * within a user-interaction callback. Example:
  106062. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  106063. *
  106064. * @param element html element to attach the vrDevice to
  106065. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  106066. */
  106067. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  106068. _super.prototype.attachControl.call(this, element, noPreventDefault);
  106069. this._attached = true;
  106070. this._htmlElementAttached = element;
  106071. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  106072. if (this._vrDevice) {
  106073. this.getEngine().enableVR();
  106074. }
  106075. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  106076. };
  106077. /**
  106078. * Detaches the camera from the html element and disables VR
  106079. *
  106080. * @param element html element to detach from
  106081. */
  106082. WebVRFreeCamera.prototype.detachControl = function (element) {
  106083. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  106084. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  106085. _super.prototype.detachControl.call(this, element);
  106086. this._attached = false;
  106087. this.getEngine().disableVR();
  106088. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  106089. };
  106090. /**
  106091. * @returns the name of this class
  106092. */
  106093. WebVRFreeCamera.prototype.getClassName = function () {
  106094. return "WebVRFreeCamera";
  106095. };
  106096. /**
  106097. * Calls resetPose on the vrDisplay
  106098. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  106099. */
  106100. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  106101. //uses the vrDisplay's "resetPose()".
  106102. //pitch and roll won't be affected.
  106103. this._vrDevice.resetPose();
  106104. };
  106105. /**
  106106. * @hidden
  106107. * Updates the rig cameras (left and right eye)
  106108. */
  106109. WebVRFreeCamera.prototype._updateRigCameras = function () {
  106110. var camLeft = this._rigCameras[0];
  106111. var camRight = this._rigCameras[1];
  106112. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  106113. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  106114. camLeft.position.copyFrom(this._deviceRoomPosition);
  106115. camRight.position.copyFrom(this._deviceRoomPosition);
  106116. };
  106117. // Remove translation from 6dof headset if trackposition is set to false
  106118. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  106119. if (isViewMatrix === void 0) { isViewMatrix = false; }
  106120. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  106121. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  106122. if (!isViewMatrix) {
  106123. this._tmpMatrix.invert();
  106124. }
  106125. this._tmpMatrix.multiplyToRef(matrix, matrix);
  106126. }
  106127. };
  106128. /**
  106129. * @hidden
  106130. * Updates the cached values of the camera
  106131. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  106132. */
  106133. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  106134. var _this = this;
  106135. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  106136. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  106137. if (!this.updateCacheCalled) {
  106138. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  106139. this.updateCacheCalled = true;
  106140. this.update();
  106141. }
  106142. // Set working vector to the device position in room space rotated by the new rotation
  106143. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  106144. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  106145. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  106146. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  106147. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  106148. // Add translation from anchor position
  106149. this._deviceToWorld.getTranslationToRef(this._workingVector);
  106150. this._workingVector.addInPlace(this.position);
  106151. this._workingVector.subtractInPlace(this._cache.position);
  106152. this._deviceToWorld.setTranslation(this._workingVector);
  106153. // Set an inverted matrix to be used when updating the camera
  106154. this._deviceToWorld.invertToRef(this._worldToDevice);
  106155. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  106156. this.controllers.forEach(function (controller) {
  106157. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  106158. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  106159. controller.update();
  106160. });
  106161. }
  106162. if (!ignoreParentClass) {
  106163. _super.prototype._updateCache.call(this);
  106164. }
  106165. this.updateCacheCalled = false;
  106166. };
  106167. /**
  106168. * @hidden
  106169. * Get current device position in babylon world
  106170. */
  106171. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  106172. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  106173. };
  106174. /**
  106175. * Updates the current device position and rotation in the babylon world
  106176. */
  106177. WebVRFreeCamera.prototype.update = function () {
  106178. this._computeDevicePosition();
  106179. // Get current device rotation in babylon world
  106180. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  106181. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  106182. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  106183. if (this._poseSet) {
  106184. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  106185. }
  106186. _super.prototype.update.call(this);
  106187. };
  106188. /**
  106189. * @hidden
  106190. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  106191. * @returns an identity matrix
  106192. */
  106193. WebVRFreeCamera.prototype._getViewMatrix = function () {
  106194. return BABYLON.Matrix.Identity();
  106195. };
  106196. /**
  106197. * This function is called by the two RIG cameras.
  106198. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  106199. */
  106200. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  106201. // Update the parent camera prior to using a child camera to avoid desynchronization
  106202. var parentCamera = this._cameraRigParams["parentCamera"];
  106203. parentCamera._updateCache();
  106204. //WebVR 1.1
  106205. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  106206. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  106207. if (!this.getScene().useRightHandedSystem) {
  106208. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  106209. }
  106210. // update the camera rotation matrix
  106211. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  106212. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  106213. // Computing target and final matrix
  106214. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  106215. // should the view matrix be updated with scale and position offset?
  106216. if (parentCamera.deviceScaleFactor !== 1) {
  106217. this._webvrViewMatrix.invert();
  106218. // scale the position, if set
  106219. if (parentCamera.deviceScaleFactor) {
  106220. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  106221. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  106222. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  106223. }
  106224. this._webvrViewMatrix.invert();
  106225. }
  106226. // Remove translation from 6dof headset if trackposition is set to false
  106227. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  106228. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  106229. // Compute global position
  106230. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  106231. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  106232. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  106233. this._workingMatrix.getTranslationToRef(this._globalPosition);
  106234. this._markSyncedWithParent();
  106235. return this._webvrViewMatrix;
  106236. };
  106237. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  106238. var parentCamera = this.parent;
  106239. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  106240. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  106241. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  106242. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  106243. //babylon compatible matrix
  106244. if (!this.getScene().useRightHandedSystem) {
  106245. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  106246. }
  106247. return this._projectionMatrix;
  106248. };
  106249. /**
  106250. * Initializes the controllers and their meshes
  106251. */
  106252. WebVRFreeCamera.prototype.initControllers = function () {
  106253. var _this = this;
  106254. this.controllers = [];
  106255. var manager = this.getScene().gamepadManager;
  106256. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  106257. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106258. var webVrController = gamepad;
  106259. if (webVrController.defaultModel) {
  106260. webVrController.defaultModel.setEnabled(false);
  106261. }
  106262. if (webVrController.hand === "right") {
  106263. _this._rightController = null;
  106264. }
  106265. if (webVrController.hand === "left") {
  106266. _this._leftController = null;
  106267. }
  106268. var controllerIndex = _this.controllers.indexOf(webVrController);
  106269. if (controllerIndex !== -1) {
  106270. _this.controllers.splice(controllerIndex, 1);
  106271. }
  106272. }
  106273. });
  106274. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  106275. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106276. var webVrController_1 = gamepad;
  106277. if (!_this.webVROptions.trackPosition) {
  106278. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  106279. // Cache must be updated before rendering controllers to avoid them being one frame behind
  106280. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  106281. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  106282. _this._updateCache();
  106283. });
  106284. }
  106285. }
  106286. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  106287. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  106288. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  106289. if (_this.webVROptions.controllerMeshes) {
  106290. if (webVrController_1.defaultModel) {
  106291. webVrController_1.defaultModel.setEnabled(true);
  106292. }
  106293. else {
  106294. // Load the meshes
  106295. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  106296. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  106297. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  106298. if (_this.webVROptions.defaultLightingOnControllers) {
  106299. if (!_this._lightOnControllers) {
  106300. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  106301. }
  106302. var activateLightOnSubMeshes_1 = function (mesh, light) {
  106303. var children = mesh.getChildren();
  106304. if (children && children.length !== 0) {
  106305. children.forEach(function (mesh) {
  106306. light.includedOnlyMeshes.push(mesh);
  106307. activateLightOnSubMeshes_1(mesh, light);
  106308. });
  106309. }
  106310. };
  106311. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  106312. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  106313. }
  106314. });
  106315. }
  106316. }
  106317. webVrController_1.attachToPoseControlledCamera(_this);
  106318. // since this is async - sanity check. Is the controller already stored?
  106319. if (_this.controllers.indexOf(webVrController_1) === -1) {
  106320. //add to the controllers array
  106321. _this.controllers.push(webVrController_1);
  106322. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  106323. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  106324. // So we're overriding setting left & right manually to be sure
  106325. var firstViveWandDetected = false;
  106326. for (var i = 0; i < _this.controllers.length; i++) {
  106327. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  106328. if (!firstViveWandDetected) {
  106329. firstViveWandDetected = true;
  106330. _this.controllers[i].hand = "left";
  106331. }
  106332. else {
  106333. _this.controllers[i].hand = "right";
  106334. }
  106335. }
  106336. }
  106337. //did we find enough controllers? Great! let the developer know.
  106338. if (_this.controllers.length >= 2) {
  106339. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  106340. }
  106341. }
  106342. }
  106343. });
  106344. };
  106345. return WebVRFreeCamera;
  106346. }(BABYLON.FreeCamera));
  106347. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  106348. })(BABYLON || (BABYLON = {}));
  106349. //# sourceMappingURL=babylon.webVRCamera.js.map
  106350. var BABYLON;
  106351. (function (BABYLON) {
  106352. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  106353. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  106354. });
  106355. // We're mainly based on the logic defined into the FreeCamera code
  106356. /**
  106357. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106358. * being tilted forward or back and left or right.
  106359. */
  106360. var DeviceOrientationCamera = /** @class */ (function (_super) {
  106361. __extends(DeviceOrientationCamera, _super);
  106362. /**
  106363. * Creates a new device orientation camera
  106364. * @param name The name of the camera
  106365. * @param position The start position camera
  106366. * @param scene The scene the camera belongs to
  106367. */
  106368. function DeviceOrientationCamera(name, position, scene) {
  106369. var _this = _super.call(this, name, position, scene) || this;
  106370. _this._quaternionCache = new BABYLON.Quaternion();
  106371. _this.inputs.addDeviceOrientation();
  106372. return _this;
  106373. }
  106374. /**
  106375. * Gets the current instance class name ("DeviceOrientationCamera").
  106376. * This helps avoiding instanceof at run time.
  106377. * @returns the class name
  106378. */
  106379. DeviceOrientationCamera.prototype.getClassName = function () {
  106380. return "DeviceOrientationCamera";
  106381. };
  106382. /**
  106383. * @hidden
  106384. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106385. */
  106386. DeviceOrientationCamera.prototype._checkInputs = function () {
  106387. _super.prototype._checkInputs.call(this);
  106388. this._quaternionCache.copyFrom(this.rotationQuaternion);
  106389. if (this._initialQuaternion) {
  106390. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106391. }
  106392. };
  106393. /**
  106394. * Reset the camera to its default orientation on the specified axis only.
  106395. * @param axis The axis to reset
  106396. */
  106397. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  106398. var _this = this;
  106399. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  106400. //can only work if this camera has a rotation quaternion already.
  106401. if (!this.rotationQuaternion) {
  106402. return;
  106403. }
  106404. if (!this._initialQuaternion) {
  106405. this._initialQuaternion = new BABYLON.Quaternion();
  106406. }
  106407. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  106408. ['x', 'y', 'z'].forEach(function (axisName) {
  106409. if (!axis[axisName]) {
  106410. _this._initialQuaternion[axisName] = 0;
  106411. }
  106412. else {
  106413. _this._initialQuaternion[axisName] *= -1;
  106414. }
  106415. });
  106416. this._initialQuaternion.normalize();
  106417. //force rotation update
  106418. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106419. };
  106420. return DeviceOrientationCamera;
  106421. }(BABYLON.FreeCamera));
  106422. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  106423. })(BABYLON || (BABYLON = {}));
  106424. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  106425. var BABYLON;
  106426. (function (BABYLON) {
  106427. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106428. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106429. });
  106430. /**
  106431. * Camera used to simulate VR rendering (based on FreeCamera)
  106432. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106433. */
  106434. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  106435. __extends(VRDeviceOrientationFreeCamera, _super);
  106436. /**
  106437. * Creates a new VRDeviceOrientationFreeCamera
  106438. * @param name defines camera name
  106439. * @param position defines the start position of the camera
  106440. * @param scene defines the scene the camera belongs to
  106441. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106442. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106443. */
  106444. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106445. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106446. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106447. var _this = _super.call(this, name, position, scene) || this;
  106448. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106449. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106450. return _this;
  106451. }
  106452. /**
  106453. * Gets camera class name
  106454. * @returns VRDeviceOrientationFreeCamera
  106455. */
  106456. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  106457. return "VRDeviceOrientationFreeCamera";
  106458. };
  106459. return VRDeviceOrientationFreeCamera;
  106460. }(BABYLON.DeviceOrientationCamera));
  106461. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  106462. })(BABYLON || (BABYLON = {}));
  106463. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  106464. var BABYLON;
  106465. (function (BABYLON) {
  106466. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106467. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  106468. });
  106469. /**
  106470. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  106471. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106472. */
  106473. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  106474. __extends(VRDeviceOrientationArcRotateCamera, _super);
  106475. /**
  106476. * Creates a new VRDeviceOrientationArcRotateCamera
  106477. * @param name defines camera name
  106478. * @param alpha defines the camera rotation along the logitudinal axis
  106479. * @param beta defines the camera rotation along the latitudinal axis
  106480. * @param radius defines the camera distance from its target
  106481. * @param target defines the camera target
  106482. * @param scene defines the scene the camera belongs to
  106483. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106484. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106485. */
  106486. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  106487. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106488. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106489. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106490. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106491. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106492. _this.inputs.addVRDeviceOrientation();
  106493. return _this;
  106494. }
  106495. /**
  106496. * Gets camera class name
  106497. * @returns VRDeviceOrientationArcRotateCamera
  106498. */
  106499. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  106500. return "VRDeviceOrientationArcRotateCamera";
  106501. };
  106502. return VRDeviceOrientationArcRotateCamera;
  106503. }(BABYLON.ArcRotateCamera));
  106504. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  106505. })(BABYLON || (BABYLON = {}));
  106506. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  106507. var BABYLON;
  106508. (function (BABYLON) {
  106509. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  106510. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  106511. });
  106512. /**
  106513. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  106514. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106515. */
  106516. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  106517. __extends(VRDeviceOrientationGamepadCamera, _super);
  106518. /**
  106519. * Creates a new VRDeviceOrientationGamepadCamera
  106520. * @param name defines camera name
  106521. * @param position defines the start position of the camera
  106522. * @param scene defines the scene the camera belongs to
  106523. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106524. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106525. */
  106526. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106527. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106528. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106529. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  106530. _this.inputs.addGamepad();
  106531. return _this;
  106532. }
  106533. /**
  106534. * Gets camera class name
  106535. * @returns VRDeviceOrientationGamepadCamera
  106536. */
  106537. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  106538. return "VRDeviceOrientationGamepadCamera";
  106539. };
  106540. return VRDeviceOrientationGamepadCamera;
  106541. }(BABYLON.VRDeviceOrientationFreeCamera));
  106542. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  106543. })(BABYLON || (BABYLON = {}));
  106544. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  106545. var BABYLON;
  106546. (function (BABYLON) {
  106547. var VRExperienceHelperGazer = /** @class */ (function () {
  106548. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  106549. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  106550. this.scene = scene;
  106551. /** @hidden */
  106552. this._pointerDownOnMeshAsked = false;
  106553. /** @hidden */
  106554. this._isActionableMesh = false;
  106555. /** @hidden */
  106556. this._teleportationRequestInitiated = false;
  106557. /** @hidden */
  106558. this._teleportationBackRequestInitiated = false;
  106559. /** @hidden */
  106560. this._rotationRightAsked = false;
  106561. /** @hidden */
  106562. this._rotationLeftAsked = false;
  106563. /** @hidden */
  106564. this._dpadPressed = true;
  106565. /** @hidden */
  106566. this._activePointer = false;
  106567. this._id = VRExperienceHelperGazer._idCounter++;
  106568. // Gaze tracker
  106569. if (!gazeTrackerToClone) {
  106570. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  106571. this._gazeTracker.bakeCurrentTransformIntoVertices();
  106572. this._gazeTracker.isPickable = false;
  106573. this._gazeTracker.isVisible = false;
  106574. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  106575. targetMat.specularColor = BABYLON.Color3.Black();
  106576. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106577. targetMat.backFaceCulling = false;
  106578. this._gazeTracker.material = targetMat;
  106579. }
  106580. else {
  106581. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  106582. }
  106583. }
  106584. /** @hidden */
  106585. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  106586. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  106587. };
  106588. /** @hidden */
  106589. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  106590. this._pointerDownOnMeshAsked = true;
  106591. if (this._currentHit) {
  106592. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  106593. }
  106594. };
  106595. /** @hidden */
  106596. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  106597. if (this._currentHit) {
  106598. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  106599. }
  106600. this._pointerDownOnMeshAsked = false;
  106601. };
  106602. /** @hidden */
  106603. VRExperienceHelperGazer.prototype._activatePointer = function () {
  106604. this._activePointer = true;
  106605. };
  106606. /** @hidden */
  106607. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  106608. this._activePointer = false;
  106609. };
  106610. /** @hidden */
  106611. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  106612. if (distance === void 0) { distance = 100; }
  106613. };
  106614. VRExperienceHelperGazer.prototype.dispose = function () {
  106615. this._interactionsEnabled = false;
  106616. this._teleportationEnabled = false;
  106617. if (this._gazeTracker) {
  106618. this._gazeTracker.dispose();
  106619. }
  106620. };
  106621. VRExperienceHelperGazer._idCounter = 0;
  106622. return VRExperienceHelperGazer;
  106623. }());
  106624. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  106625. __extends(VRExperienceHelperControllerGazer, _super);
  106626. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  106627. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  106628. _this.webVRController = webVRController;
  106629. // Laser pointer
  106630. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  106631. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  106632. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106633. laserPointerMaterial.alpha = 0.6;
  106634. _this._laserPointer.material = laserPointerMaterial;
  106635. _this._laserPointer.rotation.x = Math.PI / 2;
  106636. _this._laserPointer.position.z = -0.5;
  106637. _this._laserPointer.isVisible = false;
  106638. _this._laserPointer.isPickable = false;
  106639. if (!webVRController.mesh) {
  106640. // Create an empty mesh that is used prior to loading the high quality model
  106641. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  106642. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  106643. preloadPointerPose.rotation.x = -0.7;
  106644. preloadMesh.addChild(preloadPointerPose);
  106645. webVRController.attachToMesh(preloadMesh);
  106646. }
  106647. _this._setLaserPointerParent(webVRController.mesh);
  106648. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  106649. _this._setLaserPointerParent(mesh);
  106650. });
  106651. return _this;
  106652. }
  106653. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  106654. return this.webVRController.getForwardRay(length);
  106655. };
  106656. /** @hidden */
  106657. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  106658. _super.prototype._activatePointer.call(this);
  106659. this._laserPointer.isVisible = true;
  106660. };
  106661. /** @hidden */
  106662. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  106663. _super.prototype._deactivatePointer.call(this);
  106664. this._laserPointer.isVisible = false;
  106665. };
  106666. /** @hidden */
  106667. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  106668. this._laserPointer.material.emissiveColor = color;
  106669. };
  106670. /** @hidden */
  106671. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  106672. var makeNotPick = function (root) {
  106673. root.isPickable = false;
  106674. root.getChildMeshes().forEach(function (c) {
  106675. makeNotPick(c);
  106676. });
  106677. };
  106678. makeNotPick(mesh);
  106679. var meshChildren = mesh.getChildren(undefined, false);
  106680. var laserParent = mesh;
  106681. this.webVRController._pointingPoseNode = null;
  106682. for (var i = 0; i < meshChildren.length; i++) {
  106683. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  106684. laserParent = meshChildren[i];
  106685. this.webVRController._pointingPoseNode = laserParent;
  106686. break;
  106687. }
  106688. }
  106689. this._laserPointer.parent = laserParent;
  106690. };
  106691. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  106692. if (distance === void 0) { distance = 100; }
  106693. this._laserPointer.scaling.y = distance;
  106694. this._laserPointer.position.z = -distance / 2;
  106695. };
  106696. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  106697. _super.prototype.dispose.call(this);
  106698. this._laserPointer.dispose();
  106699. if (this._meshAttachedObserver) {
  106700. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  106701. }
  106702. };
  106703. return VRExperienceHelperControllerGazer;
  106704. }(VRExperienceHelperGazer));
  106705. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  106706. __extends(VRExperienceHelperCameraGazer, _super);
  106707. function VRExperienceHelperCameraGazer(getCamera, scene) {
  106708. var _this = _super.call(this, scene) || this;
  106709. _this.getCamera = getCamera;
  106710. return _this;
  106711. }
  106712. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  106713. var camera = this.getCamera();
  106714. if (camera) {
  106715. return camera.getForwardRay(length);
  106716. }
  106717. else {
  106718. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  106719. }
  106720. };
  106721. return VRExperienceHelperCameraGazer;
  106722. }(VRExperienceHelperGazer));
  106723. /**
  106724. * Helps to quickly add VR support to an existing scene.
  106725. * See http://doc.babylonjs.com/how_to/webvr_helper
  106726. */
  106727. var VRExperienceHelper = /** @class */ (function () {
  106728. /**
  106729. * Instantiates a VRExperienceHelper.
  106730. * Helps to quickly add VR support to an existing scene.
  106731. * @param scene The scene the VRExperienceHelper belongs to.
  106732. * @param webVROptions Options to modify the vr experience helper's behavior.
  106733. */
  106734. function VRExperienceHelper(scene,
  106735. /** Options to modify the vr experience helper's behavior. */
  106736. webVROptions) {
  106737. if (webVROptions === void 0) { webVROptions = {}; }
  106738. var _this = this;
  106739. this.webVROptions = webVROptions;
  106740. // Can the system support WebVR, even if a headset isn't plugged in?
  106741. this._webVRsupported = false;
  106742. // If WebVR is supported, is a headset plugged in and are we ready to present?
  106743. this._webVRready = false;
  106744. // Are we waiting for the requestPresent callback to complete?
  106745. this._webVRrequesting = false;
  106746. // Are we presenting to the headset right now? (this is the vrDevice state)
  106747. this._webVRpresenting = false;
  106748. // Are we presenting in the fullscreen fallback?
  106749. this._fullscreenVRpresenting = false;
  106750. /**
  106751. * Observable raised when entering VR.
  106752. */
  106753. this.onEnteringVRObservable = new BABYLON.Observable();
  106754. /**
  106755. * Observable raised when exiting VR.
  106756. */
  106757. this.onExitingVRObservable = new BABYLON.Observable();
  106758. /**
  106759. * Observable raised when controller mesh is loaded.
  106760. */
  106761. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106762. this._useCustomVRButton = false;
  106763. this._teleportationRequested = false;
  106764. this._teleportActive = false;
  106765. this._floorMeshesCollection = [];
  106766. this._rotationAllowed = true;
  106767. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  106768. this._isDefaultTeleportationTarget = true;
  106769. this._teleportationFillColor = "#444444";
  106770. this._teleportationBorderColor = "#FFFFFF";
  106771. this._rotationAngle = 0;
  106772. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  106773. this._padSensibilityUp = 0.65;
  106774. this._padSensibilityDown = 0.35;
  106775. this._leftController = null;
  106776. this._rightController = null;
  106777. /**
  106778. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106779. */
  106780. this.onNewMeshSelected = new BABYLON.Observable();
  106781. /**
  106782. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106783. */
  106784. this.onNewMeshPicked = new BABYLON.Observable();
  106785. /**
  106786. * Observable raised before camera teleportation
  106787. */
  106788. this.onBeforeCameraTeleport = new BABYLON.Observable();
  106789. /**
  106790. * Observable raised after camera teleportation
  106791. */
  106792. this.onAfterCameraTeleport = new BABYLON.Observable();
  106793. /**
  106794. * Observable raised when current selected mesh gets unselected
  106795. */
  106796. this.onSelectedMeshUnselected = new BABYLON.Observable();
  106797. /**
  106798. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106799. */
  106800. this.teleportationEnabled = true;
  106801. this._teleportationInitialized = false;
  106802. this._interactionsEnabled = false;
  106803. this._interactionsRequested = false;
  106804. this._displayGaze = true;
  106805. this._displayLaserPointer = true;
  106806. /**
  106807. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106808. */
  106809. this.updateGazeTrackerScale = true;
  106810. this._onResize = function () {
  106811. _this.moveButtonToBottomRight();
  106812. if (_this._fullscreenVRpresenting && _this._webVRready) {
  106813. _this.exitVR();
  106814. }
  106815. };
  106816. this._onFullscreenChange = function () {
  106817. if (document.fullscreen !== undefined) {
  106818. _this._fullscreenVRpresenting = document.fullscreen;
  106819. }
  106820. else if (document.mozFullScreen !== undefined) {
  106821. _this._fullscreenVRpresenting = document.mozFullScreen;
  106822. }
  106823. else if (document.webkitIsFullScreen !== undefined) {
  106824. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  106825. }
  106826. else if (document.msIsFullScreen !== undefined) {
  106827. _this._fullscreenVRpresenting = document.msIsFullScreen;
  106828. }
  106829. else if (document.msFullscreenElement !== undefined) {
  106830. _this._fullscreenVRpresenting = document.msFullscreenElement;
  106831. }
  106832. if (!_this._fullscreenVRpresenting && _this._canvas) {
  106833. _this.exitVR();
  106834. if (!_this._useCustomVRButton) {
  106835. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  106836. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  106837. }
  106838. }
  106839. };
  106840. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  106841. this.beforeRender = function () {
  106842. if (_this._leftController && _this._leftController._activePointer) {
  106843. _this._castRayAndSelectObject(_this._leftController);
  106844. }
  106845. if (_this._rightController && _this._rightController._activePointer) {
  106846. _this._castRayAndSelectObject(_this._rightController);
  106847. }
  106848. if (_this._noControllerIsActive) {
  106849. _this._castRayAndSelectObject(_this._cameraGazer);
  106850. }
  106851. else {
  106852. _this._cameraGazer._gazeTracker.isVisible = false;
  106853. }
  106854. };
  106855. this._onNewGamepadConnected = function (gamepad) {
  106856. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  106857. if (gamepad.leftStick) {
  106858. gamepad.onleftstickchanged(function (stickValues) {
  106859. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  106860. // Listening to classic/xbox gamepad only if no VR controller is active
  106861. if ((!_this._leftController && !_this._rightController) ||
  106862. ((_this._leftController && !_this._leftController._activePointer) &&
  106863. (_this._rightController && !_this._rightController._activePointer))) {
  106864. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  106865. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  106866. }
  106867. }
  106868. });
  106869. }
  106870. if (gamepad.rightStick) {
  106871. gamepad.onrightstickchanged(function (stickValues) {
  106872. if (_this._teleportationInitialized) {
  106873. _this._checkRotate(stickValues, _this._cameraGazer);
  106874. }
  106875. });
  106876. }
  106877. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  106878. gamepad.onbuttondown(function (buttonPressed) {
  106879. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106880. _this._cameraGazer._selectionPointerDown();
  106881. }
  106882. });
  106883. gamepad.onbuttonup(function (buttonPressed) {
  106884. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106885. _this._cameraGazer._selectionPointerUp();
  106886. }
  106887. });
  106888. }
  106889. }
  106890. else {
  106891. var webVRController = gamepad;
  106892. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  106893. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  106894. _this._rightController = controller;
  106895. }
  106896. else {
  106897. _this._leftController = controller;
  106898. }
  106899. _this._tryEnableInteractionOnController(controller);
  106900. }
  106901. };
  106902. // 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
  106903. this._tryEnableInteractionOnController = function (controller) {
  106904. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  106905. _this._enableInteractionOnController(controller);
  106906. }
  106907. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  106908. _this._enableTeleportationOnController(controller);
  106909. }
  106910. };
  106911. this._onNewGamepadDisconnected = function (gamepad) {
  106912. if (gamepad instanceof BABYLON.WebVRController) {
  106913. if (gamepad.hand === "left" && _this._leftController != null) {
  106914. _this._leftController.dispose();
  106915. _this._leftController = null;
  106916. }
  106917. if (gamepad.hand === "right" && _this._rightController != null) {
  106918. _this._rightController.dispose();
  106919. _this._rightController = null;
  106920. }
  106921. }
  106922. };
  106923. this._workingVector = BABYLON.Vector3.Zero();
  106924. this._workingQuaternion = BABYLON.Quaternion.Identity();
  106925. this._workingMatrix = BABYLON.Matrix.Identity();
  106926. this._scene = scene;
  106927. this._canvas = scene.getEngine().getRenderingCanvas();
  106928. // Parse options
  106929. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  106930. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  106931. }
  106932. if (webVROptions.createDeviceOrientationCamera === undefined) {
  106933. webVROptions.createDeviceOrientationCamera = true;
  106934. }
  106935. if (webVROptions.laserToggle === undefined) {
  106936. webVROptions.laserToggle = true;
  106937. }
  106938. if (webVROptions.defaultHeight === undefined) {
  106939. webVROptions.defaultHeight = 1.7;
  106940. }
  106941. if (webVROptions.useCustomVRButton) {
  106942. this._useCustomVRButton = true;
  106943. if (webVROptions.customVRButton) {
  106944. this._btnVR = webVROptions.customVRButton;
  106945. }
  106946. }
  106947. if (webVROptions.rayLength) {
  106948. this._rayLength = webVROptions.rayLength;
  106949. }
  106950. this._defaultHeight = webVROptions.defaultHeight;
  106951. if (webVROptions.positionScale) {
  106952. this._rayLength *= webVROptions.positionScale;
  106953. this._defaultHeight *= webVROptions.positionScale;
  106954. }
  106955. this._hasEnteredVR = false;
  106956. // Set position
  106957. if (this._scene.activeCamera) {
  106958. this._position = this._scene.activeCamera.position.clone();
  106959. }
  106960. else {
  106961. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106962. }
  106963. // Set non-vr camera
  106964. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106965. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106966. // Copy data from existing camera
  106967. if (this._scene.activeCamera) {
  106968. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106969. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106970. // Set rotation from previous camera
  106971. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106972. var targetCamera = this._scene.activeCamera;
  106973. if (targetCamera.rotationQuaternion) {
  106974. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106975. }
  106976. else {
  106977. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106978. }
  106979. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106980. }
  106981. }
  106982. this._scene.activeCamera = this._deviceOrientationCamera;
  106983. if (this._canvas) {
  106984. this._scene.activeCamera.attachControl(this._canvas);
  106985. }
  106986. }
  106987. else {
  106988. this._existingCamera = this._scene.activeCamera;
  106989. }
  106990. // Create VR cameras
  106991. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106992. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106993. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  106994. }
  106995. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106996. this._webVRCamera.useStandingMatrix();
  106997. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106998. // Create default button
  106999. if (!this._useCustomVRButton) {
  107000. this._btnVR = document.createElement("BUTTON");
  107001. this._btnVR.className = "babylonVRicon";
  107002. this._btnVR.id = "babylonVRiconbtn";
  107003. this._btnVR.title = "Click to switch to VR";
  107004. 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) }";
  107005. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  107006. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  107007. // css += ".babylonVRicon.vrdisplaysupported { }";
  107008. // css += ".babylonVRicon.vrdisplayready { }";
  107009. // css += ".babylonVRicon.vrdisplayrequesting { }";
  107010. var style = document.createElement('style');
  107011. style.appendChild(document.createTextNode(css));
  107012. document.getElementsByTagName('head')[0].appendChild(style);
  107013. this.moveButtonToBottomRight();
  107014. }
  107015. // VR button click event
  107016. if (this._btnVR) {
  107017. this._btnVR.addEventListener("click", function () {
  107018. if (!_this.isInVRMode) {
  107019. _this.enterVR();
  107020. }
  107021. else {
  107022. _this.exitVR();
  107023. }
  107024. });
  107025. }
  107026. // Window events
  107027. window.addEventListener("resize", this._onResize);
  107028. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  107029. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  107030. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  107031. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  107032. document.onmsfullscreenchange = this._onFullscreenChange;
  107033. // Display vr button when headset is connected
  107034. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  107035. this.displayVRButton();
  107036. }
  107037. else {
  107038. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  107039. if (e.vrDisplay) {
  107040. _this.displayVRButton();
  107041. }
  107042. });
  107043. }
  107044. // Exiting VR mode using 'ESC' key on desktop
  107045. this._onKeyDown = function (event) {
  107046. if (event.keyCode === 27 && _this.isInVRMode) {
  107047. _this.exitVR();
  107048. }
  107049. };
  107050. document.addEventListener("keydown", this._onKeyDown);
  107051. // Exiting VR mode double tapping the touch screen
  107052. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  107053. if (_this.isInVRMode) {
  107054. _this.exitVR();
  107055. if (_this._fullscreenVRpresenting) {
  107056. _this._scene.getEngine().switchFullscreen(true);
  107057. }
  107058. }
  107059. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  107060. // Listen for WebVR display changes
  107061. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  107062. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  107063. this._onVRRequestPresentStart = function () {
  107064. _this._webVRrequesting = true;
  107065. _this.updateButtonVisibility();
  107066. };
  107067. this._onVRRequestPresentComplete = function (success) {
  107068. _this._webVRrequesting = false;
  107069. _this.updateButtonVisibility();
  107070. };
  107071. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  107072. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  107073. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  107074. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107075. scene.onDisposeObservable.add(function () {
  107076. _this.dispose();
  107077. });
  107078. // Gamepad connection events
  107079. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  107080. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  107081. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  107082. this.updateButtonVisibility();
  107083. //create easing functions
  107084. this._circleEase = new BABYLON.CircleEase();
  107085. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107086. if (this.webVROptions.floorMeshes) {
  107087. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  107088. }
  107089. }
  107090. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  107091. /** Return this.onEnteringVRObservable
  107092. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  107093. */
  107094. get: function () {
  107095. return this.onEnteringVRObservable;
  107096. },
  107097. enumerable: true,
  107098. configurable: true
  107099. });
  107100. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  107101. /** Return this.onExitingVRObservable
  107102. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  107103. */
  107104. get: function () {
  107105. return this.onExitingVRObservable;
  107106. },
  107107. enumerable: true,
  107108. configurable: true
  107109. });
  107110. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  107111. /** Return this.onControllerMeshLoadedObservable
  107112. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  107113. */
  107114. get: function () {
  107115. return this.onControllerMeshLoadedObservable;
  107116. },
  107117. enumerable: true,
  107118. configurable: true
  107119. });
  107120. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  107121. /**
  107122. * The mesh used to display where the user is going to teleport.
  107123. */
  107124. get: function () {
  107125. return this._teleportationTarget;
  107126. },
  107127. /**
  107128. * Sets the mesh to be used to display where the user is going to teleport.
  107129. */
  107130. set: function (value) {
  107131. if (value) {
  107132. value.name = "teleportationTarget";
  107133. this._isDefaultTeleportationTarget = false;
  107134. this._teleportationTarget = value;
  107135. }
  107136. },
  107137. enumerable: true,
  107138. configurable: true
  107139. });
  107140. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  107141. /**
  107142. * 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
  107143. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  107144. * See http://doc.babylonjs.com/resources/baking_transformations
  107145. */
  107146. get: function () {
  107147. return this._cameraGazer._gazeTracker;
  107148. },
  107149. set: function (value) {
  107150. if (value) {
  107151. // Dispose of existing meshes
  107152. if (this._cameraGazer._gazeTracker) {
  107153. this._cameraGazer._gazeTracker.dispose();
  107154. }
  107155. if (this._leftController && this._leftController._gazeTracker) {
  107156. this._leftController._gazeTracker.dispose();
  107157. }
  107158. if (this._rightController && this._rightController._gazeTracker) {
  107159. this._rightController._gazeTracker.dispose();
  107160. }
  107161. // Set and create gaze trackers on head and controllers
  107162. this._cameraGazer._gazeTracker = value;
  107163. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  107164. this._cameraGazer._gazeTracker.isPickable = false;
  107165. this._cameraGazer._gazeTracker.isVisible = false;
  107166. this._cameraGazer._gazeTracker.name = "gazeTracker";
  107167. if (this._leftController) {
  107168. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  107169. }
  107170. if (this._rightController) {
  107171. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  107172. }
  107173. }
  107174. },
  107175. enumerable: true,
  107176. configurable: true
  107177. });
  107178. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  107179. /**
  107180. * The gaze tracking mesh corresponding to the left controller
  107181. */
  107182. get: function () {
  107183. if (this._leftController) {
  107184. return this._leftController._gazeTracker;
  107185. }
  107186. return null;
  107187. },
  107188. enumerable: true,
  107189. configurable: true
  107190. });
  107191. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  107192. /**
  107193. * The gaze tracking mesh corresponding to the right controller
  107194. */
  107195. get: function () {
  107196. if (this._rightController) {
  107197. return this._rightController._gazeTracker;
  107198. }
  107199. return null;
  107200. },
  107201. enumerable: true,
  107202. configurable: true
  107203. });
  107204. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  107205. /**
  107206. * If the ray of the gaze should be displayed.
  107207. */
  107208. get: function () {
  107209. return this._displayGaze;
  107210. },
  107211. /**
  107212. * Sets if the ray of the gaze should be displayed.
  107213. */
  107214. set: function (value) {
  107215. this._displayGaze = value;
  107216. if (!value) {
  107217. this._cameraGazer._gazeTracker.isVisible = false;
  107218. if (this._leftController) {
  107219. this._leftController._gazeTracker.isVisible = false;
  107220. }
  107221. if (this._rightController) {
  107222. this._rightController._gazeTracker.isVisible = false;
  107223. }
  107224. }
  107225. },
  107226. enumerable: true,
  107227. configurable: true
  107228. });
  107229. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  107230. /**
  107231. * If the ray of the LaserPointer should be displayed.
  107232. */
  107233. get: function () {
  107234. return this._displayLaserPointer;
  107235. },
  107236. /**
  107237. * Sets if the ray of the LaserPointer should be displayed.
  107238. */
  107239. set: function (value) {
  107240. this._displayLaserPointer = value;
  107241. if (!value) {
  107242. if (this._rightController) {
  107243. this._rightController._deactivatePointer();
  107244. this._rightController._gazeTracker.isVisible = false;
  107245. }
  107246. if (this._leftController) {
  107247. this._leftController._deactivatePointer();
  107248. this._leftController._gazeTracker.isVisible = false;
  107249. }
  107250. }
  107251. else {
  107252. if (this._rightController) {
  107253. this._rightController._activatePointer();
  107254. }
  107255. if (this._leftController) {
  107256. this._leftController._activatePointer();
  107257. }
  107258. }
  107259. },
  107260. enumerable: true,
  107261. configurable: true
  107262. });
  107263. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  107264. /**
  107265. * The deviceOrientationCamera used as the camera when not in VR.
  107266. */
  107267. get: function () {
  107268. return this._deviceOrientationCamera;
  107269. },
  107270. enumerable: true,
  107271. configurable: true
  107272. });
  107273. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  107274. /**
  107275. * Based on the current WebVR support, returns the current VR camera used.
  107276. */
  107277. get: function () {
  107278. if (this._webVRready) {
  107279. return this._webVRCamera;
  107280. }
  107281. else {
  107282. return this._scene.activeCamera;
  107283. }
  107284. },
  107285. enumerable: true,
  107286. configurable: true
  107287. });
  107288. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  107289. /**
  107290. * The webVRCamera which is used when in VR.
  107291. */
  107292. get: function () {
  107293. return this._webVRCamera;
  107294. },
  107295. enumerable: true,
  107296. configurable: true
  107297. });
  107298. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  107299. /**
  107300. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  107301. */
  107302. get: function () {
  107303. return this._vrDeviceOrientationCamera;
  107304. },
  107305. enumerable: true,
  107306. configurable: true
  107307. });
  107308. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  107309. get: function () {
  107310. var result = this._cameraGazer._teleportationRequestInitiated
  107311. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  107312. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  107313. return result;
  107314. },
  107315. enumerable: true,
  107316. configurable: true
  107317. });
  107318. // Raised when one of the controller has loaded successfully its associated default mesh
  107319. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  107320. if (this._leftController && this._leftController.webVRController == webVRController) {
  107321. if (webVRController.mesh) {
  107322. this._leftController._setLaserPointerParent(webVRController.mesh);
  107323. }
  107324. }
  107325. if (this._rightController && this._rightController.webVRController == webVRController) {
  107326. if (webVRController.mesh) {
  107327. this._rightController._setLaserPointerParent(webVRController.mesh);
  107328. }
  107329. }
  107330. try {
  107331. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  107332. }
  107333. catch (err) {
  107334. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  107335. }
  107336. };
  107337. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  107338. /**
  107339. * Gets a value indicating if we are currently in VR mode.
  107340. */
  107341. get: function () {
  107342. return this._webVRpresenting || this._fullscreenVRpresenting;
  107343. },
  107344. enumerable: true,
  107345. configurable: true
  107346. });
  107347. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  107348. var vrDisplay = this._scene.getEngine().getVRDevice();
  107349. if (vrDisplay) {
  107350. var wasPresenting = this._webVRpresenting;
  107351. this._webVRpresenting = vrDisplay.isPresenting;
  107352. if (wasPresenting && !this._webVRpresenting) {
  107353. this.exitVR();
  107354. }
  107355. }
  107356. else {
  107357. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  107358. }
  107359. this.updateButtonVisibility();
  107360. };
  107361. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  107362. this._webVRsupported = eventArgs.vrSupported;
  107363. this._webVRready = !!eventArgs.vrDisplay;
  107364. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  107365. this.updateButtonVisibility();
  107366. };
  107367. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  107368. if (this._canvas && !this._useCustomVRButton) {
  107369. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  107370. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  107371. }
  107372. };
  107373. VRExperienceHelper.prototype.displayVRButton = function () {
  107374. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  107375. document.body.appendChild(this._btnVR);
  107376. this._btnVRDisplayed = true;
  107377. }
  107378. };
  107379. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  107380. if (!this._btnVR || this._useCustomVRButton) {
  107381. return;
  107382. }
  107383. this._btnVR.className = "babylonVRicon";
  107384. if (this.isInVRMode) {
  107385. this._btnVR.className += " vrdisplaypresenting";
  107386. }
  107387. else {
  107388. if (this._webVRready) {
  107389. this._btnVR.className += " vrdisplayready";
  107390. }
  107391. if (this._webVRsupported) {
  107392. this._btnVR.className += " vrdisplaysupported";
  107393. }
  107394. if (this._webVRrequesting) {
  107395. this._btnVR.className += " vrdisplayrequesting";
  107396. }
  107397. }
  107398. };
  107399. /**
  107400. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  107401. * Otherwise, will use the fullscreen API.
  107402. */
  107403. VRExperienceHelper.prototype.enterVR = function () {
  107404. if (this.onEnteringVRObservable) {
  107405. try {
  107406. this.onEnteringVRObservable.notifyObservers(this);
  107407. }
  107408. catch (err) {
  107409. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  107410. }
  107411. }
  107412. if (this._scene.activeCamera) {
  107413. this._position = this._scene.activeCamera.position.clone();
  107414. if (this.vrDeviceOrientationCamera) {
  107415. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  107416. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  107417. }
  107418. if (this.webVRCamera) {
  107419. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  107420. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  107421. var delta = desiredYRotation - currentYRotation;
  107422. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  107423. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  107424. }
  107425. // make sure that we return to the last active camera
  107426. this._existingCamera = this._scene.activeCamera;
  107427. // Remove and cache angular sensability to avoid camera rotation when in VR
  107428. if (this._existingCamera.angularSensibilityX) {
  107429. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  107430. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  107431. }
  107432. if (this._existingCamera.angularSensibilityY) {
  107433. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  107434. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  107435. }
  107436. if (this._existingCamera.angularSensibility) {
  107437. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  107438. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  107439. }
  107440. }
  107441. if (this._webVRrequesting) {
  107442. return;
  107443. }
  107444. // If WebVR is supported and a headset is connected
  107445. if (this._webVRready) {
  107446. if (!this._webVRpresenting) {
  107447. this._webVRCamera.position = this._position;
  107448. this._scene.activeCamera = this._webVRCamera;
  107449. }
  107450. }
  107451. else if (this._vrDeviceOrientationCamera) {
  107452. this._vrDeviceOrientationCamera.position = this._position;
  107453. if (this._scene.activeCamera) {
  107454. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107455. }
  107456. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  107457. this._scene.getEngine().switchFullscreen(true);
  107458. this.updateButtonVisibility();
  107459. }
  107460. if (this._scene.activeCamera && this._canvas) {
  107461. this._scene.activeCamera.attachControl(this._canvas);
  107462. }
  107463. if (this._interactionsEnabled) {
  107464. this._scene.registerBeforeRender(this.beforeRender);
  107465. }
  107466. this._hasEnteredVR = true;
  107467. };
  107468. /**
  107469. * Attempt to exit VR, or fullscreen.
  107470. */
  107471. VRExperienceHelper.prototype.exitVR = function () {
  107472. if (this._hasEnteredVR) {
  107473. if (this.onExitingVRObservable) {
  107474. try {
  107475. this.onExitingVRObservable.notifyObservers(this);
  107476. }
  107477. catch (err) {
  107478. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  107479. }
  107480. }
  107481. if (this._webVRpresenting) {
  107482. this._scene.getEngine().disableVR();
  107483. }
  107484. if (this._scene.activeCamera) {
  107485. this._position = this._scene.activeCamera.position.clone();
  107486. }
  107487. if (this.vrDeviceOrientationCamera) {
  107488. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107489. }
  107490. if (this._deviceOrientationCamera) {
  107491. this._deviceOrientationCamera.position = this._position;
  107492. this._scene.activeCamera = this._deviceOrientationCamera;
  107493. if (this._canvas) {
  107494. this._scene.activeCamera.attachControl(this._canvas);
  107495. }
  107496. // Restore angular sensibility
  107497. if (this._cachedAngularSensibility.angularSensibilityX) {
  107498. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107499. this._cachedAngularSensibility.angularSensibilityX = null;
  107500. }
  107501. if (this._cachedAngularSensibility.angularSensibilityY) {
  107502. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107503. this._cachedAngularSensibility.angularSensibilityY = null;
  107504. }
  107505. if (this._cachedAngularSensibility.angularSensibility) {
  107506. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107507. this._cachedAngularSensibility.angularSensibility = null;
  107508. }
  107509. }
  107510. else if (this._existingCamera) {
  107511. this._existingCamera.position = this._position;
  107512. this._scene.activeCamera = this._existingCamera;
  107513. // Restore angular sensibility
  107514. if (this._cachedAngularSensibility.angularSensibilityX) {
  107515. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107516. this._cachedAngularSensibility.angularSensibilityX = null;
  107517. }
  107518. if (this._cachedAngularSensibility.angularSensibilityY) {
  107519. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107520. this._cachedAngularSensibility.angularSensibilityY = null;
  107521. }
  107522. if (this._cachedAngularSensibility.angularSensibility) {
  107523. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107524. this._cachedAngularSensibility.angularSensibility = null;
  107525. }
  107526. }
  107527. this.updateButtonVisibility();
  107528. if (this._interactionsEnabled) {
  107529. this._scene.unregisterBeforeRender(this.beforeRender);
  107530. this._cameraGazer._gazeTracker.isVisible = false;
  107531. if (this._leftController) {
  107532. this._leftController._gazeTracker.isVisible = false;
  107533. }
  107534. if (this._rightController) {
  107535. this._rightController._gazeTracker.isVisible = false;
  107536. }
  107537. }
  107538. // resize to update width and height when exiting vr exits fullscreen
  107539. this._scene.getEngine().resize();
  107540. this._hasEnteredVR = false;
  107541. }
  107542. };
  107543. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  107544. /**
  107545. * The position of the vr experience helper.
  107546. */
  107547. get: function () {
  107548. return this._position;
  107549. },
  107550. /**
  107551. * Sets the position of the vr experience helper.
  107552. */
  107553. set: function (value) {
  107554. this._position = value;
  107555. if (this._scene.activeCamera) {
  107556. this._scene.activeCamera.position = value;
  107557. }
  107558. },
  107559. enumerable: true,
  107560. configurable: true
  107561. });
  107562. /**
  107563. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  107564. */
  107565. VRExperienceHelper.prototype.enableInteractions = function () {
  107566. var _this = this;
  107567. if (!this._interactionsEnabled) {
  107568. this._interactionsRequested = true;
  107569. if (this._leftController) {
  107570. this._enableInteractionOnController(this._leftController);
  107571. }
  107572. if (this._rightController) {
  107573. this._enableInteractionOnController(this._rightController);
  107574. }
  107575. this.raySelectionPredicate = function (mesh) {
  107576. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  107577. };
  107578. this.meshSelectionPredicate = function (mesh) {
  107579. return true;
  107580. };
  107581. this._raySelectionPredicate = function (mesh) {
  107582. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  107583. && mesh.name.indexOf("teleportationTarget") === -1
  107584. && mesh.name.indexOf("torusTeleportation") === -1)) {
  107585. return _this.raySelectionPredicate(mesh);
  107586. }
  107587. return false;
  107588. };
  107589. this._interactionsEnabled = true;
  107590. }
  107591. };
  107592. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  107593. get: function () {
  107594. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  107595. },
  107596. enumerable: true,
  107597. configurable: true
  107598. });
  107599. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  107600. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  107601. if (this._floorMeshesCollection[i].id === mesh.id) {
  107602. return true;
  107603. }
  107604. }
  107605. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  107606. return true;
  107607. }
  107608. return false;
  107609. };
  107610. /**
  107611. * Adds a floor mesh to be used for teleportation.
  107612. * @param floorMesh the mesh to be used for teleportation.
  107613. */
  107614. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  107615. if (!this._floorMeshesCollection) {
  107616. return;
  107617. }
  107618. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  107619. return;
  107620. }
  107621. this._floorMeshesCollection.push(floorMesh);
  107622. };
  107623. /**
  107624. * Removes a floor mesh from being used for teleportation.
  107625. * @param floorMesh the mesh to be removed.
  107626. */
  107627. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  107628. if (!this._floorMeshesCollection) {
  107629. return;
  107630. }
  107631. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  107632. if (meshIndex !== -1) {
  107633. this._floorMeshesCollection.splice(meshIndex, 1);
  107634. }
  107635. };
  107636. /**
  107637. * Enables interactions and teleportation using the VR controllers and gaze.
  107638. * @param vrTeleportationOptions options to modify teleportation behavior.
  107639. */
  107640. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  107641. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  107642. if (!this._teleportationInitialized) {
  107643. this._teleportationRequested = true;
  107644. this.enableInteractions();
  107645. if (vrTeleportationOptions.floorMeshName) {
  107646. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  107647. }
  107648. if (vrTeleportationOptions.floorMeshes) {
  107649. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  107650. }
  107651. if (this._leftController != null) {
  107652. this._enableTeleportationOnController(this._leftController);
  107653. }
  107654. if (this._rightController != null) {
  107655. this._enableTeleportationOnController(this._rightController);
  107656. }
  107657. // Creates an image processing post process for the vignette not relying
  107658. // on the main scene configuration for image processing to reduce setup and spaces
  107659. // (gamma/linear) conflicts.
  107660. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  107661. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  107662. imageProcessingConfiguration.vignetteEnabled = true;
  107663. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  107664. this._webVRCamera.detachPostProcess(this._postProcessMove);
  107665. this._teleportationInitialized = true;
  107666. if (this._isDefaultTeleportationTarget) {
  107667. this._createTeleportationCircles();
  107668. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  107669. }
  107670. }
  107671. };
  107672. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  107673. var _this = this;
  107674. var controllerMesh = controller.webVRController.mesh;
  107675. if (controllerMesh) {
  107676. controller._interactionsEnabled = true;
  107677. controller._activatePointer();
  107678. if (this.webVROptions.laserToggle) {
  107679. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  107680. // Enabling / disabling laserPointer
  107681. if (_this._displayLaserPointer && stateObject.value === 1) {
  107682. if (controller._activePointer) {
  107683. controller._deactivatePointer();
  107684. }
  107685. else {
  107686. controller._activatePointer();
  107687. }
  107688. if (_this.displayGaze) {
  107689. controller._gazeTracker.isVisible = controller._activePointer;
  107690. }
  107691. }
  107692. });
  107693. }
  107694. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  107695. var gazer = controller;
  107696. if (_this._noControllerIsActive) {
  107697. gazer = _this._cameraGazer;
  107698. }
  107699. if (!gazer._pointerDownOnMeshAsked) {
  107700. if (stateObject.value > _this._padSensibilityUp) {
  107701. gazer._selectionPointerDown();
  107702. }
  107703. }
  107704. else if (stateObject.value < _this._padSensibilityDown) {
  107705. gazer._selectionPointerUp();
  107706. }
  107707. });
  107708. }
  107709. };
  107710. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  107711. // Dont teleport if another gaze already requested teleportation
  107712. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  107713. return;
  107714. }
  107715. if (!gazer._teleportationRequestInitiated) {
  107716. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  107717. gazer._activatePointer();
  107718. gazer._teleportationRequestInitiated = true;
  107719. }
  107720. }
  107721. else {
  107722. // Listening to the proper controller values changes to confirm teleportation
  107723. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  107724. if (this._teleportActive) {
  107725. this.teleportCamera(this._haloCenter);
  107726. }
  107727. gazer._teleportationRequestInitiated = false;
  107728. }
  107729. }
  107730. };
  107731. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  107732. // Only rotate when user is not currently selecting a teleportation location
  107733. if (gazer._teleportationRequestInitiated) {
  107734. return;
  107735. }
  107736. if (!gazer._rotationLeftAsked) {
  107737. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  107738. gazer._rotationLeftAsked = true;
  107739. if (this._rotationAllowed) {
  107740. this._rotateCamera(false);
  107741. }
  107742. }
  107743. }
  107744. else {
  107745. if (stateObject.x > -this._padSensibilityDown) {
  107746. gazer._rotationLeftAsked = false;
  107747. }
  107748. }
  107749. if (!gazer._rotationRightAsked) {
  107750. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  107751. gazer._rotationRightAsked = true;
  107752. if (this._rotationAllowed) {
  107753. this._rotateCamera(true);
  107754. }
  107755. }
  107756. }
  107757. else {
  107758. if (stateObject.x < this._padSensibilityDown) {
  107759. gazer._rotationRightAsked = false;
  107760. }
  107761. }
  107762. };
  107763. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  107764. // Only teleport backwards when user is not currently selecting a teleportation location
  107765. if (gazer._teleportationRequestInitiated) {
  107766. return;
  107767. }
  107768. // Teleport backwards
  107769. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  107770. if (!gazer._teleportationBackRequestInitiated) {
  107771. if (!this.currentVRCamera) {
  107772. return;
  107773. }
  107774. // Get rotation and position of the current camera
  107775. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  107776. var position = this.currentVRCamera.position;
  107777. // If the camera has device position, use that instead
  107778. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  107779. rotation = this.currentVRCamera.deviceRotationQuaternion;
  107780. position = this.currentVRCamera.devicePosition;
  107781. }
  107782. // Get matrix with only the y rotation of the device rotation
  107783. rotation.toEulerAnglesToRef(this._workingVector);
  107784. this._workingVector.z = 0;
  107785. this._workingVector.x = 0;
  107786. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  107787. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  107788. // Rotate backwards ray by device rotation to cast at the ground behind the user
  107789. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  107790. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  107791. var ray = new BABYLON.Ray(position, this._workingVector);
  107792. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107793. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  107794. this.teleportCamera(hit.pickedPoint);
  107795. }
  107796. gazer._teleportationBackRequestInitiated = true;
  107797. }
  107798. }
  107799. else {
  107800. gazer._teleportationBackRequestInitiated = false;
  107801. }
  107802. };
  107803. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  107804. var _this = this;
  107805. var controllerMesh = controller.webVRController.mesh;
  107806. if (controllerMesh) {
  107807. if (!controller._interactionsEnabled) {
  107808. this._enableInteractionOnController(controller);
  107809. }
  107810. controller._interactionsEnabled = true;
  107811. controller._teleportationEnabled = true;
  107812. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107813. controller._dpadPressed = false;
  107814. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  107815. controller._dpadPressed = stateObject.pressed;
  107816. if (!controller._dpadPressed) {
  107817. controller._rotationLeftAsked = false;
  107818. controller._rotationRightAsked = false;
  107819. controller._teleportationBackRequestInitiated = false;
  107820. }
  107821. });
  107822. }
  107823. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  107824. if (_this.teleportationEnabled) {
  107825. _this._checkTeleportBackwards(stateObject, controller);
  107826. _this._checkTeleportWithRay(stateObject, controller);
  107827. }
  107828. _this._checkRotate(stateObject, controller);
  107829. });
  107830. }
  107831. };
  107832. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  107833. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  107834. this._teleportationTarget.isPickable = false;
  107835. var length = 512;
  107836. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  107837. dynamicTexture.hasAlpha = true;
  107838. var context = dynamicTexture.getContext();
  107839. var centerX = length / 2;
  107840. var centerY = length / 2;
  107841. var radius = 200;
  107842. context.beginPath();
  107843. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  107844. context.fillStyle = this._teleportationFillColor;
  107845. context.fill();
  107846. context.lineWidth = 10;
  107847. context.strokeStyle = this._teleportationBorderColor;
  107848. context.stroke();
  107849. context.closePath();
  107850. dynamicTexture.update();
  107851. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  107852. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  107853. this._teleportationTarget.material = teleportationCircleMaterial;
  107854. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  107855. torus.isPickable = false;
  107856. torus.parent = this._teleportationTarget;
  107857. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  107858. var keys = [];
  107859. keys.push({
  107860. frame: 0,
  107861. value: 0
  107862. });
  107863. keys.push({
  107864. frame: 30,
  107865. value: 0.4
  107866. });
  107867. keys.push({
  107868. frame: 60,
  107869. value: 0
  107870. });
  107871. animationInnerCircle.setKeys(keys);
  107872. var easingFunction = new BABYLON.SineEase();
  107873. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107874. animationInnerCircle.setEasingFunction(easingFunction);
  107875. torus.animations = [];
  107876. torus.animations.push(animationInnerCircle);
  107877. this._scene.beginAnimation(torus, 0, 60, true);
  107878. this._hideTeleportationTarget();
  107879. };
  107880. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  107881. this._teleportActive = true;
  107882. if (this._teleportationInitialized) {
  107883. this._teleportationTarget.isVisible = true;
  107884. if (this._isDefaultTeleportationTarget) {
  107885. this._teleportationTarget.getChildren()[0].isVisible = true;
  107886. }
  107887. }
  107888. };
  107889. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  107890. this._teleportActive = false;
  107891. if (this._teleportationInitialized) {
  107892. this._teleportationTarget.isVisible = false;
  107893. if (this._isDefaultTeleportationTarget) {
  107894. this._teleportationTarget.getChildren()[0].isVisible = false;
  107895. }
  107896. }
  107897. };
  107898. VRExperienceHelper.prototype._rotateCamera = function (right) {
  107899. var _this = this;
  107900. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107901. return;
  107902. }
  107903. if (right) {
  107904. this._rotationAngle++;
  107905. }
  107906. else {
  107907. this._rotationAngle--;
  107908. }
  107909. this.currentVRCamera.animations = [];
  107910. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  107911. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107912. var animationRotationKeys = [];
  107913. animationRotationKeys.push({
  107914. frame: 0,
  107915. value: this.currentVRCamera.rotationQuaternion
  107916. });
  107917. animationRotationKeys.push({
  107918. frame: 6,
  107919. value: target
  107920. });
  107921. animationRotation.setKeys(animationRotationKeys);
  107922. animationRotation.setEasingFunction(this._circleEase);
  107923. this.currentVRCamera.animations.push(animationRotation);
  107924. this._postProcessMove.animations = [];
  107925. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107926. var vignetteWeightKeys = [];
  107927. vignetteWeightKeys.push({
  107928. frame: 0,
  107929. value: 0
  107930. });
  107931. vignetteWeightKeys.push({
  107932. frame: 3,
  107933. value: 4
  107934. });
  107935. vignetteWeightKeys.push({
  107936. frame: 6,
  107937. value: 0
  107938. });
  107939. animationPP.setKeys(vignetteWeightKeys);
  107940. animationPP.setEasingFunction(this._circleEase);
  107941. this._postProcessMove.animations.push(animationPP);
  107942. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107943. var vignetteStretchKeys = [];
  107944. vignetteStretchKeys.push({
  107945. frame: 0,
  107946. value: 0
  107947. });
  107948. vignetteStretchKeys.push({
  107949. frame: 3,
  107950. value: 10
  107951. });
  107952. vignetteStretchKeys.push({
  107953. frame: 6,
  107954. value: 0
  107955. });
  107956. animationPP2.setKeys(vignetteStretchKeys);
  107957. animationPP2.setEasingFunction(this._circleEase);
  107958. this._postProcessMove.animations.push(animationPP2);
  107959. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107960. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107961. this._postProcessMove.samples = 4;
  107962. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107963. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  107964. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107965. });
  107966. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  107967. };
  107968. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  107969. if (hit.pickedPoint) {
  107970. if (gazer._teleportationRequestInitiated) {
  107971. this._displayTeleportationTarget();
  107972. this._haloCenter.copyFrom(hit.pickedPoint);
  107973. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  107974. }
  107975. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  107976. if (pickNormal) {
  107977. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107978. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107979. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  107980. }
  107981. this._teleportationTarget.position.y += 0.1;
  107982. }
  107983. };
  107984. /**
  107985. * Teleports the users feet to the desired location
  107986. * @param location The location where the user's feet should be placed
  107987. */
  107988. VRExperienceHelper.prototype.teleportCamera = function (location) {
  107989. var _this = this;
  107990. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107991. return;
  107992. }
  107993. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  107994. // offset of the headset from the anchor.
  107995. if (this.webVRCamera.leftCamera) {
  107996. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107997. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107998. location.subtractToRef(this._workingVector, this._workingVector);
  107999. }
  108000. else {
  108001. this._workingVector.copyFrom(location);
  108002. }
  108003. // Add height to account for user's height offset
  108004. if (this.isInVRMode) {
  108005. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  108006. }
  108007. else {
  108008. this._workingVector.y += this._defaultHeight;
  108009. }
  108010. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  108011. // Create animation from the camera's position to the new location
  108012. this.currentVRCamera.animations = [];
  108013. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108014. var animationCameraTeleportationKeys = [{
  108015. frame: 0,
  108016. value: this.currentVRCamera.position
  108017. },
  108018. {
  108019. frame: 11,
  108020. value: this._workingVector
  108021. }
  108022. ];
  108023. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  108024. animationCameraTeleportation.setEasingFunction(this._circleEase);
  108025. this.currentVRCamera.animations.push(animationCameraTeleportation);
  108026. this._postProcessMove.animations = [];
  108027. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108028. var vignetteWeightKeys = [];
  108029. vignetteWeightKeys.push({
  108030. frame: 0,
  108031. value: 0
  108032. });
  108033. vignetteWeightKeys.push({
  108034. frame: 5,
  108035. value: 8
  108036. });
  108037. vignetteWeightKeys.push({
  108038. frame: 11,
  108039. value: 0
  108040. });
  108041. animationPP.setKeys(vignetteWeightKeys);
  108042. this._postProcessMove.animations.push(animationPP);
  108043. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108044. var vignetteStretchKeys = [];
  108045. vignetteStretchKeys.push({
  108046. frame: 0,
  108047. value: 0
  108048. });
  108049. vignetteStretchKeys.push({
  108050. frame: 5,
  108051. value: 10
  108052. });
  108053. vignetteStretchKeys.push({
  108054. frame: 11,
  108055. value: 0
  108056. });
  108057. animationPP2.setKeys(vignetteStretchKeys);
  108058. this._postProcessMove.animations.push(animationPP2);
  108059. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  108060. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  108061. this._webVRCamera.attachPostProcess(this._postProcessMove);
  108062. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  108063. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  108064. });
  108065. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  108066. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  108067. });
  108068. this._hideTeleportationTarget();
  108069. };
  108070. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  108071. if (normal) {
  108072. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  108073. if (angle < Math.PI / 2) {
  108074. normal.scaleInPlace(-1);
  108075. }
  108076. }
  108077. return normal;
  108078. };
  108079. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  108080. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108081. return;
  108082. }
  108083. var ray = gazer._getForwardRay(this._rayLength);
  108084. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  108085. if (hit) {
  108086. // Populate the contrllers mesh that can be used for drag/drop
  108087. if (gazer._laserPointer) {
  108088. hit.originMesh = gazer._laserPointer.parent;
  108089. }
  108090. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  108091. }
  108092. gazer._currentHit = hit;
  108093. // Moving the gazeTracker on the mesh face targetted
  108094. if (hit && hit.pickedPoint) {
  108095. if (this._displayGaze) {
  108096. var multiplier = 1;
  108097. gazer._gazeTracker.isVisible = true;
  108098. if (gazer._isActionableMesh) {
  108099. multiplier = 3;
  108100. }
  108101. if (this.updateGazeTrackerScale) {
  108102. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  108103. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  108104. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  108105. }
  108106. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  108107. // To avoid z-fighting
  108108. var deltaFighting = 0.002;
  108109. if (pickNormal) {
  108110. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  108111. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  108112. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  108113. }
  108114. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  108115. if (gazer._gazeTracker.position.x < 0) {
  108116. gazer._gazeTracker.position.x += deltaFighting;
  108117. }
  108118. else {
  108119. gazer._gazeTracker.position.x -= deltaFighting;
  108120. }
  108121. if (gazer._gazeTracker.position.y < 0) {
  108122. gazer._gazeTracker.position.y += deltaFighting;
  108123. }
  108124. else {
  108125. gazer._gazeTracker.position.y -= deltaFighting;
  108126. }
  108127. if (gazer._gazeTracker.position.z < 0) {
  108128. gazer._gazeTracker.position.z += deltaFighting;
  108129. }
  108130. else {
  108131. gazer._gazeTracker.position.z -= deltaFighting;
  108132. }
  108133. }
  108134. // Changing the size of the laser pointer based on the distance from the targetted point
  108135. gazer._updatePointerDistance(hit.distance);
  108136. }
  108137. else {
  108138. gazer._updatePointerDistance();
  108139. gazer._gazeTracker.isVisible = false;
  108140. }
  108141. if (hit && hit.pickedMesh) {
  108142. // The object selected is the floor, we're in a teleportation scenario
  108143. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  108144. // Moving the teleportation area to this targetted point
  108145. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  108146. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  108147. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108148. }
  108149. gazer._currentMeshSelected = null;
  108150. if (gazer._teleportationRequestInitiated) {
  108151. this._moveTeleportationSelectorTo(hit, gazer, ray);
  108152. }
  108153. return;
  108154. }
  108155. // If not, we're in a selection scenario
  108156. //this._teleportationAllowed = false;
  108157. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  108158. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  108159. this.onNewMeshPicked.notifyObservers(hit);
  108160. gazer._currentMeshSelected = hit.pickedMesh;
  108161. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  108162. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  108163. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  108164. gazer._isActionableMesh = true;
  108165. }
  108166. else {
  108167. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108168. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108169. gazer._isActionableMesh = false;
  108170. }
  108171. try {
  108172. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  108173. }
  108174. catch (err) {
  108175. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  108176. }
  108177. }
  108178. else {
  108179. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108180. gazer._currentMeshSelected = null;
  108181. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108182. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108183. }
  108184. }
  108185. }
  108186. else {
  108187. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108188. gazer._currentMeshSelected = null;
  108189. //this._teleportationAllowed = false;
  108190. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108191. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108192. }
  108193. };
  108194. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  108195. if (mesh) {
  108196. this.onSelectedMeshUnselected.notifyObservers(mesh);
  108197. }
  108198. };
  108199. /**
  108200. * Sets the color of the laser ray from the vr controllers.
  108201. * @param color new color for the ray.
  108202. */
  108203. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  108204. if (this._leftController) {
  108205. this._leftController._setLaserPointerColor(color);
  108206. }
  108207. if (this._rightController) {
  108208. this._rightController._setLaserPointerColor(color);
  108209. }
  108210. };
  108211. /**
  108212. * Sets the color of the ray from the vr headsets gaze.
  108213. * @param color new color for the ray.
  108214. */
  108215. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  108216. if (!this._cameraGazer._gazeTracker.material) {
  108217. return;
  108218. }
  108219. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  108220. if (this._leftController) {
  108221. this._leftController._gazeTracker.material.emissiveColor = color;
  108222. }
  108223. if (this._rightController) {
  108224. this._rightController._gazeTracker.material.emissiveColor = color;
  108225. }
  108226. };
  108227. /**
  108228. * Exits VR and disposes of the vr experience helper
  108229. */
  108230. VRExperienceHelper.prototype.dispose = function () {
  108231. if (this.isInVRMode) {
  108232. this.exitVR();
  108233. }
  108234. if (this._postProcessMove) {
  108235. this._postProcessMove.dispose();
  108236. }
  108237. if (this._webVRCamera) {
  108238. this._webVRCamera.dispose();
  108239. }
  108240. if (this._vrDeviceOrientationCamera) {
  108241. this._vrDeviceOrientationCamera.dispose();
  108242. }
  108243. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  108244. document.body.removeChild(this._btnVR);
  108245. }
  108246. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  108247. this._deviceOrientationCamera.dispose();
  108248. }
  108249. if (this._cameraGazer) {
  108250. this._cameraGazer.dispose();
  108251. }
  108252. if (this._leftController) {
  108253. this._leftController.dispose();
  108254. }
  108255. if (this._rightController) {
  108256. this._rightController.dispose();
  108257. }
  108258. if (this._teleportationTarget) {
  108259. this._teleportationTarget.dispose();
  108260. }
  108261. this._floorMeshesCollection = [];
  108262. document.removeEventListener("keydown", this._onKeyDown);
  108263. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108264. window.removeEventListener("resize", this._onResize);
  108265. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  108266. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  108267. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  108268. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  108269. document.onmsfullscreenchange = null;
  108270. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  108271. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  108272. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  108273. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108274. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  108275. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  108276. this._scene.unregisterBeforeRender(this.beforeRender);
  108277. };
  108278. /**
  108279. * Gets the name of the VRExperienceHelper class
  108280. * @returns "VRExperienceHelper"
  108281. */
  108282. VRExperienceHelper.prototype.getClassName = function () {
  108283. return "VRExperienceHelper";
  108284. };
  108285. return VRExperienceHelper;
  108286. }());
  108287. BABYLON.VRExperienceHelper = VRExperienceHelper;
  108288. })(BABYLON || (BABYLON = {}));
  108289. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  108290. var BABYLON;
  108291. (function (BABYLON) {
  108292. /**
  108293. * WebXR Camera which holds the views for the xrSession
  108294. * @see https://doc.babylonjs.com/how_to/webxr
  108295. */
  108296. var WebXRCamera = /** @class */ (function (_super) {
  108297. __extends(WebXRCamera, _super);
  108298. /**
  108299. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  108300. * @param name the name of the camera
  108301. * @param scene the scene to add the camera to
  108302. */
  108303. function WebXRCamera(name, scene) {
  108304. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  108305. // Initial camera configuration
  108306. _this.minZ = 0;
  108307. _this.rotationQuaternion = new BABYLON.Quaternion();
  108308. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  108309. _this.updateUpVectorFromRotation = true;
  108310. _this._updateNumberOfRigCameras(1);
  108311. return _this;
  108312. }
  108313. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  108314. if (viewCount === void 0) { viewCount = 1; }
  108315. while (this.rigCameras.length < viewCount) {
  108316. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  108317. newCamera.minZ = 0;
  108318. newCamera.parent = this;
  108319. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  108320. this.rigCameras.push(newCamera);
  108321. }
  108322. while (this.rigCameras.length > viewCount) {
  108323. var removedCamera = this.rigCameras.pop();
  108324. if (removedCamera) {
  108325. removedCamera.dispose();
  108326. }
  108327. }
  108328. };
  108329. /** @hidden */
  108330. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  108331. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  108332. // Create initial camera rigs
  108333. this._updateNumberOfRigCameras(2);
  108334. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  108335. this.rigCameras[0].position.x = -pupilDistance / 2;
  108336. this.rigCameras[0].outputRenderTarget = null;
  108337. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  108338. this.rigCameras[1].position.x = pupilDistance / 2;
  108339. this.rigCameras[1].outputRenderTarget = null;
  108340. };
  108341. /**
  108342. * Updates the cameras position from the current pose information of the XR session
  108343. * @param xrSessionManager the session containing pose information
  108344. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  108345. */
  108346. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  108347. var _this = this;
  108348. // Ensure all frame data is available
  108349. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  108350. return false;
  108351. }
  108352. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  108353. if (!pose || !pose.poseModelMatrix) {
  108354. return false;
  108355. }
  108356. // Update the parent cameras matrix
  108357. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  108358. if (!this._scene.useRightHandedSystem) {
  108359. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  108360. }
  108361. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  108362. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  108363. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  108364. this.computeWorldMatrix();
  108365. // Update camera rigs
  108366. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  108367. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  108368. // Update view/projection matrix
  108369. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  108370. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  108371. if (!_this._scene.useRightHandedSystem) {
  108372. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  108373. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  108374. }
  108375. // Update viewport
  108376. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  108377. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  108378. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  108379. _this.rigCameras[i].viewport.width = viewport.width / width;
  108380. _this.rigCameras[i].viewport.height = viewport.height / height;
  108381. _this.rigCameras[i].viewport.x = viewport.x / width;
  108382. _this.rigCameras[i].viewport.y = viewport.y / height;
  108383. // Set cameras to render to the session's render target
  108384. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  108385. });
  108386. return true;
  108387. };
  108388. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  108389. return WebXRCamera;
  108390. }(BABYLON.FreeCamera));
  108391. BABYLON.WebXRCamera = WebXRCamera;
  108392. })(BABYLON || (BABYLON = {}));
  108393. //# sourceMappingURL=babylon.webXRCamera.js.map
  108394. var BABYLON;
  108395. (function (BABYLON) {
  108396. /**
  108397. * Manages an XRSession
  108398. * @see https://doc.babylonjs.com/how_to/webxr
  108399. */
  108400. var WebXRSessionManager = /** @class */ (function () {
  108401. /**
  108402. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  108403. * @param scene The scene which the session should be created for
  108404. */
  108405. function WebXRSessionManager(scene) {
  108406. this.scene = scene;
  108407. /**
  108408. * Fires every time a new xrFrame arrives which can be used to update the camera
  108409. */
  108410. this.onXRFrameObservable = new BABYLON.Observable();
  108411. /**
  108412. * Fires when the xr session is ended either by the device or manually done
  108413. */
  108414. this.onXRSessionEnded = new BABYLON.Observable();
  108415. /** @hidden */
  108416. this._sessionRenderTargetTexture = null;
  108417. this._tmpMatrix = new BABYLON.Matrix();
  108418. }
  108419. /**
  108420. * Initializes the manager
  108421. * After initialization enterXR can be called to start an XR session
  108422. * @returns Promise which resolves after it is initialized
  108423. */
  108424. WebXRSessionManager.prototype.initializeAsync = function () {
  108425. var _this = this;
  108426. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  108427. // Check if the browser supports webXR
  108428. this._xrNavigator = navigator;
  108429. if (!this._xrNavigator.xr) {
  108430. return Promise.reject("webXR not supported by this browser");
  108431. }
  108432. // Request the webXR device
  108433. return this._xrNavigator.xr.requestDevice().then(function (device) {
  108434. _this._xrDevice = device;
  108435. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  108436. });
  108437. };
  108438. /**
  108439. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  108440. * @param sessionCreationOptions xr options to create the session with
  108441. * @param frameOfReferenceType option to configure how the xr pose is expressed
  108442. * @returns Promise which resolves after it enters XR
  108443. */
  108444. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  108445. var _this = this;
  108446. // initialize session
  108447. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  108448. _this._xrSession = session;
  108449. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  108450. _this._xrSession.addEventListener("end", function () {
  108451. // Remove render target texture and notify frame obervers
  108452. _this._sessionRenderTargetTexture = null;
  108453. // Restore frame buffer to avoid clear on xr framebuffer after session end
  108454. _this.scene.getEngine().restoreDefaultFramebuffer();
  108455. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  108456. _this.scene.getEngine().customAnimationFrameRequester = null;
  108457. _this.onXRSessionEnded.notifyObservers(null);
  108458. _this.scene.getEngine()._renderLoop();
  108459. }, { once: true });
  108460. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  108461. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  108462. }).then(function (frameOfRef) {
  108463. _this._frameOfReference = frameOfRef;
  108464. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  108465. _this.scene.getEngine().customAnimationFrameRequester = {
  108466. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  108467. renderFunction: function (timestamp, xrFrame) {
  108468. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  108469. _this._currentXRFrame = xrFrame;
  108470. _this.onXRFrameObservable.notifyObservers(null);
  108471. _this.scene.getEngine()._renderLoop();
  108472. }
  108473. };
  108474. // Create render target texture from xr's webgl render target
  108475. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  108476. // Stop window's animation frame and trigger sessions animation frame
  108477. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  108478. _this.scene.getEngine()._renderLoop();
  108479. });
  108480. };
  108481. /**
  108482. * Stops the xrSession and restores the renderloop
  108483. * @returns Promise which resolves after it exits XR
  108484. */
  108485. WebXRSessionManager.prototype.exitXRAsync = function () {
  108486. return this._xrSession.end();
  108487. };
  108488. /**
  108489. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108490. * @param ray ray to cast into the environment
  108491. * @returns Promise which resolves with a collision point in the environment if it exists
  108492. */
  108493. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  108494. var _this = this;
  108495. return new Promise(function (res, rej) {
  108496. // Compute left handed inputs to request hit test
  108497. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  108498. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  108499. if (!_this.scene.useRightHandedSystem) {
  108500. origin[2] *= -1;
  108501. direction[2] *= -1;
  108502. }
  108503. // Fire hittest
  108504. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  108505. .then(function (hits) {
  108506. if (hits.length > 0) {
  108507. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  108508. var hitPoint = _this._tmpMatrix.getTranslation();
  108509. if (!_this.scene.useRightHandedSystem) {
  108510. hitPoint.z *= -1;
  108511. }
  108512. res(hitPoint);
  108513. }
  108514. else {
  108515. res(null);
  108516. }
  108517. }).catch(function (e) {
  108518. res(null);
  108519. });
  108520. });
  108521. };
  108522. /**
  108523. * Checks if a session would be supported for the creation options specified
  108524. * @param options creation options to check if they are supported
  108525. * @returns true if supported
  108526. */
  108527. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  108528. return this._xrDevice.supportsSession(options).then(function () {
  108529. return true;
  108530. }).catch(function (e) {
  108531. return false;
  108532. });
  108533. };
  108534. /**
  108535. * @hidden
  108536. * Converts the render layer of xrSession to a render target
  108537. * @param session session to create render target for
  108538. * @param scene scene the new render target should be created for
  108539. */
  108540. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  108541. // Create internal texture
  108542. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  108543. internalTexture.width = session.baseLayer.framebufferWidth;
  108544. internalTexture.height = session.baseLayer.framebufferHeight;
  108545. internalTexture._framebuffer = session.baseLayer.framebuffer;
  108546. // Create render target texture from the internal texture
  108547. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  108548. renderTargetTexture._texture = internalTexture;
  108549. return renderTargetTexture;
  108550. };
  108551. /**
  108552. * Disposes of the session manager
  108553. */
  108554. WebXRSessionManager.prototype.dispose = function () {
  108555. this.onXRFrameObservable.clear();
  108556. this.onXRSessionEnded.clear();
  108557. };
  108558. return WebXRSessionManager;
  108559. }());
  108560. BABYLON.WebXRSessionManager = WebXRSessionManager;
  108561. })(BABYLON || (BABYLON = {}));
  108562. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  108563. var BABYLON;
  108564. (function (BABYLON) {
  108565. /**
  108566. * States of the webXR experience
  108567. */
  108568. var WebXRState;
  108569. (function (WebXRState) {
  108570. /**
  108571. * Transitioning to being in XR mode
  108572. */
  108573. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  108574. /**
  108575. * Transitioning to non XR mode
  108576. */
  108577. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  108578. /**
  108579. * In XR mode and presenting
  108580. */
  108581. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  108582. /**
  108583. * Not entered XR mode
  108584. */
  108585. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  108586. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  108587. /**
  108588. * Helper class used to enable XR
  108589. * @see https://doc.babylonjs.com/how_to/webxr
  108590. */
  108591. var WebXRExperienceHelper = /** @class */ (function () {
  108592. /**
  108593. * Creates a WebXRExperienceHelper
  108594. * @param scene The scene the helper should be created in
  108595. */
  108596. function WebXRExperienceHelper(scene) {
  108597. this.scene = scene;
  108598. /**
  108599. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  108600. */
  108601. this.state = WebXRState.NOT_IN_XR;
  108602. /**
  108603. * Fires when the state of the experience helper has changed
  108604. */
  108605. this.onStateChangedObservable = new BABYLON.Observable();
  108606. this._nonVRCamera = null;
  108607. this._originalSceneAutoClear = true;
  108608. this._supported = false;
  108609. this.camera = new BABYLON.WebXRCamera("", scene);
  108610. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  108611. this.container = new BABYLON.AbstractMesh("", scene);
  108612. this.camera.parent = this.container;
  108613. }
  108614. WebXRExperienceHelper.prototype._setState = function (val) {
  108615. this.state = val;
  108616. this.onStateChangedObservable.notifyObservers(this.state);
  108617. };
  108618. /**
  108619. * Creates the experience helper
  108620. * @param scene the scene to attach the experience helper to
  108621. * @returns a promise for the experience helper
  108622. */
  108623. WebXRExperienceHelper.CreateAsync = function (scene) {
  108624. var helper = new WebXRExperienceHelper(scene);
  108625. return helper._sessionManager.initializeAsync().then(function () {
  108626. helper._supported = true;
  108627. return helper;
  108628. }).catch(function () {
  108629. return helper;
  108630. });
  108631. };
  108632. /**
  108633. * Exits XR mode and returns the scene to its original state
  108634. * @returns promise that resolves after xr mode has exited
  108635. */
  108636. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  108637. this._setState(WebXRState.EXITING_XR);
  108638. return this._sessionManager.exitXRAsync();
  108639. };
  108640. /**
  108641. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  108642. * @param sessionCreationOptions options for the XR session
  108643. * @param frameOfReference frame of reference of the XR session
  108644. * @returns promise that resolves after xr mode has entered
  108645. */
  108646. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  108647. var _this = this;
  108648. if (!this._supported) {
  108649. throw "XR session not supported by this browser";
  108650. }
  108651. this._setState(WebXRState.ENTERING_XR);
  108652. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  108653. // Cache pre xr scene settings
  108654. _this._originalSceneAutoClear = _this.scene.autoClear;
  108655. _this._nonVRCamera = _this.scene.activeCamera;
  108656. // Overwrite current scene settings
  108657. _this.scene.autoClear = false;
  108658. _this.scene.activeCamera = _this.camera;
  108659. _this._sessionManager.onXRFrameObservable.add(function () {
  108660. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  108661. });
  108662. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  108663. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  108664. _this.camera.rigCameras.forEach(function (c) {
  108665. c.outputRenderTarget = null;
  108666. });
  108667. // Restore scene settings
  108668. _this.scene.autoClear = _this._originalSceneAutoClear;
  108669. _this.scene.activeCamera = _this._nonVRCamera;
  108670. _this._sessionManager.onXRFrameObservable.clear();
  108671. _this._setState(WebXRState.NOT_IN_XR);
  108672. });
  108673. _this._setState(WebXRState.IN_XR);
  108674. });
  108675. };
  108676. /**
  108677. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108678. * @param ray ray to cast into the environment
  108679. * @returns Promise which resolves with a collision point in the environment if it exists
  108680. */
  108681. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  108682. return this._sessionManager.environmentPointHitTestAsync(ray);
  108683. };
  108684. /**
  108685. * Updates the global position of the camera by moving the camera's container
  108686. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  108687. * @param position The desired global position of the camera
  108688. */
  108689. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  108690. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  108691. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  108692. };
  108693. /**
  108694. * Rotates the xr camera by rotating the camera's container around the camera's position
  108695. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  108696. * @param rotation the desired quaternion rotation to apply to the camera
  108697. */
  108698. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  108699. if (!this.container.rotationQuaternion) {
  108700. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  108701. }
  108702. this.container.rotationQuaternion.multiplyInPlace(rotation);
  108703. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  108704. };
  108705. /**
  108706. * Checks if the creation options are supported by the xr session
  108707. * @param options creation options
  108708. * @returns true if supported
  108709. */
  108710. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  108711. if (!this._supported) {
  108712. return Promise.resolve(false);
  108713. }
  108714. return this._sessionManager.supportsSessionAsync(options);
  108715. };
  108716. /**
  108717. * Disposes of the experience helper
  108718. */
  108719. WebXRExperienceHelper.prototype.dispose = function () {
  108720. this.camera.dispose();
  108721. this.container.dispose();
  108722. this.onStateChangedObservable.clear();
  108723. this._sessionManager.dispose();
  108724. };
  108725. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  108726. return WebXRExperienceHelper;
  108727. }());
  108728. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  108729. })(BABYLON || (BABYLON = {}));
  108730. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  108731. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  108732. return new (P || (P = Promise))(function (resolve, reject) {
  108733. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  108734. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  108735. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  108736. step((generator = generator.apply(thisArg, _arguments || [])).next());
  108737. });
  108738. };
  108739. var __generator = (this && this.__generator) || function (thisArg, body) {
  108740. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  108741. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  108742. function verb(n) { return function (v) { return step([n, v]); }; }
  108743. function step(op) {
  108744. if (f) throw new TypeError("Generator is already executing.");
  108745. while (_) try {
  108746. 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;
  108747. if (y = 0, t) op = [op[0] & 2, t.value];
  108748. switch (op[0]) {
  108749. case 0: case 1: t = op; break;
  108750. case 4: _.label++; return { value: op[1], done: false };
  108751. case 5: _.label++; y = op[1]; op = [0]; continue;
  108752. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  108753. default:
  108754. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  108755. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  108756. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  108757. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  108758. if (t[2]) _.ops.pop();
  108759. _.trys.pop(); continue;
  108760. }
  108761. op = body.call(thisArg, _);
  108762. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  108763. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  108764. }
  108765. };
  108766. var BABYLON;
  108767. (function (BABYLON) {
  108768. /**
  108769. * Button which can be used to enter a different mode of XR
  108770. */
  108771. var WebXREnterExitUIButton = /** @class */ (function () {
  108772. /**
  108773. * Creates a WebXREnterExitUIButton
  108774. * @param element button element
  108775. * @param initializationOptions XR initialization options for the button
  108776. */
  108777. function WebXREnterExitUIButton(
  108778. /** button element */
  108779. element,
  108780. /** XR initialization options for the button */
  108781. initializationOptions) {
  108782. this.element = element;
  108783. this.initializationOptions = initializationOptions;
  108784. }
  108785. /**
  108786. * Overwritable function which can be used to update the button's visuals when the state changes
  108787. * @param activeButton the current active button in the UI
  108788. */
  108789. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  108790. };
  108791. return WebXREnterExitUIButton;
  108792. }());
  108793. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  108794. /**
  108795. * Options to create the webXR UI
  108796. */
  108797. var WebXREnterExitUIOptions = /** @class */ (function () {
  108798. function WebXREnterExitUIOptions() {
  108799. }
  108800. return WebXREnterExitUIOptions;
  108801. }());
  108802. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  108803. /**
  108804. * UI to allow the user to enter/exit XR mode
  108805. */
  108806. var WebXREnterExitUI = /** @class */ (function () {
  108807. function WebXREnterExitUI(scene, options) {
  108808. var _this = this;
  108809. this.scene = scene;
  108810. this._buttons = [];
  108811. this._activeButton = null;
  108812. /**
  108813. * Fired every time the active button is changed.
  108814. *
  108815. * When xr is entered via a button that launches xr that button will be the callback parameter
  108816. *
  108817. * When exiting xr the callback parameter will be null)
  108818. */
  108819. this.activeButtonChangedObservable = new BABYLON.Observable();
  108820. this._overlay = document.createElement("div");
  108821. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  108822. if (options.customButtons) {
  108823. this._buttons = options.customButtons;
  108824. }
  108825. else {
  108826. var hmdBtn = document.createElement("button");
  108827. 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;";
  108828. hmdBtn.innerText = "HMD";
  108829. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  108830. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108831. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108832. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  108833. };
  108834. var windowBtn = document.createElement("button");
  108835. windowBtn.style.cssText = hmdBtn.style.cssText;
  108836. windowBtn.innerText = "Window";
  108837. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  108838. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108839. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108840. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  108841. };
  108842. this._updateButtons(null);
  108843. }
  108844. var renderCanvas = scene.getEngine().getRenderingCanvas();
  108845. if (renderCanvas && renderCanvas.parentNode) {
  108846. renderCanvas.parentNode.appendChild(this._overlay);
  108847. scene.onDisposeObservable.addOnce(function () {
  108848. _this.dispose();
  108849. });
  108850. }
  108851. }
  108852. /**
  108853. * Creates UI to allow the user to enter/exit XR mode
  108854. * @param scene the scene to add the ui to
  108855. * @param helper the xr experience helper to enter/exit xr with
  108856. * @param options options to configure the UI
  108857. * @returns the created ui
  108858. */
  108859. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  108860. var _this = this;
  108861. var ui = new WebXREnterExitUI(scene, options);
  108862. var supportedPromises = ui._buttons.map(function (btn) {
  108863. return helper.supportsSessionAsync(btn.initializationOptions);
  108864. });
  108865. helper.onStateChangedObservable.add(function (state) {
  108866. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  108867. ui._updateButtons(null);
  108868. }
  108869. });
  108870. return Promise.all(supportedPromises).then(function (results) {
  108871. results.forEach(function (supported, i) {
  108872. if (supported) {
  108873. ui._overlay.appendChild(ui._buttons[i].element);
  108874. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  108875. return __generator(this, function (_a) {
  108876. switch (_a.label) {
  108877. case 0:
  108878. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  108879. ui._updateButtons(null);
  108880. return [4 /*yield*/, helper.exitXRAsync()];
  108881. case 1:
  108882. _a.sent();
  108883. return [2 /*return*/];
  108884. case 2:
  108885. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  108886. ui._updateButtons(ui._buttons[i]);
  108887. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  108888. case 3:
  108889. _a.sent();
  108890. _a.label = 4;
  108891. case 4: return [2 /*return*/];
  108892. }
  108893. });
  108894. }); };
  108895. }
  108896. });
  108897. return ui;
  108898. });
  108899. };
  108900. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  108901. var _this = this;
  108902. this._activeButton = activeButton;
  108903. this._buttons.forEach(function (b) {
  108904. b.update(_this._activeButton);
  108905. });
  108906. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  108907. };
  108908. /**
  108909. * Disposes of the object
  108910. */
  108911. WebXREnterExitUI.prototype.dispose = function () {
  108912. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  108913. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  108914. renderCanvas.parentNode.removeChild(this._overlay);
  108915. }
  108916. this.activeButtonChangedObservable.clear();
  108917. };
  108918. return WebXREnterExitUI;
  108919. }());
  108920. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  108921. })(BABYLON || (BABYLON = {}));
  108922. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  108923. var BABYLON;
  108924. (function (BABYLON) {
  108925. /**
  108926. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  108927. */
  108928. var WebXRManagedOutputCanvas = /** @class */ (function () {
  108929. /**
  108930. * Initializes the canvas to be added/removed upon entering/exiting xr
  108931. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  108932. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  108933. */
  108934. function WebXRManagedOutputCanvas(helper, canvas) {
  108935. var _this = this;
  108936. this._canvas = null;
  108937. /**
  108938. * xrpresent context of the canvas which can be used to display/mirror xr content
  108939. */
  108940. this.canvasContext = null;
  108941. if (!canvas) {
  108942. canvas = document.createElement('canvas');
  108943. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  108944. }
  108945. this._setManagedOutputCanvas(canvas);
  108946. helper.onStateChangedObservable.add(function (stateInfo) {
  108947. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  108948. // 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
  108949. _this._addCanvas();
  108950. }
  108951. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  108952. _this._removeCanvas();
  108953. }
  108954. });
  108955. }
  108956. /**
  108957. * Disposes of the object
  108958. */
  108959. WebXRManagedOutputCanvas.prototype.dispose = function () {
  108960. this._removeCanvas();
  108961. this._setManagedOutputCanvas(null);
  108962. };
  108963. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  108964. this._removeCanvas();
  108965. if (!canvas) {
  108966. this._canvas = null;
  108967. this.canvasContext = null;
  108968. }
  108969. else {
  108970. this._canvas = canvas;
  108971. this.canvasContext = this._canvas.getContext('xrpresent');
  108972. }
  108973. };
  108974. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  108975. if (this._canvas) {
  108976. document.body.appendChild(this._canvas);
  108977. }
  108978. };
  108979. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  108980. if (this._canvas && document.body.contains(this._canvas)) {
  108981. document.body.removeChild(this._canvas);
  108982. }
  108983. };
  108984. return WebXRManagedOutputCanvas;
  108985. }());
  108986. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  108987. })(BABYLON || (BABYLON = {}));
  108988. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  108989. var BABYLON;
  108990. (function (BABYLON) {
  108991. /**
  108992. * Represents an XR input
  108993. */
  108994. var WebXRController = /** @class */ (function () {
  108995. /**
  108996. * Creates the controller
  108997. * @see https://doc.babylonjs.com/how_to/webxr
  108998. * @param scene the scene which the controller should be associated to
  108999. */
  109000. function WebXRController(scene) {
  109001. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  109002. }
  109003. /**
  109004. * Disposes of the object
  109005. */
  109006. WebXRController.prototype.dispose = function () {
  109007. if (this.grip) {
  109008. this.grip.dispose();
  109009. }
  109010. this.pointer.dispose();
  109011. };
  109012. return WebXRController;
  109013. }());
  109014. BABYLON.WebXRController = WebXRController;
  109015. /**
  109016. * XR input used to track XR inputs such as controllers/rays
  109017. */
  109018. var WebXRInput = /** @class */ (function () {
  109019. /**
  109020. * Initializes the WebXRInput
  109021. * @param helper experience helper which the input should be created for
  109022. */
  109023. function WebXRInput(helper) {
  109024. var _this = this;
  109025. this.helper = helper;
  109026. /**
  109027. * XR controllers being tracked
  109028. */
  109029. this.controllers = [];
  109030. this._tmpMatrix = new BABYLON.Matrix();
  109031. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  109032. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  109033. return;
  109034. }
  109035. var xrFrame = helper._sessionManager._currentXRFrame;
  109036. var inputSources = helper._sessionManager._xrSession.getInputSources();
  109037. inputSources.forEach(function (input, i) {
  109038. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  109039. if (inputPose) {
  109040. if (_this.controllers.length <= i) {
  109041. _this.controllers.push(new WebXRController(helper.container.getScene()));
  109042. }
  109043. var controller = _this.controllers[i];
  109044. // Manage the grip if it exists
  109045. if (inputPose.gripMatrix) {
  109046. if (!controller.grip) {
  109047. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  109048. }
  109049. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  109050. if (!controller.grip.getScene().useRightHandedSystem) {
  109051. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  109052. }
  109053. if (!controller.grip.rotationQuaternion) {
  109054. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  109055. }
  109056. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  109057. }
  109058. // Manager pointer of controller
  109059. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  109060. if (!controller.pointer.getScene().useRightHandedSystem) {
  109061. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  109062. }
  109063. if (!controller.pointer.rotationQuaternion) {
  109064. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  109065. }
  109066. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  109067. }
  109068. });
  109069. });
  109070. }
  109071. /**
  109072. * Disposes of the object
  109073. */
  109074. WebXRInput.prototype.dispose = function () {
  109075. this.controllers.forEach(function (c) {
  109076. c.dispose();
  109077. });
  109078. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  109079. };
  109080. return WebXRInput;
  109081. }());
  109082. BABYLON.WebXRInput = WebXRInput;
  109083. })(BABYLON || (BABYLON = {}));
  109084. //# sourceMappingURL=babylon.webXRInput.js.map
  109085. // Mainly based on these 2 articles :
  109086. // 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
  109087. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  109088. var BABYLON;
  109089. (function (BABYLON) {
  109090. /**
  109091. * Defines the potential axis of a Joystick
  109092. */
  109093. var JoystickAxis;
  109094. (function (JoystickAxis) {
  109095. /** X axis */
  109096. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  109097. /** Y axis */
  109098. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  109099. /** Z axis */
  109100. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  109101. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  109102. /**
  109103. * Class used to define virtual joystick (used in touch mode)
  109104. */
  109105. var VirtualJoystick = /** @class */ (function () {
  109106. /**
  109107. * Creates a new virtual joystick
  109108. * @param leftJoystick defines that the joystick is for left hand (false by default)
  109109. */
  109110. function VirtualJoystick(leftJoystick) {
  109111. var _this = this;
  109112. if (leftJoystick) {
  109113. this._leftJoystick = true;
  109114. }
  109115. else {
  109116. this._leftJoystick = false;
  109117. }
  109118. VirtualJoystick._globalJoystickIndex++;
  109119. // By default left & right arrow keys are moving the X
  109120. // and up & down keys are moving the Y
  109121. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  109122. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  109123. this.reverseLeftRight = false;
  109124. this.reverseUpDown = false;
  109125. // collections of pointers
  109126. this._touches = new BABYLON.StringDictionary();
  109127. this.deltaPosition = BABYLON.Vector3.Zero();
  109128. this._joystickSensibility = 25;
  109129. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  109130. this._onResize = function (evt) {
  109131. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  109132. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  109133. if (VirtualJoystick.Canvas) {
  109134. VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;
  109135. VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;
  109136. }
  109137. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  109138. };
  109139. // injecting a canvas element on top of the canvas 3D game
  109140. if (!VirtualJoystick.Canvas) {
  109141. window.addEventListener("resize", this._onResize, false);
  109142. VirtualJoystick.Canvas = document.createElement("canvas");
  109143. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  109144. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  109145. VirtualJoystick.Canvas.width = window.innerWidth;
  109146. VirtualJoystick.Canvas.height = window.innerHeight;
  109147. VirtualJoystick.Canvas.style.width = "100%";
  109148. VirtualJoystick.Canvas.style.height = "100%";
  109149. VirtualJoystick.Canvas.style.position = "absolute";
  109150. VirtualJoystick.Canvas.style.backgroundColor = "transparent";
  109151. VirtualJoystick.Canvas.style.top = "0px";
  109152. VirtualJoystick.Canvas.style.left = "0px";
  109153. VirtualJoystick.Canvas.style.zIndex = "5";
  109154. VirtualJoystick.Canvas.style.msTouchAction = "none";
  109155. // Support for jQuery PEP polyfill
  109156. VirtualJoystick.Canvas.setAttribute("touch-action", "none");
  109157. var context = VirtualJoystick.Canvas.getContext('2d');
  109158. if (!context) {
  109159. throw new Error("Unable to create canvas for virtual joystick");
  109160. }
  109161. VirtualJoystick.vjCanvasContext = context;
  109162. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  109163. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109164. document.body.appendChild(VirtualJoystick.Canvas);
  109165. }
  109166. VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;
  109167. this.pressed = false;
  109168. // default joystick color
  109169. this._joystickColor = "cyan";
  109170. this._joystickPointerID = -1;
  109171. // current joystick position
  109172. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  109173. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  109174. // origin joystick position
  109175. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  109176. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  109177. this._onPointerDownHandlerRef = function (evt) {
  109178. _this._onPointerDown(evt);
  109179. };
  109180. this._onPointerMoveHandlerRef = function (evt) {
  109181. _this._onPointerMove(evt);
  109182. };
  109183. this._onPointerUpHandlerRef = function (evt) {
  109184. _this._onPointerUp(evt);
  109185. };
  109186. VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  109187. VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  109188. VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  109189. VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  109190. VirtualJoystick.Canvas.addEventListener("contextmenu", function (evt) {
  109191. evt.preventDefault(); // Disables system menu
  109192. }, false);
  109193. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109194. }
  109195. /**
  109196. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  109197. * @param newJoystickSensibility defines the new sensibility
  109198. */
  109199. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  109200. this._joystickSensibility = newJoystickSensibility;
  109201. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  109202. };
  109203. VirtualJoystick.prototype._onPointerDown = function (e) {
  109204. var positionOnScreenCondition;
  109205. e.preventDefault();
  109206. if (this._leftJoystick === true) {
  109207. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  109208. }
  109209. else {
  109210. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  109211. }
  109212. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  109213. // First contact will be dedicated to the virtual joystick
  109214. this._joystickPointerID = e.pointerId;
  109215. this._joystickPointerStartPos.x = e.clientX;
  109216. this._joystickPointerStartPos.y = e.clientY;
  109217. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  109218. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  109219. this._deltaJoystickVector.x = 0;
  109220. this._deltaJoystickVector.y = 0;
  109221. this.pressed = true;
  109222. this._touches.add(e.pointerId.toString(), e);
  109223. }
  109224. else {
  109225. // You can only trigger the action buttons with a joystick declared
  109226. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  109227. this._action();
  109228. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  109229. }
  109230. }
  109231. };
  109232. VirtualJoystick.prototype._onPointerMove = function (e) {
  109233. // If the current pointer is the one associated to the joystick (first touch contact)
  109234. if (this._joystickPointerID == e.pointerId) {
  109235. this._joystickPointerPos.x = e.clientX;
  109236. this._joystickPointerPos.y = e.clientY;
  109237. this._deltaJoystickVector = this._joystickPointerPos.clone();
  109238. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  109239. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  109240. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  109241. switch (this._axisTargetedByLeftAndRight) {
  109242. case JoystickAxis.X:
  109243. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  109244. break;
  109245. case JoystickAxis.Y:
  109246. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  109247. break;
  109248. case JoystickAxis.Z:
  109249. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  109250. break;
  109251. }
  109252. var directionUpDown = this.reverseUpDown ? 1 : -1;
  109253. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  109254. switch (this._axisTargetedByUpAndDown) {
  109255. case JoystickAxis.X:
  109256. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  109257. break;
  109258. case JoystickAxis.Y:
  109259. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  109260. break;
  109261. case JoystickAxis.Z:
  109262. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  109263. break;
  109264. }
  109265. }
  109266. else {
  109267. var data = this._touches.get(e.pointerId.toString());
  109268. if (data) {
  109269. data.x = e.clientX;
  109270. data.y = e.clientY;
  109271. }
  109272. }
  109273. };
  109274. VirtualJoystick.prototype._onPointerUp = function (e) {
  109275. if (this._joystickPointerID == e.pointerId) {
  109276. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  109277. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  109278. this._joystickPointerID = -1;
  109279. this.pressed = false;
  109280. }
  109281. else {
  109282. var touch = this._touches.get(e.pointerId.toString());
  109283. if (touch) {
  109284. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109285. }
  109286. }
  109287. this._deltaJoystickVector.x = 0;
  109288. this._deltaJoystickVector.y = 0;
  109289. this._touches.remove(e.pointerId.toString());
  109290. };
  109291. /**
  109292. * Change the color of the virtual joystick
  109293. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  109294. */
  109295. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  109296. this._joystickColor = newColor;
  109297. };
  109298. /**
  109299. * Defines a callback to call when the joystick is touched
  109300. * @param action defines the callback
  109301. */
  109302. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  109303. this._action = action;
  109304. };
  109305. /**
  109306. * Defines which axis you'd like to control for left & right
  109307. * @param axis defines the axis to use
  109308. */
  109309. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  109310. switch (axis) {
  109311. case JoystickAxis.X:
  109312. case JoystickAxis.Y:
  109313. case JoystickAxis.Z:
  109314. this._axisTargetedByLeftAndRight = axis;
  109315. break;
  109316. default:
  109317. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  109318. break;
  109319. }
  109320. };
  109321. /**
  109322. * Defines which axis you'd like to control for up & down
  109323. * @param axis defines the axis to use
  109324. */
  109325. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  109326. switch (axis) {
  109327. case JoystickAxis.X:
  109328. case JoystickAxis.Y:
  109329. case JoystickAxis.Z:
  109330. this._axisTargetedByUpAndDown = axis;
  109331. break;
  109332. default:
  109333. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  109334. break;
  109335. }
  109336. };
  109337. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  109338. var _this = this;
  109339. if (this.pressed) {
  109340. this._touches.forEach(function (key, touch) {
  109341. if (touch.pointerId === _this._joystickPointerID) {
  109342. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  109343. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  109344. VirtualJoystick.vjCanvasContext.beginPath();
  109345. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109346. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109347. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  109348. VirtualJoystick.vjCanvasContext.stroke();
  109349. VirtualJoystick.vjCanvasContext.closePath();
  109350. VirtualJoystick.vjCanvasContext.beginPath();
  109351. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109352. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109353. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  109354. VirtualJoystick.vjCanvasContext.stroke();
  109355. VirtualJoystick.vjCanvasContext.closePath();
  109356. VirtualJoystick.vjCanvasContext.beginPath();
  109357. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109358. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  109359. VirtualJoystick.vjCanvasContext.stroke();
  109360. VirtualJoystick.vjCanvasContext.closePath();
  109361. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  109362. }
  109363. else {
  109364. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109365. VirtualJoystick.vjCanvasContext.beginPath();
  109366. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  109367. VirtualJoystick.vjCanvasContext.beginPath();
  109368. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  109369. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109370. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  109371. VirtualJoystick.vjCanvasContext.stroke();
  109372. VirtualJoystick.vjCanvasContext.closePath();
  109373. touch.prevX = touch.x;
  109374. touch.prevY = touch.y;
  109375. }
  109376. });
  109377. }
  109378. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109379. };
  109380. /**
  109381. * Release internal HTML canvas
  109382. */
  109383. VirtualJoystick.prototype.releaseCanvas = function () {
  109384. if (VirtualJoystick.Canvas) {
  109385. VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  109386. VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  109387. VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  109388. VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  109389. window.removeEventListener("resize", this._onResize);
  109390. document.body.removeChild(VirtualJoystick.Canvas);
  109391. VirtualJoystick.Canvas = null;
  109392. }
  109393. };
  109394. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  109395. VirtualJoystick._globalJoystickIndex = 0;
  109396. return VirtualJoystick;
  109397. }());
  109398. BABYLON.VirtualJoystick = VirtualJoystick;
  109399. })(BABYLON || (BABYLON = {}));
  109400. //# sourceMappingURL=babylon.virtualJoystick.js.map
  109401. var BABYLON;
  109402. (function (BABYLON) {
  109403. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  109404. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  109405. });
  109406. /**
  109407. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  109408. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109409. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109410. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109411. */
  109412. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  109413. __extends(VirtualJoysticksCamera, _super);
  109414. /**
  109415. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  109416. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109417. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109418. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109419. * @param name Define the name of the camera in the scene
  109420. * @param position Define the start position of the camera in the scene
  109421. * @param scene Define the scene the camera belongs to
  109422. */
  109423. function VirtualJoysticksCamera(name, position, scene) {
  109424. var _this = _super.call(this, name, position, scene) || this;
  109425. _this.inputs.addVirtualJoystick();
  109426. return _this;
  109427. }
  109428. /**
  109429. * Gets the current object class name.
  109430. * @return the class name
  109431. */
  109432. VirtualJoysticksCamera.prototype.getClassName = function () {
  109433. return "VirtualJoysticksCamera";
  109434. };
  109435. return VirtualJoysticksCamera;
  109436. }(BABYLON.FreeCamera));
  109437. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  109438. })(BABYLON || (BABYLON = {}));
  109439. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  109440. var BABYLON;
  109441. (function (BABYLON) {
  109442. /**
  109443. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  109444. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  109445. */
  109446. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  109447. function FreeCameraVirtualJoystickInput() {
  109448. }
  109449. /**
  109450. * Gets the left stick of the virtual joystick.
  109451. * @returns The virtual Joystick
  109452. */
  109453. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  109454. return this._leftjoystick;
  109455. };
  109456. /**
  109457. * Gets the right stick of the virtual joystick.
  109458. * @returns The virtual Joystick
  109459. */
  109460. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  109461. return this._rightjoystick;
  109462. };
  109463. /**
  109464. * Update the current camera state depending on the inputs that have been used this frame.
  109465. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  109466. */
  109467. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  109468. if (this._leftjoystick) {
  109469. var camera = this.camera;
  109470. var speed = camera._computeLocalCameraSpeed() * 50;
  109471. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  109472. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  109473. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  109474. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  109475. if (!this._leftjoystick.pressed) {
  109476. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  109477. }
  109478. if (!this._rightjoystick.pressed) {
  109479. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  109480. }
  109481. }
  109482. };
  109483. /**
  109484. * Attach the input controls to a specific dom element to get the input from.
  109485. * @param element Defines the element the controls should be listened from
  109486. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  109487. */
  109488. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  109489. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  109490. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  109491. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  109492. this._leftjoystick.setJoystickSensibility(0.15);
  109493. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  109494. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  109495. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  109496. this._rightjoystick.reverseUpDown = true;
  109497. this._rightjoystick.setJoystickSensibility(0.05);
  109498. this._rightjoystick.setJoystickColor("yellow");
  109499. };
  109500. /**
  109501. * Detach the current controls from the specified dom element.
  109502. * @param element Defines the element to stop listening the inputs from
  109503. */
  109504. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  109505. this._leftjoystick.releaseCanvas();
  109506. this._rightjoystick.releaseCanvas();
  109507. };
  109508. /**
  109509. * Gets the class name of the current intput.
  109510. * @returns the class name
  109511. */
  109512. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  109513. return "FreeCameraVirtualJoystickInput";
  109514. };
  109515. /**
  109516. * Get the friendly name associated with the input class.
  109517. * @returns the input friendly name
  109518. */
  109519. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  109520. return "virtualJoystick";
  109521. };
  109522. return FreeCameraVirtualJoystickInput;
  109523. }());
  109524. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  109525. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  109526. })(BABYLON || (BABYLON = {}));
  109527. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  109528. var BABYLON;
  109529. (function (BABYLON) {
  109530. /**
  109531. * Class used to specify simplification options
  109532. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109533. */
  109534. var SimplificationSettings = /** @class */ (function () {
  109535. /**
  109536. * Creates a SimplificationSettings
  109537. * @param quality expected quality
  109538. * @param distance distance when this optimized version should be used
  109539. * @param optimizeMesh already optimized mesh
  109540. */
  109541. function SimplificationSettings(
  109542. /** expected quality */
  109543. quality,
  109544. /** distance when this optimized version should be used */
  109545. distance,
  109546. /** already optimized mesh */
  109547. optimizeMesh) {
  109548. this.quality = quality;
  109549. this.distance = distance;
  109550. this.optimizeMesh = optimizeMesh;
  109551. }
  109552. return SimplificationSettings;
  109553. }());
  109554. BABYLON.SimplificationSettings = SimplificationSettings;
  109555. /**
  109556. * Queue used to order the simplification tasks
  109557. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109558. */
  109559. var SimplificationQueue = /** @class */ (function () {
  109560. /**
  109561. * Creates a new queue
  109562. */
  109563. function SimplificationQueue() {
  109564. this.running = false;
  109565. this._simplificationArray = [];
  109566. }
  109567. /**
  109568. * Adds a new simplification task
  109569. * @param task defines a task to add
  109570. */
  109571. SimplificationQueue.prototype.addTask = function (task) {
  109572. this._simplificationArray.push(task);
  109573. };
  109574. /**
  109575. * Execute next task
  109576. */
  109577. SimplificationQueue.prototype.executeNext = function () {
  109578. var task = this._simplificationArray.pop();
  109579. if (task) {
  109580. this.running = true;
  109581. this.runSimplification(task);
  109582. }
  109583. else {
  109584. this.running = false;
  109585. }
  109586. };
  109587. /**
  109588. * Execute a simplification task
  109589. * @param task defines the task to run
  109590. */
  109591. SimplificationQueue.prototype.runSimplification = function (task) {
  109592. var _this = this;
  109593. if (task.parallelProcessing) {
  109594. //parallel simplifier
  109595. task.settings.forEach(function (setting) {
  109596. var simplifier = _this.getSimplifier(task);
  109597. simplifier.simplify(setting, function (newMesh) {
  109598. task.mesh.addLODLevel(setting.distance, newMesh);
  109599. newMesh.isVisible = true;
  109600. //check if it is the last
  109601. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  109602. //all done, run the success callback.
  109603. task.successCallback();
  109604. }
  109605. _this.executeNext();
  109606. });
  109607. });
  109608. }
  109609. else {
  109610. //single simplifier.
  109611. var simplifier = this.getSimplifier(task);
  109612. var runDecimation = function (setting, callback) {
  109613. simplifier.simplify(setting, function (newMesh) {
  109614. task.mesh.addLODLevel(setting.distance, newMesh);
  109615. newMesh.isVisible = true;
  109616. //run the next quality level
  109617. callback();
  109618. });
  109619. };
  109620. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  109621. runDecimation(task.settings[loop.index], function () {
  109622. loop.executeNext();
  109623. });
  109624. }, function () {
  109625. //execution ended, run the success callback.
  109626. if (task.successCallback) {
  109627. task.successCallback();
  109628. }
  109629. _this.executeNext();
  109630. });
  109631. }
  109632. };
  109633. SimplificationQueue.prototype.getSimplifier = function (task) {
  109634. switch (task.simplificationType) {
  109635. case SimplificationType.QUADRATIC:
  109636. default:
  109637. return new QuadraticErrorSimplification(task.mesh);
  109638. }
  109639. };
  109640. return SimplificationQueue;
  109641. }());
  109642. BABYLON.SimplificationQueue = SimplificationQueue;
  109643. /**
  109644. * The implemented types of simplification
  109645. * At the moment only Quadratic Error Decimation is implemented
  109646. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109647. */
  109648. var SimplificationType;
  109649. (function (SimplificationType) {
  109650. /** Quadratic error decimation */
  109651. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  109652. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  109653. var DecimationTriangle = /** @class */ (function () {
  109654. function DecimationTriangle(vertices) {
  109655. this.vertices = vertices;
  109656. this.error = new Array(4);
  109657. this.deleted = false;
  109658. this.isDirty = false;
  109659. this.deletePending = false;
  109660. this.borderFactor = 0;
  109661. }
  109662. return DecimationTriangle;
  109663. }());
  109664. var DecimationVertex = /** @class */ (function () {
  109665. function DecimationVertex(position, id) {
  109666. this.position = position;
  109667. this.id = id;
  109668. this.isBorder = true;
  109669. this.q = new QuadraticMatrix();
  109670. this.triangleCount = 0;
  109671. this.triangleStart = 0;
  109672. this.originalOffsets = [];
  109673. }
  109674. DecimationVertex.prototype.updatePosition = function (newPosition) {
  109675. this.position.copyFrom(newPosition);
  109676. };
  109677. return DecimationVertex;
  109678. }());
  109679. var QuadraticMatrix = /** @class */ (function () {
  109680. function QuadraticMatrix(data) {
  109681. this.data = new Array(10);
  109682. for (var i = 0; i < 10; ++i) {
  109683. if (data && data[i]) {
  109684. this.data[i] = data[i];
  109685. }
  109686. else {
  109687. this.data[i] = 0;
  109688. }
  109689. }
  109690. }
  109691. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  109692. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  109693. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  109694. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  109695. return det;
  109696. };
  109697. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  109698. for (var i = 0; i < 10; ++i) {
  109699. this.data[i] += matrix.data[i];
  109700. }
  109701. };
  109702. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  109703. for (var i = 0; i < 10; ++i) {
  109704. this.data[i] += data[i];
  109705. }
  109706. };
  109707. QuadraticMatrix.prototype.add = function (matrix) {
  109708. var m = new QuadraticMatrix();
  109709. for (var i = 0; i < 10; ++i) {
  109710. m.data[i] = this.data[i] + matrix.data[i];
  109711. }
  109712. return m;
  109713. };
  109714. QuadraticMatrix.FromData = function (a, b, c, d) {
  109715. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  109716. };
  109717. //returning an array to avoid garbage collection
  109718. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  109719. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  109720. };
  109721. return QuadraticMatrix;
  109722. }());
  109723. var Reference = /** @class */ (function () {
  109724. function Reference(vertexId, triangleId) {
  109725. this.vertexId = vertexId;
  109726. this.triangleId = triangleId;
  109727. }
  109728. return Reference;
  109729. }());
  109730. /**
  109731. * An implementation of the Quadratic Error simplification algorithm.
  109732. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  109733. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  109734. * @author RaananW
  109735. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109736. */
  109737. var QuadraticErrorSimplification = /** @class */ (function () {
  109738. function QuadraticErrorSimplification(_mesh) {
  109739. this._mesh = _mesh;
  109740. this.syncIterations = 5000;
  109741. this.aggressiveness = 7;
  109742. this.decimationIterations = 100;
  109743. this.boundingBoxEpsilon = BABYLON.Epsilon;
  109744. }
  109745. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  109746. var _this = this;
  109747. this.initDecimatedMesh();
  109748. //iterating through the submeshes array, one after the other.
  109749. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  109750. _this.initWithMesh(loop.index, function () {
  109751. _this.runDecimation(settings, loop.index, function () {
  109752. loop.executeNext();
  109753. });
  109754. }, settings.optimizeMesh);
  109755. }, function () {
  109756. setTimeout(function () {
  109757. successCallback(_this._reconstructedMesh);
  109758. }, 0);
  109759. });
  109760. };
  109761. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  109762. var _this = this;
  109763. var targetCount = ~~(this.triangles.length * settings.quality);
  109764. var deletedTriangles = 0;
  109765. var triangleCount = this.triangles.length;
  109766. var iterationFunction = function (iteration, callback) {
  109767. setTimeout(function () {
  109768. if (iteration % 5 === 0) {
  109769. _this.updateMesh(iteration === 0);
  109770. }
  109771. for (var i = 0; i < _this.triangles.length; ++i) {
  109772. _this.triangles[i].isDirty = false;
  109773. }
  109774. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  109775. var trianglesIterator = function (i) {
  109776. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  109777. var t = _this.triangles[tIdx];
  109778. if (!t) {
  109779. return;
  109780. }
  109781. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  109782. return;
  109783. }
  109784. for (var j = 0; j < 3; ++j) {
  109785. if (t.error[j] < threshold) {
  109786. var deleted0 = [];
  109787. var deleted1 = [];
  109788. var v0 = t.vertices[j];
  109789. var v1 = t.vertices[(j + 1) % 3];
  109790. if (v0.isBorder || v1.isBorder) {
  109791. continue;
  109792. }
  109793. var p = BABYLON.Vector3.Zero();
  109794. var n = BABYLON.Vector3.Zero();
  109795. var uv = BABYLON.Vector2.Zero();
  109796. var color = new BABYLON.Color4(0, 0, 0, 1);
  109797. _this.calculateError(v0, v1, p, n, uv, color);
  109798. var delTr = new Array();
  109799. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  109800. continue;
  109801. }
  109802. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  109803. continue;
  109804. }
  109805. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  109806. continue;
  109807. }
  109808. var uniqueArray = new Array();
  109809. delTr.forEach(function (deletedT) {
  109810. if (uniqueArray.indexOf(deletedT) === -1) {
  109811. deletedT.deletePending = true;
  109812. uniqueArray.push(deletedT);
  109813. }
  109814. });
  109815. if (uniqueArray.length % 2 !== 0) {
  109816. continue;
  109817. }
  109818. v0.q = v1.q.add(v0.q);
  109819. v0.updatePosition(p);
  109820. var tStart = _this.references.length;
  109821. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  109822. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  109823. var tCount = _this.references.length - tStart;
  109824. if (tCount <= v0.triangleCount) {
  109825. if (tCount) {
  109826. for (var c = 0; c < tCount; c++) {
  109827. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  109828. }
  109829. }
  109830. }
  109831. else {
  109832. v0.triangleStart = tStart;
  109833. }
  109834. v0.triangleCount = tCount;
  109835. break;
  109836. }
  109837. }
  109838. };
  109839. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  109840. }, 0);
  109841. };
  109842. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  109843. if (triangleCount - deletedTriangles <= targetCount) {
  109844. loop.breakLoop();
  109845. }
  109846. else {
  109847. iterationFunction(loop.index, function () {
  109848. loop.executeNext();
  109849. });
  109850. }
  109851. }, function () {
  109852. setTimeout(function () {
  109853. //reconstruct this part of the mesh
  109854. _this.reconstructMesh(submeshIndex);
  109855. successCallback();
  109856. }, 0);
  109857. });
  109858. };
  109859. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  109860. var _this = this;
  109861. this.vertices = [];
  109862. this.triangles = [];
  109863. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109864. var indices = this._mesh.getIndices();
  109865. var submesh = this._mesh.subMeshes[submeshIndex];
  109866. var findInVertices = function (positionToSearch) {
  109867. if (optimizeMesh) {
  109868. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  109869. if (_this.vertices[ii].position.equals(positionToSearch)) {
  109870. return _this.vertices[ii];
  109871. }
  109872. }
  109873. }
  109874. return null;
  109875. };
  109876. var vertexReferences = [];
  109877. var vertexInit = function (i) {
  109878. if (!positionData) {
  109879. return;
  109880. }
  109881. var offset = i + submesh.verticesStart;
  109882. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  109883. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  109884. vertex.originalOffsets.push(offset);
  109885. if (vertex.id === _this.vertices.length) {
  109886. _this.vertices.push(vertex);
  109887. }
  109888. vertexReferences.push(vertex.id);
  109889. };
  109890. //var totalVertices = mesh.getTotalVertices();
  109891. var totalVertices = submesh.verticesCount;
  109892. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  109893. var indicesInit = function (i) {
  109894. if (!indices) {
  109895. return;
  109896. }
  109897. var offset = (submesh.indexStart / 3) + i;
  109898. var pos = (offset * 3);
  109899. var i0 = indices[pos + 0];
  109900. var i1 = indices[pos + 1];
  109901. var i2 = indices[pos + 2];
  109902. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  109903. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  109904. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  109905. var triangle = new DecimationTriangle([v0, v1, v2]);
  109906. triangle.originalOffset = pos;
  109907. _this.triangles.push(triangle);
  109908. };
  109909. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  109910. _this.init(callback);
  109911. });
  109912. });
  109913. };
  109914. QuadraticErrorSimplification.prototype.init = function (callback) {
  109915. var _this = this;
  109916. var triangleInit1 = function (i) {
  109917. var t = _this.triangles[i];
  109918. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  109919. for (var j = 0; j < 3; j++) {
  109920. 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))));
  109921. }
  109922. };
  109923. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  109924. var triangleInit2 = function (i) {
  109925. var t = _this.triangles[i];
  109926. for (var j = 0; j < 3; ++j) {
  109927. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  109928. }
  109929. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109930. };
  109931. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  109932. callback();
  109933. });
  109934. });
  109935. };
  109936. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  109937. var newTriangles = [];
  109938. var i;
  109939. for (i = 0; i < this.vertices.length; ++i) {
  109940. this.vertices[i].triangleCount = 0;
  109941. }
  109942. var t;
  109943. var j;
  109944. for (i = 0; i < this.triangles.length; ++i) {
  109945. if (!this.triangles[i].deleted) {
  109946. t = this.triangles[i];
  109947. for (j = 0; j < 3; ++j) {
  109948. t.vertices[j].triangleCount = 1;
  109949. }
  109950. newTriangles.push(t);
  109951. }
  109952. }
  109953. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  109954. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  109955. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  109956. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  109957. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  109958. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  109959. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  109960. var vertexCount = 0;
  109961. for (i = 0; i < this.vertices.length; ++i) {
  109962. var vertex = this.vertices[i];
  109963. vertex.id = vertexCount;
  109964. if (vertex.triangleCount) {
  109965. vertex.originalOffsets.forEach(function (originalOffset) {
  109966. if (!normalData) {
  109967. return;
  109968. }
  109969. newPositionData.push(vertex.position.x);
  109970. newPositionData.push(vertex.position.y);
  109971. newPositionData.push(vertex.position.z);
  109972. newNormalData.push(normalData[originalOffset * 3]);
  109973. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  109974. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  109975. if (uvs && uvs.length) {
  109976. newUVsData.push(uvs[(originalOffset * 2)]);
  109977. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  109978. }
  109979. else if (colorsData && colorsData.length) {
  109980. newColorsData.push(colorsData[(originalOffset * 4)]);
  109981. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  109982. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  109983. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  109984. }
  109985. ++vertexCount;
  109986. });
  109987. }
  109988. }
  109989. var startingIndex = this._reconstructedMesh.getTotalIndices();
  109990. var startingVertex = this._reconstructedMesh.getTotalVertices();
  109991. var submeshesArray = this._reconstructedMesh.subMeshes;
  109992. this._reconstructedMesh.subMeshes = [];
  109993. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  109994. var originalIndices = this._mesh.getIndices();
  109995. for (i = 0; i < newTriangles.length; ++i) {
  109996. t = newTriangles[i]; //now get the new referencing point for each vertex
  109997. [0, 1, 2].forEach(function (idx) {
  109998. var id = originalIndices[t.originalOffset + idx];
  109999. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  110000. if (offset < 0) {
  110001. offset = 0;
  110002. }
  110003. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  110004. });
  110005. }
  110006. //overwriting the old vertex buffers and indices.
  110007. this._reconstructedMesh.setIndices(newIndicesArray);
  110008. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  110009. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  110010. if (newUVsData.length > 0) {
  110011. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  110012. }
  110013. if (newColorsData.length > 0) {
  110014. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  110015. }
  110016. //create submesh
  110017. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  110018. if (submeshIndex > 0) {
  110019. this._reconstructedMesh.subMeshes = [];
  110020. submeshesArray.forEach(function (submesh) {
  110021. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  110022. });
  110023. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  110024. }
  110025. };
  110026. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  110027. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  110028. this._reconstructedMesh.material = this._mesh.material;
  110029. this._reconstructedMesh.parent = this._mesh.parent;
  110030. this._reconstructedMesh.isVisible = false;
  110031. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  110032. };
  110033. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  110034. for (var i = 0; i < vertex1.triangleCount; ++i) {
  110035. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  110036. if (t.deleted) {
  110037. continue;
  110038. }
  110039. var s = this.references[vertex1.triangleStart + i].vertexId;
  110040. var v1 = t.vertices[(s + 1) % 3];
  110041. var v2 = t.vertices[(s + 2) % 3];
  110042. if ((v1 === vertex2 || v2 === vertex2)) {
  110043. deletedArray[i] = true;
  110044. delTr.push(t);
  110045. continue;
  110046. }
  110047. var d1 = v1.position.subtract(point);
  110048. d1 = d1.normalize();
  110049. var d2 = v2.position.subtract(point);
  110050. d2 = d2.normalize();
  110051. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  110052. return true;
  110053. }
  110054. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  110055. deletedArray[i] = false;
  110056. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  110057. return true;
  110058. }
  110059. }
  110060. return false;
  110061. };
  110062. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  110063. var newDeleted = deletedTriangles;
  110064. for (var i = 0; i < vertex.triangleCount; ++i) {
  110065. var ref = this.references[vertex.triangleStart + i];
  110066. var t = this.triangles[ref.triangleId];
  110067. if (t.deleted) {
  110068. continue;
  110069. }
  110070. if (deletedArray[i] && t.deletePending) {
  110071. t.deleted = true;
  110072. newDeleted++;
  110073. continue;
  110074. }
  110075. t.vertices[ref.vertexId] = origVertex;
  110076. t.isDirty = true;
  110077. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  110078. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  110079. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  110080. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  110081. this.references.push(ref);
  110082. }
  110083. return newDeleted;
  110084. };
  110085. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  110086. for (var i = 0; i < this.vertices.length; ++i) {
  110087. var vCount = [];
  110088. var vId = [];
  110089. var v = this.vertices[i];
  110090. var j;
  110091. for (j = 0; j < v.triangleCount; ++j) {
  110092. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  110093. for (var ii = 0; ii < 3; ii++) {
  110094. var ofs = 0;
  110095. var vv = triangle.vertices[ii];
  110096. while (ofs < vCount.length) {
  110097. if (vId[ofs] === vv.id) {
  110098. break;
  110099. }
  110100. ++ofs;
  110101. }
  110102. if (ofs === vCount.length) {
  110103. vCount.push(1);
  110104. vId.push(vv.id);
  110105. }
  110106. else {
  110107. vCount[ofs]++;
  110108. }
  110109. }
  110110. }
  110111. for (j = 0; j < vCount.length; ++j) {
  110112. if (vCount[j] === 1) {
  110113. this.vertices[vId[j]].isBorder = true;
  110114. }
  110115. else {
  110116. this.vertices[vId[j]].isBorder = false;
  110117. }
  110118. }
  110119. }
  110120. };
  110121. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  110122. if (identifyBorders === void 0) { identifyBorders = false; }
  110123. var i;
  110124. if (!identifyBorders) {
  110125. var newTrianglesVector = [];
  110126. for (i = 0; i < this.triangles.length; ++i) {
  110127. if (!this.triangles[i].deleted) {
  110128. newTrianglesVector.push(this.triangles[i]);
  110129. }
  110130. }
  110131. this.triangles = newTrianglesVector;
  110132. }
  110133. for (i = 0; i < this.vertices.length; ++i) {
  110134. this.vertices[i].triangleCount = 0;
  110135. this.vertices[i].triangleStart = 0;
  110136. }
  110137. var t;
  110138. var j;
  110139. var v;
  110140. for (i = 0; i < this.triangles.length; ++i) {
  110141. t = this.triangles[i];
  110142. for (j = 0; j < 3; ++j) {
  110143. v = t.vertices[j];
  110144. v.triangleCount++;
  110145. }
  110146. }
  110147. var tStart = 0;
  110148. for (i = 0; i < this.vertices.length; ++i) {
  110149. this.vertices[i].triangleStart = tStart;
  110150. tStart += this.vertices[i].triangleCount;
  110151. this.vertices[i].triangleCount = 0;
  110152. }
  110153. var newReferences = new Array(this.triangles.length * 3);
  110154. for (i = 0; i < this.triangles.length; ++i) {
  110155. t = this.triangles[i];
  110156. for (j = 0; j < 3; ++j) {
  110157. v = t.vertices[j];
  110158. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  110159. v.triangleCount++;
  110160. }
  110161. }
  110162. this.references = newReferences;
  110163. if (identifyBorders) {
  110164. this.identifyBorder();
  110165. }
  110166. };
  110167. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  110168. var x = point.x;
  110169. var y = point.y;
  110170. var z = point.z;
  110171. 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
  110172. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  110173. };
  110174. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  110175. var q = vertex1.q.add(vertex2.q);
  110176. var border = vertex1.isBorder && vertex2.isBorder;
  110177. var error = 0;
  110178. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  110179. if (qDet !== 0 && !border) {
  110180. if (!pointResult) {
  110181. pointResult = BABYLON.Vector3.Zero();
  110182. }
  110183. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  110184. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  110185. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  110186. error = this.vertexError(q, pointResult);
  110187. }
  110188. else {
  110189. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  110190. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  110191. var error1 = this.vertexError(q, vertex1.position);
  110192. var error2 = this.vertexError(q, vertex2.position);
  110193. var error3 = this.vertexError(q, p3);
  110194. error = Math.min(error1, error2, error3);
  110195. if (error === error1) {
  110196. if (pointResult) {
  110197. pointResult.copyFrom(vertex1.position);
  110198. }
  110199. }
  110200. else if (error === error2) {
  110201. if (pointResult) {
  110202. pointResult.copyFrom(vertex2.position);
  110203. }
  110204. }
  110205. else {
  110206. if (pointResult) {
  110207. pointResult.copyFrom(p3);
  110208. }
  110209. }
  110210. }
  110211. return error;
  110212. };
  110213. return QuadraticErrorSimplification;
  110214. }());
  110215. })(BABYLON || (BABYLON = {}));
  110216. //# sourceMappingURL=babylon.meshSimplification.js.map
  110217. var BABYLON;
  110218. (function (BABYLON) {
  110219. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  110220. get: function () {
  110221. if (!this._simplificationQueue) {
  110222. this._simplificationQueue = new BABYLON.SimplificationQueue();
  110223. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  110224. if (!component) {
  110225. component = new SimplicationQueueSceneComponent(this);
  110226. this._addComponent(component);
  110227. }
  110228. }
  110229. return this._simplificationQueue;
  110230. },
  110231. set: function (value) {
  110232. this._simplificationQueue = value;
  110233. },
  110234. enumerable: true,
  110235. configurable: true
  110236. });
  110237. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  110238. if (parallelProcessing === void 0) { parallelProcessing = true; }
  110239. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  110240. this.getScene().simplificationQueue.addTask({
  110241. settings: settings,
  110242. parallelProcessing: parallelProcessing,
  110243. mesh: this,
  110244. simplificationType: simplificationType,
  110245. successCallback: successCallback
  110246. });
  110247. return this;
  110248. };
  110249. /**
  110250. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  110251. * created in a scene
  110252. */
  110253. var SimplicationQueueSceneComponent = /** @class */ (function () {
  110254. /**
  110255. * Creates a new instance of the component for the given scene
  110256. * @param scene Defines the scene to register the component in
  110257. */
  110258. function SimplicationQueueSceneComponent(scene) {
  110259. /**
  110260. * The component name helpfull to identify the component in the list of scene components.
  110261. */
  110262. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  110263. this.scene = scene;
  110264. }
  110265. /**
  110266. * Registers the component in a given scene
  110267. */
  110268. SimplicationQueueSceneComponent.prototype.register = function () {
  110269. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  110270. };
  110271. /**
  110272. * Rebuilds the elements related to this component in case of
  110273. * context lost for instance.
  110274. */
  110275. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  110276. // Nothing to do for this component
  110277. };
  110278. /**
  110279. * Disposes the component and the associated ressources
  110280. */
  110281. SimplicationQueueSceneComponent.prototype.dispose = function () {
  110282. // Nothing to do for this component
  110283. };
  110284. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  110285. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  110286. this.scene._simplificationQueue.executeNext();
  110287. }
  110288. };
  110289. return SimplicationQueueSceneComponent;
  110290. }());
  110291. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  110292. })(BABYLON || (BABYLON = {}));
  110293. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  110294. var BABYLON;
  110295. (function (BABYLON) {
  110296. /**
  110297. * Class used to represent a specific level of detail of a mesh
  110298. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  110299. */
  110300. var MeshLODLevel = /** @class */ (function () {
  110301. /**
  110302. * Creates a new LOD level
  110303. * @param distance defines the distance where this level should star being displayed
  110304. * @param mesh defines the mesh to use to render this level
  110305. */
  110306. function MeshLODLevel(
  110307. /** Defines the distance where this level should star being displayed */
  110308. distance,
  110309. /** Defines the mesh to use to render this level */
  110310. mesh) {
  110311. this.distance = distance;
  110312. this.mesh = mesh;
  110313. }
  110314. return MeshLODLevel;
  110315. }());
  110316. BABYLON.MeshLODLevel = MeshLODLevel;
  110317. })(BABYLON || (BABYLON = {}));
  110318. //# sourceMappingURL=babylon.meshLODLevel.js.map
  110319. var BABYLON;
  110320. (function (BABYLON) {
  110321. /**
  110322. * Defines the root class used to create scene optimization to use with SceneOptimizer
  110323. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110324. */
  110325. var SceneOptimization = /** @class */ (function () {
  110326. /**
  110327. * Creates the SceneOptimization object
  110328. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110329. * @param desc defines the description associated with the optimization
  110330. */
  110331. function SceneOptimization(
  110332. /**
  110333. * Defines the priority of this optimization (0 by default which means first in the list)
  110334. */
  110335. priority) {
  110336. if (priority === void 0) { priority = 0; }
  110337. this.priority = priority;
  110338. }
  110339. /**
  110340. * Gets a string describing the action executed by the current optimization
  110341. * @returns description string
  110342. */
  110343. SceneOptimization.prototype.getDescription = function () {
  110344. return "";
  110345. };
  110346. /**
  110347. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110348. * @param scene defines the current scene where to apply this optimization
  110349. * @param optimizer defines the current optimizer
  110350. * @returns true if everything that can be done was applied
  110351. */
  110352. SceneOptimization.prototype.apply = function (scene, optimizer) {
  110353. return true;
  110354. };
  110355. return SceneOptimization;
  110356. }());
  110357. BABYLON.SceneOptimization = SceneOptimization;
  110358. /**
  110359. * Defines an optimization used to reduce the size of render target textures
  110360. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110361. */
  110362. var TextureOptimization = /** @class */ (function (_super) {
  110363. __extends(TextureOptimization, _super);
  110364. /**
  110365. * Creates the TextureOptimization object
  110366. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110367. * @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
  110368. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110369. */
  110370. function TextureOptimization(
  110371. /**
  110372. * Defines the priority of this optimization (0 by default which means first in the list)
  110373. */
  110374. priority,
  110375. /**
  110376. * 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
  110377. */
  110378. maximumSize,
  110379. /**
  110380. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110381. */
  110382. step) {
  110383. if (priority === void 0) { priority = 0; }
  110384. if (maximumSize === void 0) { maximumSize = 1024; }
  110385. if (step === void 0) { step = 0.5; }
  110386. var _this = _super.call(this, priority) || this;
  110387. _this.priority = priority;
  110388. _this.maximumSize = maximumSize;
  110389. _this.step = step;
  110390. return _this;
  110391. }
  110392. /**
  110393. * Gets a string describing the action executed by the current optimization
  110394. * @returns description string
  110395. */
  110396. TextureOptimization.prototype.getDescription = function () {
  110397. return "Reducing render target texture size to " + this.maximumSize;
  110398. };
  110399. /**
  110400. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110401. * @param scene defines the current scene where to apply this optimization
  110402. * @param optimizer defines the current optimizer
  110403. * @returns true if everything that can be done was applied
  110404. */
  110405. TextureOptimization.prototype.apply = function (scene, optimizer) {
  110406. var allDone = true;
  110407. for (var index = 0; index < scene.textures.length; index++) {
  110408. var texture = scene.textures[index];
  110409. if (!texture.canRescale || texture.getContext) {
  110410. continue;
  110411. }
  110412. var currentSize = texture.getSize();
  110413. var maxDimension = Math.max(currentSize.width, currentSize.height);
  110414. if (maxDimension > this.maximumSize) {
  110415. texture.scale(this.step);
  110416. allDone = false;
  110417. }
  110418. }
  110419. return allDone;
  110420. };
  110421. return TextureOptimization;
  110422. }(SceneOptimization));
  110423. BABYLON.TextureOptimization = TextureOptimization;
  110424. /**
  110425. * Defines an optimization used to increase or decrease the rendering resolution
  110426. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110427. */
  110428. var HardwareScalingOptimization = /** @class */ (function (_super) {
  110429. __extends(HardwareScalingOptimization, _super);
  110430. /**
  110431. * Creates the HardwareScalingOptimization object
  110432. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110433. * @param maximumScale defines the maximum scale to use (2 by default)
  110434. * @param step defines the step to use between two passes (0.5 by default)
  110435. */
  110436. function HardwareScalingOptimization(
  110437. /**
  110438. * Defines the priority of this optimization (0 by default which means first in the list)
  110439. */
  110440. priority,
  110441. /**
  110442. * Defines the maximum scale to use (2 by default)
  110443. */
  110444. maximumScale,
  110445. /**
  110446. * Defines the step to use between two passes (0.5 by default)
  110447. */
  110448. step) {
  110449. if (priority === void 0) { priority = 0; }
  110450. if (maximumScale === void 0) { maximumScale = 2; }
  110451. if (step === void 0) { step = 0.25; }
  110452. var _this = _super.call(this, priority) || this;
  110453. _this.priority = priority;
  110454. _this.maximumScale = maximumScale;
  110455. _this.step = step;
  110456. _this._currentScale = -1;
  110457. _this._directionOffset = 1;
  110458. return _this;
  110459. }
  110460. /**
  110461. * Gets a string describing the action executed by the current optimization
  110462. * @return description string
  110463. */
  110464. HardwareScalingOptimization.prototype.getDescription = function () {
  110465. return "Setting hardware scaling level to " + this._currentScale;
  110466. };
  110467. /**
  110468. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110469. * @param scene defines the current scene where to apply this optimization
  110470. * @param optimizer defines the current optimizer
  110471. * @returns true if everything that can be done was applied
  110472. */
  110473. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  110474. if (this._currentScale === -1) {
  110475. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  110476. if (this._currentScale > this.maximumScale) {
  110477. this._directionOffset = -1;
  110478. }
  110479. }
  110480. this._currentScale += this._directionOffset * this.step;
  110481. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  110482. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  110483. };
  110484. return HardwareScalingOptimization;
  110485. }(SceneOptimization));
  110486. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  110487. /**
  110488. * Defines an optimization used to remove shadows
  110489. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110490. */
  110491. var ShadowsOptimization = /** @class */ (function (_super) {
  110492. __extends(ShadowsOptimization, _super);
  110493. function ShadowsOptimization() {
  110494. return _super !== null && _super.apply(this, arguments) || this;
  110495. }
  110496. /**
  110497. * Gets a string describing the action executed by the current optimization
  110498. * @return description string
  110499. */
  110500. ShadowsOptimization.prototype.getDescription = function () {
  110501. return "Turning shadows on/off";
  110502. };
  110503. /**
  110504. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110505. * @param scene defines the current scene where to apply this optimization
  110506. * @param optimizer defines the current optimizer
  110507. * @returns true if everything that can be done was applied
  110508. */
  110509. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  110510. scene.shadowsEnabled = optimizer.isInImprovementMode;
  110511. return true;
  110512. };
  110513. return ShadowsOptimization;
  110514. }(SceneOptimization));
  110515. BABYLON.ShadowsOptimization = ShadowsOptimization;
  110516. /**
  110517. * Defines an optimization used to turn post-processes off
  110518. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110519. */
  110520. var PostProcessesOptimization = /** @class */ (function (_super) {
  110521. __extends(PostProcessesOptimization, _super);
  110522. function PostProcessesOptimization() {
  110523. return _super !== null && _super.apply(this, arguments) || this;
  110524. }
  110525. /**
  110526. * Gets a string describing the action executed by the current optimization
  110527. * @return description string
  110528. */
  110529. PostProcessesOptimization.prototype.getDescription = function () {
  110530. return "Turning post-processes on/off";
  110531. };
  110532. /**
  110533. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110534. * @param scene defines the current scene where to apply this optimization
  110535. * @param optimizer defines the current optimizer
  110536. * @returns true if everything that can be done was applied
  110537. */
  110538. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  110539. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  110540. return true;
  110541. };
  110542. return PostProcessesOptimization;
  110543. }(SceneOptimization));
  110544. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  110545. /**
  110546. * Defines an optimization used to turn lens flares off
  110547. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110548. */
  110549. var LensFlaresOptimization = /** @class */ (function (_super) {
  110550. __extends(LensFlaresOptimization, _super);
  110551. function LensFlaresOptimization() {
  110552. return _super !== null && _super.apply(this, arguments) || this;
  110553. }
  110554. /**
  110555. * Gets a string describing the action executed by the current optimization
  110556. * @return description string
  110557. */
  110558. LensFlaresOptimization.prototype.getDescription = function () {
  110559. return "Turning lens flares on/off";
  110560. };
  110561. /**
  110562. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110563. * @param scene defines the current scene where to apply this optimization
  110564. * @param optimizer defines the current optimizer
  110565. * @returns true if everything that can be done was applied
  110566. */
  110567. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  110568. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  110569. return true;
  110570. };
  110571. return LensFlaresOptimization;
  110572. }(SceneOptimization));
  110573. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  110574. /**
  110575. * Defines an optimization based on user defined callback.
  110576. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110577. */
  110578. var CustomOptimization = /** @class */ (function (_super) {
  110579. __extends(CustomOptimization, _super);
  110580. function CustomOptimization() {
  110581. return _super !== null && _super.apply(this, arguments) || this;
  110582. }
  110583. /**
  110584. * Gets a string describing the action executed by the current optimization
  110585. * @returns description string
  110586. */
  110587. CustomOptimization.prototype.getDescription = function () {
  110588. if (this.onGetDescription) {
  110589. return this.onGetDescription();
  110590. }
  110591. return "Running user defined callback";
  110592. };
  110593. /**
  110594. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110595. * @param scene defines the current scene where to apply this optimization
  110596. * @param optimizer defines the current optimizer
  110597. * @returns true if everything that can be done was applied
  110598. */
  110599. CustomOptimization.prototype.apply = function (scene, optimizer) {
  110600. if (this.onApply) {
  110601. return this.onApply(scene, optimizer);
  110602. }
  110603. return true;
  110604. };
  110605. return CustomOptimization;
  110606. }(SceneOptimization));
  110607. BABYLON.CustomOptimization = CustomOptimization;
  110608. /**
  110609. * Defines an optimization used to turn particles off
  110610. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110611. */
  110612. var ParticlesOptimization = /** @class */ (function (_super) {
  110613. __extends(ParticlesOptimization, _super);
  110614. function ParticlesOptimization() {
  110615. return _super !== null && _super.apply(this, arguments) || this;
  110616. }
  110617. /**
  110618. * Gets a string describing the action executed by the current optimization
  110619. * @return description string
  110620. */
  110621. ParticlesOptimization.prototype.getDescription = function () {
  110622. return "Turning particles on/off";
  110623. };
  110624. /**
  110625. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110626. * @param scene defines the current scene where to apply this optimization
  110627. * @param optimizer defines the current optimizer
  110628. * @returns true if everything that can be done was applied
  110629. */
  110630. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  110631. scene.particlesEnabled = optimizer.isInImprovementMode;
  110632. return true;
  110633. };
  110634. return ParticlesOptimization;
  110635. }(SceneOptimization));
  110636. BABYLON.ParticlesOptimization = ParticlesOptimization;
  110637. /**
  110638. * Defines an optimization used to turn render targets off
  110639. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110640. */
  110641. var RenderTargetsOptimization = /** @class */ (function (_super) {
  110642. __extends(RenderTargetsOptimization, _super);
  110643. function RenderTargetsOptimization() {
  110644. return _super !== null && _super.apply(this, arguments) || this;
  110645. }
  110646. /**
  110647. * Gets a string describing the action executed by the current optimization
  110648. * @return description string
  110649. */
  110650. RenderTargetsOptimization.prototype.getDescription = function () {
  110651. return "Turning render targets off";
  110652. };
  110653. /**
  110654. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110655. * @param scene defines the current scene where to apply this optimization
  110656. * @param optimizer defines the current optimizer
  110657. * @returns true if everything that can be done was applied
  110658. */
  110659. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  110660. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  110661. return true;
  110662. };
  110663. return RenderTargetsOptimization;
  110664. }(SceneOptimization));
  110665. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  110666. /**
  110667. * Defines an optimization used to merge meshes with compatible materials
  110668. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110669. */
  110670. var MergeMeshesOptimization = /** @class */ (function (_super) {
  110671. __extends(MergeMeshesOptimization, _super);
  110672. function MergeMeshesOptimization() {
  110673. var _this = _super !== null && _super.apply(this, arguments) || this;
  110674. _this._canBeMerged = function (abstractMesh) {
  110675. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  110676. return false;
  110677. }
  110678. var mesh = abstractMesh;
  110679. if (mesh.isDisposed()) {
  110680. return false;
  110681. }
  110682. if (!mesh.isVisible || !mesh.isEnabled()) {
  110683. return false;
  110684. }
  110685. if (mesh.instances.length > 0) {
  110686. return false;
  110687. }
  110688. if (mesh.skeleton || mesh.hasLODLevels) {
  110689. return false;
  110690. }
  110691. return true;
  110692. };
  110693. return _this;
  110694. }
  110695. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  110696. /**
  110697. * Gets or sets a boolean which defines if optimization octree has to be updated
  110698. */
  110699. get: function () {
  110700. return MergeMeshesOptimization._UpdateSelectionTree;
  110701. },
  110702. /**
  110703. * Gets or sets a boolean which defines if optimization octree has to be updated
  110704. */
  110705. set: function (value) {
  110706. MergeMeshesOptimization._UpdateSelectionTree = value;
  110707. },
  110708. enumerable: true,
  110709. configurable: true
  110710. });
  110711. /**
  110712. * Gets a string describing the action executed by the current optimization
  110713. * @return description string
  110714. */
  110715. MergeMeshesOptimization.prototype.getDescription = function () {
  110716. return "Merging similar meshes together";
  110717. };
  110718. /**
  110719. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110720. * @param scene defines the current scene where to apply this optimization
  110721. * @param optimizer defines the current optimizer
  110722. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  110723. * @returns true if everything that can be done was applied
  110724. */
  110725. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  110726. var globalPool = scene.meshes.slice(0);
  110727. var globalLength = globalPool.length;
  110728. for (var index = 0; index < globalLength; index++) {
  110729. var currentPool = new Array();
  110730. var current = globalPool[index];
  110731. // Checks
  110732. if (!this._canBeMerged(current)) {
  110733. continue;
  110734. }
  110735. currentPool.push(current);
  110736. // Find compatible meshes
  110737. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  110738. var otherMesh = globalPool[subIndex];
  110739. if (!this._canBeMerged(otherMesh)) {
  110740. continue;
  110741. }
  110742. if (otherMesh.material !== current.material) {
  110743. continue;
  110744. }
  110745. if (otherMesh.checkCollisions !== current.checkCollisions) {
  110746. continue;
  110747. }
  110748. currentPool.push(otherMesh);
  110749. globalLength--;
  110750. globalPool.splice(subIndex, 1);
  110751. subIndex--;
  110752. }
  110753. if (currentPool.length < 2) {
  110754. continue;
  110755. }
  110756. // Merge meshes
  110757. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  110758. }
  110759. // Call the octree system optimization if it is defined.
  110760. var sceneAsAny = scene;
  110761. if (sceneAsAny.createOrUpdateSelectionOctree) {
  110762. if (updateSelectionTree != undefined) {
  110763. if (updateSelectionTree) {
  110764. sceneAsAny.createOrUpdateSelectionOctree();
  110765. }
  110766. }
  110767. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  110768. sceneAsAny.createOrUpdateSelectionOctree();
  110769. }
  110770. }
  110771. return true;
  110772. };
  110773. MergeMeshesOptimization._UpdateSelectionTree = false;
  110774. return MergeMeshesOptimization;
  110775. }(SceneOptimization));
  110776. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  110777. /**
  110778. * Defines a list of options used by SceneOptimizer
  110779. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110780. */
  110781. var SceneOptimizerOptions = /** @class */ (function () {
  110782. /**
  110783. * Creates a new list of options used by SceneOptimizer
  110784. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  110785. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  110786. */
  110787. function SceneOptimizerOptions(
  110788. /**
  110789. * Defines the target frame rate to reach (60 by default)
  110790. */
  110791. targetFrameRate,
  110792. /**
  110793. * Defines the interval between two checkes (2000ms by default)
  110794. */
  110795. trackerDuration) {
  110796. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  110797. if (trackerDuration === void 0) { trackerDuration = 2000; }
  110798. this.targetFrameRate = targetFrameRate;
  110799. this.trackerDuration = trackerDuration;
  110800. /**
  110801. * Gets the list of optimizations to apply
  110802. */
  110803. this.optimizations = new Array();
  110804. }
  110805. /**
  110806. * Add a new optimization
  110807. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  110808. * @returns the current SceneOptimizerOptions
  110809. */
  110810. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  110811. this.optimizations.push(optimization);
  110812. return this;
  110813. };
  110814. /**
  110815. * Add a new custom optimization
  110816. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  110817. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  110818. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110819. * @returns the current SceneOptimizerOptions
  110820. */
  110821. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  110822. if (priority === void 0) { priority = 0; }
  110823. var optimization = new CustomOptimization(priority);
  110824. optimization.onApply = onApply;
  110825. optimization.onGetDescription = onGetDescription;
  110826. this.optimizations.push(optimization);
  110827. return this;
  110828. };
  110829. /**
  110830. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  110831. * @param targetFrameRate defines the target frame rate (60 by default)
  110832. * @returns a SceneOptimizerOptions object
  110833. */
  110834. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  110835. var result = new SceneOptimizerOptions(targetFrameRate);
  110836. var priority = 0;
  110837. result.addOptimization(new MergeMeshesOptimization(priority));
  110838. result.addOptimization(new ShadowsOptimization(priority));
  110839. result.addOptimization(new LensFlaresOptimization(priority));
  110840. // Next priority
  110841. priority++;
  110842. result.addOptimization(new PostProcessesOptimization(priority));
  110843. result.addOptimization(new ParticlesOptimization(priority));
  110844. // Next priority
  110845. priority++;
  110846. result.addOptimization(new TextureOptimization(priority, 1024));
  110847. return result;
  110848. };
  110849. /**
  110850. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  110851. * @param targetFrameRate defines the target frame rate (60 by default)
  110852. * @returns a SceneOptimizerOptions object
  110853. */
  110854. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  110855. var result = new SceneOptimizerOptions(targetFrameRate);
  110856. var priority = 0;
  110857. result.addOptimization(new MergeMeshesOptimization(priority));
  110858. result.addOptimization(new ShadowsOptimization(priority));
  110859. result.addOptimization(new LensFlaresOptimization(priority));
  110860. // Next priority
  110861. priority++;
  110862. result.addOptimization(new PostProcessesOptimization(priority));
  110863. result.addOptimization(new ParticlesOptimization(priority));
  110864. // Next priority
  110865. priority++;
  110866. result.addOptimization(new TextureOptimization(priority, 512));
  110867. // Next priority
  110868. priority++;
  110869. result.addOptimization(new RenderTargetsOptimization(priority));
  110870. // Next priority
  110871. priority++;
  110872. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  110873. return result;
  110874. };
  110875. /**
  110876. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  110877. * @param targetFrameRate defines the target frame rate (60 by default)
  110878. * @returns a SceneOptimizerOptions object
  110879. */
  110880. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  110881. var result = new SceneOptimizerOptions(targetFrameRate);
  110882. var priority = 0;
  110883. result.addOptimization(new MergeMeshesOptimization(priority));
  110884. result.addOptimization(new ShadowsOptimization(priority));
  110885. result.addOptimization(new LensFlaresOptimization(priority));
  110886. // Next priority
  110887. priority++;
  110888. result.addOptimization(new PostProcessesOptimization(priority));
  110889. result.addOptimization(new ParticlesOptimization(priority));
  110890. // Next priority
  110891. priority++;
  110892. result.addOptimization(new TextureOptimization(priority, 256));
  110893. // Next priority
  110894. priority++;
  110895. result.addOptimization(new RenderTargetsOptimization(priority));
  110896. // Next priority
  110897. priority++;
  110898. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  110899. return result;
  110900. };
  110901. return SceneOptimizerOptions;
  110902. }());
  110903. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  110904. /**
  110905. * Class used to run optimizations in order to reach a target frame rate
  110906. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110907. */
  110908. var SceneOptimizer = /** @class */ (function () {
  110909. /**
  110910. * Creates a new SceneOptimizer
  110911. * @param scene defines the scene to work on
  110912. * @param options defines the options to use with the SceneOptimizer
  110913. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  110914. * @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)
  110915. */
  110916. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  110917. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  110918. if (improvementMode === void 0) { improvementMode = false; }
  110919. var _this = this;
  110920. this._isRunning = false;
  110921. this._currentPriorityLevel = 0;
  110922. this._targetFrameRate = 60;
  110923. this._trackerDuration = 2000;
  110924. this._currentFrameRate = 0;
  110925. this._improvementMode = false;
  110926. /**
  110927. * Defines an observable called when the optimizer reaches the target frame rate
  110928. */
  110929. this.onSuccessObservable = new BABYLON.Observable();
  110930. /**
  110931. * Defines an observable called when the optimizer enables an optimization
  110932. */
  110933. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  110934. /**
  110935. * Defines an observable called when the optimizer is not able to reach the target frame rate
  110936. */
  110937. this.onFailureObservable = new BABYLON.Observable();
  110938. if (!options) {
  110939. this._options = new SceneOptimizerOptions();
  110940. }
  110941. else {
  110942. this._options = options;
  110943. }
  110944. if (this._options.targetFrameRate) {
  110945. this._targetFrameRate = this._options.targetFrameRate;
  110946. }
  110947. if (this._options.trackerDuration) {
  110948. this._trackerDuration = this._options.trackerDuration;
  110949. }
  110950. if (autoGeneratePriorities) {
  110951. var priority = 0;
  110952. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  110953. var optim = _a[_i];
  110954. optim.priority = priority++;
  110955. }
  110956. }
  110957. this._improvementMode = improvementMode;
  110958. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110959. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  110960. _this._sceneDisposeObserver = null;
  110961. _this.dispose();
  110962. });
  110963. }
  110964. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  110965. /**
  110966. * Gets a boolean indicating if the optimizer is in improvement mode
  110967. */
  110968. get: function () {
  110969. return this._improvementMode;
  110970. },
  110971. enumerable: true,
  110972. configurable: true
  110973. });
  110974. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  110975. /**
  110976. * Gets the current priority level (0 at start)
  110977. */
  110978. get: function () {
  110979. return this._currentPriorityLevel;
  110980. },
  110981. enumerable: true,
  110982. configurable: true
  110983. });
  110984. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  110985. /**
  110986. * Gets the current frame rate checked by the SceneOptimizer
  110987. */
  110988. get: function () {
  110989. return this._currentFrameRate;
  110990. },
  110991. enumerable: true,
  110992. configurable: true
  110993. });
  110994. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  110995. /**
  110996. * Gets or sets the current target frame rate (60 by default)
  110997. */
  110998. get: function () {
  110999. return this._targetFrameRate;
  111000. },
  111001. /**
  111002. * Gets or sets the current target frame rate (60 by default)
  111003. */
  111004. set: function (value) {
  111005. this._targetFrameRate = value;
  111006. },
  111007. enumerable: true,
  111008. configurable: true
  111009. });
  111010. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  111011. /**
  111012. * Gets or sets the current interval between two checks (every 2000ms by default)
  111013. */
  111014. get: function () {
  111015. return this._trackerDuration;
  111016. },
  111017. /**
  111018. * Gets or sets the current interval between two checks (every 2000ms by default)
  111019. */
  111020. set: function (value) {
  111021. this._trackerDuration = value;
  111022. },
  111023. enumerable: true,
  111024. configurable: true
  111025. });
  111026. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  111027. /**
  111028. * Gets the list of active optimizations
  111029. */
  111030. get: function () {
  111031. return this._options.optimizations;
  111032. },
  111033. enumerable: true,
  111034. configurable: true
  111035. });
  111036. /**
  111037. * Stops the current optimizer
  111038. */
  111039. SceneOptimizer.prototype.stop = function () {
  111040. this._isRunning = false;
  111041. };
  111042. /**
  111043. * Reset the optimizer to initial step (current priority level = 0)
  111044. */
  111045. SceneOptimizer.prototype.reset = function () {
  111046. this._currentPriorityLevel = 0;
  111047. };
  111048. /**
  111049. * Start the optimizer. By default it will try to reach a specific framerate
  111050. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  111051. */
  111052. SceneOptimizer.prototype.start = function () {
  111053. var _this = this;
  111054. if (this._isRunning) {
  111055. return;
  111056. }
  111057. this._isRunning = true;
  111058. // Let's wait for the scene to be ready before running our check
  111059. this._scene.executeWhenReady(function () {
  111060. setTimeout(function () {
  111061. _this._checkCurrentState();
  111062. }, _this._trackerDuration);
  111063. });
  111064. };
  111065. SceneOptimizer.prototype._checkCurrentState = function () {
  111066. var _this = this;
  111067. if (!this._isRunning) {
  111068. return;
  111069. }
  111070. var scene = this._scene;
  111071. var options = this._options;
  111072. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  111073. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  111074. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  111075. this._isRunning = false;
  111076. this.onSuccessObservable.notifyObservers(this);
  111077. return;
  111078. }
  111079. // Apply current level of optimizations
  111080. var allDone = true;
  111081. var noOptimizationApplied = true;
  111082. for (var index = 0; index < options.optimizations.length; index++) {
  111083. var optimization = options.optimizations[index];
  111084. if (optimization.priority === this._currentPriorityLevel) {
  111085. noOptimizationApplied = false;
  111086. allDone = allDone && optimization.apply(scene, this);
  111087. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  111088. }
  111089. }
  111090. // If no optimization was applied, this is a failure :(
  111091. if (noOptimizationApplied) {
  111092. this._isRunning = false;
  111093. this.onFailureObservable.notifyObservers(this);
  111094. return;
  111095. }
  111096. // If all optimizations were done, move to next level
  111097. if (allDone) {
  111098. this._currentPriorityLevel++;
  111099. }
  111100. // Let's the system running for a specific amount of time before checking FPS
  111101. scene.executeWhenReady(function () {
  111102. setTimeout(function () {
  111103. _this._checkCurrentState();
  111104. }, _this._trackerDuration);
  111105. });
  111106. };
  111107. /**
  111108. * Release all resources
  111109. */
  111110. SceneOptimizer.prototype.dispose = function () {
  111111. this.stop();
  111112. this.onSuccessObservable.clear();
  111113. this.onFailureObservable.clear();
  111114. this.onNewOptimizationAppliedObservable.clear();
  111115. if (this._sceneDisposeObserver) {
  111116. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  111117. }
  111118. };
  111119. /**
  111120. * Helper function to create a SceneOptimizer with one single line of code
  111121. * @param scene defines the scene to work on
  111122. * @param options defines the options to use with the SceneOptimizer
  111123. * @param onSuccess defines a callback to call on success
  111124. * @param onFailure defines a callback to call on failure
  111125. * @returns the new SceneOptimizer object
  111126. */
  111127. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  111128. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  111129. if (onSuccess) {
  111130. optimizer.onSuccessObservable.add(function () {
  111131. onSuccess();
  111132. });
  111133. }
  111134. if (onFailure) {
  111135. optimizer.onFailureObservable.add(function () {
  111136. onFailure();
  111137. });
  111138. }
  111139. optimizer.start();
  111140. return optimizer;
  111141. };
  111142. return SceneOptimizer;
  111143. }());
  111144. BABYLON.SceneOptimizer = SceneOptimizer;
  111145. })(BABYLON || (BABYLON = {}));
  111146. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  111147. var BABYLON;
  111148. (function (BABYLON) {
  111149. /**
  111150. * Gets the outline renderer associated with the scene
  111151. * @returns a OutlineRenderer
  111152. */
  111153. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  111154. if (!this._outlineRenderer) {
  111155. this._outlineRenderer = new OutlineRenderer(this);
  111156. }
  111157. return this._outlineRenderer;
  111158. };
  111159. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  111160. get: function () {
  111161. return this._renderOutline;
  111162. },
  111163. set: function (value) {
  111164. if (value) {
  111165. // Lazy Load the component.
  111166. this.getScene().getOutlineRenderer();
  111167. }
  111168. this._renderOutline = value;
  111169. },
  111170. enumerable: true,
  111171. configurable: true
  111172. });
  111173. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  111174. get: function () {
  111175. return this._renderOverlay;
  111176. },
  111177. set: function (value) {
  111178. if (value) {
  111179. // Lazy Load the component.
  111180. this.getScene().getOutlineRenderer();
  111181. }
  111182. this._renderOverlay = value;
  111183. },
  111184. enumerable: true,
  111185. configurable: true
  111186. });
  111187. /**
  111188. * This class is responsible to draw bothe outline/overlay of meshes.
  111189. * It should not be used directly but through the available method on mesh.
  111190. */
  111191. var OutlineRenderer = /** @class */ (function () {
  111192. /**
  111193. * Instantiates a new outline renderer. (There could be only one per scene).
  111194. * @param scene Defines the scene it belongs to
  111195. */
  111196. function OutlineRenderer(scene) {
  111197. /**
  111198. * The name of the component. Each component must have a unique name.
  111199. */
  111200. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  111201. /**
  111202. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  111203. */
  111204. this.zOffset = 1;
  111205. this.scene = scene;
  111206. this._engine = scene.getEngine();
  111207. this.scene._addComponent(this);
  111208. }
  111209. /**
  111210. * Register the component to one instance of a scene.
  111211. */
  111212. OutlineRenderer.prototype.register = function () {
  111213. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  111214. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  111215. };
  111216. /**
  111217. * Rebuilds the elements related to this component in case of
  111218. * context lost for instance.
  111219. */
  111220. OutlineRenderer.prototype.rebuild = function () {
  111221. // Nothing to do here.
  111222. };
  111223. /**
  111224. * Disposes the component and the associated ressources.
  111225. */
  111226. OutlineRenderer.prototype.dispose = function () {
  111227. // Nothing to do here.
  111228. };
  111229. /**
  111230. * Renders the outline in the canvas.
  111231. * @param subMesh Defines the sumesh to render
  111232. * @param batch Defines the batch of meshes in case of instances
  111233. * @param useOverlay Defines if the rendering is for the overlay or the outline
  111234. */
  111235. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  111236. var _this = this;
  111237. if (useOverlay === void 0) { useOverlay = false; }
  111238. var scene = this.scene;
  111239. var engine = scene.getEngine();
  111240. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  111241. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  111242. return;
  111243. }
  111244. var mesh = subMesh.getRenderingMesh();
  111245. var material = subMesh.getMaterial();
  111246. if (!material || !scene.activeCamera) {
  111247. return;
  111248. }
  111249. engine.enableEffect(this._effect);
  111250. // Logarithmic depth
  111251. if (material.useLogarithmicDepth) {
  111252. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  111253. }
  111254. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  111255. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  111256. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  111257. // Bones
  111258. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  111259. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  111260. }
  111261. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  111262. // Alpha test
  111263. if (material && material.needAlphaTesting()) {
  111264. var alphaTexture = material.getAlphaTestTexture();
  111265. if (alphaTexture) {
  111266. this._effect.setTexture("diffuseSampler", alphaTexture);
  111267. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  111268. }
  111269. }
  111270. engine.setZOffset(-this.zOffset);
  111271. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  111272. engine.setZOffset(0);
  111273. };
  111274. /**
  111275. * Returns whether or not the outline renderer is ready for a given submesh.
  111276. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  111277. * @param subMesh Defines the submesh to check readyness for
  111278. * @param useInstances Defines wheter wee are trying to render instances or not
  111279. * @returns true if ready otherwise false
  111280. */
  111281. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  111282. var defines = [];
  111283. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  111284. var mesh = subMesh.getMesh();
  111285. var material = subMesh.getMaterial();
  111286. if (material) {
  111287. // Alpha test
  111288. if (material.needAlphaTesting()) {
  111289. defines.push("#define ALPHATEST");
  111290. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111291. attribs.push(BABYLON.VertexBuffer.UVKind);
  111292. defines.push("#define UV1");
  111293. }
  111294. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  111295. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  111296. defines.push("#define UV2");
  111297. }
  111298. }
  111299. //Logarithmic depth
  111300. if (material.useLogarithmicDepth) {
  111301. defines.push("#define LOGARITHMICDEPTH");
  111302. }
  111303. }
  111304. // Bones
  111305. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  111306. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  111307. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  111308. if (mesh.numBoneInfluencers > 4) {
  111309. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  111310. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  111311. }
  111312. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  111313. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  111314. }
  111315. else {
  111316. defines.push("#define NUM_BONE_INFLUENCERS 0");
  111317. }
  111318. // Instances
  111319. if (useInstances) {
  111320. defines.push("#define INSTANCES");
  111321. attribs.push("world0");
  111322. attribs.push("world1");
  111323. attribs.push("world2");
  111324. attribs.push("world3");
  111325. }
  111326. // Get correct effect
  111327. var join = defines.join("\n");
  111328. if (this._cachedDefines !== join) {
  111329. this._cachedDefines = join;
  111330. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  111331. }
  111332. return this._effect.isReady();
  111333. };
  111334. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  111335. // Outline - step 1
  111336. this._savedDepthWrite = this._engine.getDepthWrite();
  111337. if (mesh.renderOutline) {
  111338. this._engine.setDepthWrite(false);
  111339. this.render(subMesh, batch);
  111340. this._engine.setDepthWrite(this._savedDepthWrite);
  111341. }
  111342. };
  111343. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  111344. // Outline - step 2
  111345. if (mesh.renderOutline && this._savedDepthWrite) {
  111346. this._engine.setDepthWrite(true);
  111347. this._engine.setColorWrite(false);
  111348. this.render(subMesh, batch);
  111349. this._engine.setColorWrite(true);
  111350. }
  111351. // Overlay
  111352. if (mesh.renderOverlay) {
  111353. var currentMode = this._engine.getAlphaMode();
  111354. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111355. this.render(subMesh, batch, true);
  111356. this._engine.setAlphaMode(currentMode);
  111357. }
  111358. };
  111359. return OutlineRenderer;
  111360. }());
  111361. BABYLON.OutlineRenderer = OutlineRenderer;
  111362. })(BABYLON || (BABYLON = {}));
  111363. //# sourceMappingURL=babylon.outlineRenderer.js.map
  111364. var BABYLON;
  111365. (function (BABYLON) {
  111366. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  111367. if (this._edgesRenderer) {
  111368. this._edgesRenderer.dispose();
  111369. this._edgesRenderer = null;
  111370. }
  111371. return this;
  111372. };
  111373. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111374. if (epsilon === void 0) { epsilon = 0.95; }
  111375. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111376. this.disableEdgesRendering();
  111377. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111378. return this;
  111379. };
  111380. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  111381. get: function () {
  111382. return this._edgesRenderer;
  111383. },
  111384. enumerable: true,
  111385. configurable: true
  111386. });
  111387. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111388. if (epsilon === void 0) { epsilon = 0.95; }
  111389. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111390. this.disableEdgesRendering();
  111391. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111392. return this;
  111393. };
  111394. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111395. if (epsilon === void 0) { epsilon = 0.95; }
  111396. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111397. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  111398. return this;
  111399. };
  111400. /**
  111401. * FaceAdjacencies Helper class to generate edges
  111402. */
  111403. var FaceAdjacencies = /** @class */ (function () {
  111404. function FaceAdjacencies() {
  111405. this.edges = new Array();
  111406. this.edgesConnectedCount = 0;
  111407. }
  111408. return FaceAdjacencies;
  111409. }());
  111410. /**
  111411. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  111412. */
  111413. var EdgesRenderer = /** @class */ (function () {
  111414. /**
  111415. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  111416. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  111417. * @param source Mesh used to create edges
  111418. * @param epsilon sum of angles in adjacency to check for edge
  111419. * @param checkVerticesInsteadOfIndices
  111420. * @param generateEdgesLines - should generate Lines or only prepare resources.
  111421. */
  111422. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  111423. if (epsilon === void 0) { epsilon = 0.95; }
  111424. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111425. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  111426. var _this = this;
  111427. /**
  111428. * Define the size of the edges with an orthographic camera
  111429. */
  111430. this.edgesWidthScalerForOrthographic = 1000.0;
  111431. /**
  111432. * Define the size of the edges with a perspective camera
  111433. */
  111434. this.edgesWidthScalerForPerspective = 50.0;
  111435. this._linesPositions = new Array();
  111436. this._linesNormals = new Array();
  111437. this._linesIndices = new Array();
  111438. this._buffers = {};
  111439. this._checkVerticesInsteadOfIndices = false;
  111440. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  111441. this.isEnabled = true;
  111442. this._source = source;
  111443. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  111444. this._epsilon = epsilon;
  111445. this._prepareRessources();
  111446. if (generateEdgesLines) {
  111447. this._generateEdgesLines();
  111448. }
  111449. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  111450. _this._rebuild();
  111451. });
  111452. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  111453. _this.dispose();
  111454. });
  111455. }
  111456. EdgesRenderer.prototype._prepareRessources = function () {
  111457. if (this._lineShader) {
  111458. return;
  111459. }
  111460. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  111461. attributes: ["position", "normal"],
  111462. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  111463. });
  111464. this._lineShader.disableDepthWrite = true;
  111465. this._lineShader.backFaceCulling = false;
  111466. };
  111467. /** @hidden */
  111468. EdgesRenderer.prototype._rebuild = function () {
  111469. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111470. if (buffer) {
  111471. buffer._rebuild();
  111472. }
  111473. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111474. if (buffer) {
  111475. buffer._rebuild();
  111476. }
  111477. var scene = this._source.getScene();
  111478. var engine = scene.getEngine();
  111479. this._ib = engine.createIndexBuffer(this._linesIndices);
  111480. };
  111481. /**
  111482. * Releases the required resources for the edges renderer
  111483. */
  111484. EdgesRenderer.prototype.dispose = function () {
  111485. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  111486. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  111487. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111488. if (buffer) {
  111489. buffer.dispose();
  111490. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  111491. }
  111492. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111493. if (buffer) {
  111494. buffer.dispose();
  111495. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  111496. }
  111497. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  111498. this._lineShader.dispose();
  111499. };
  111500. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  111501. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  111502. return 0;
  111503. }
  111504. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  111505. return 1;
  111506. }
  111507. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  111508. return 2;
  111509. }
  111510. return -1;
  111511. };
  111512. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  111513. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  111514. return 0;
  111515. }
  111516. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  111517. return 1;
  111518. }
  111519. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  111520. return 2;
  111521. }
  111522. return -1;
  111523. };
  111524. /**
  111525. * Checks if the pair of p0 and p1 is en edge
  111526. * @param faceIndex
  111527. * @param edge
  111528. * @param faceNormals
  111529. * @param p0
  111530. * @param p1
  111531. * @private
  111532. */
  111533. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  111534. var needToCreateLine;
  111535. if (edge === undefined) {
  111536. needToCreateLine = true;
  111537. }
  111538. else {
  111539. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  111540. needToCreateLine = dotProduct < this._epsilon;
  111541. }
  111542. if (needToCreateLine) {
  111543. this.createLine(p0, p1, this._linesPositions.length / 3);
  111544. }
  111545. };
  111546. /**
  111547. * push line into the position, normal and index buffer
  111548. * @protected
  111549. */
  111550. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  111551. // Positions
  111552. 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);
  111553. // Normals
  111554. 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);
  111555. // Indices
  111556. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  111557. };
  111558. /**
  111559. * Generates lines edges from adjacencjes
  111560. * @private
  111561. */
  111562. EdgesRenderer.prototype._generateEdgesLines = function () {
  111563. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111564. var indices = this._source.getIndices();
  111565. if (!indices || !positions) {
  111566. return;
  111567. }
  111568. // First let's find adjacencies
  111569. var adjacencies = new Array();
  111570. var faceNormals = new Array();
  111571. var index;
  111572. var faceAdjacencies;
  111573. // Prepare faces
  111574. for (index = 0; index < indices.length; index += 3) {
  111575. faceAdjacencies = new FaceAdjacencies();
  111576. var p0Index = indices[index];
  111577. var p1Index = indices[index + 1];
  111578. var p2Index = indices[index + 2];
  111579. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  111580. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  111581. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  111582. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  111583. faceNormal.normalize();
  111584. faceNormals.push(faceNormal);
  111585. adjacencies.push(faceAdjacencies);
  111586. }
  111587. // Scan
  111588. for (index = 0; index < adjacencies.length; index++) {
  111589. faceAdjacencies = adjacencies[index];
  111590. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  111591. var otherFaceAdjacencies = adjacencies[otherIndex];
  111592. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  111593. break;
  111594. }
  111595. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  111596. continue;
  111597. }
  111598. var otherP0 = indices[otherIndex * 3];
  111599. var otherP1 = indices[otherIndex * 3 + 1];
  111600. var otherP2 = indices[otherIndex * 3 + 2];
  111601. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  111602. var otherEdgeIndex = 0;
  111603. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  111604. continue;
  111605. }
  111606. switch (edgeIndex) {
  111607. case 0:
  111608. if (this._checkVerticesInsteadOfIndices) {
  111609. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111610. }
  111611. else {
  111612. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  111613. }
  111614. break;
  111615. case 1:
  111616. if (this._checkVerticesInsteadOfIndices) {
  111617. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111618. }
  111619. else {
  111620. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  111621. }
  111622. break;
  111623. case 2:
  111624. if (this._checkVerticesInsteadOfIndices) {
  111625. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111626. }
  111627. else {
  111628. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  111629. }
  111630. break;
  111631. }
  111632. if (otherEdgeIndex === -1) {
  111633. continue;
  111634. }
  111635. faceAdjacencies.edges[edgeIndex] = otherIndex;
  111636. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  111637. faceAdjacencies.edgesConnectedCount++;
  111638. otherFaceAdjacencies.edgesConnectedCount++;
  111639. if (faceAdjacencies.edgesConnectedCount === 3) {
  111640. break;
  111641. }
  111642. }
  111643. }
  111644. }
  111645. // Create lines
  111646. for (index = 0; index < adjacencies.length; index++) {
  111647. // 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
  111648. var current = adjacencies[index];
  111649. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  111650. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  111651. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  111652. }
  111653. // Merge into a single mesh
  111654. var engine = this._source.getScene().getEngine();
  111655. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111656. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111657. this._ib = engine.createIndexBuffer(this._linesIndices);
  111658. this._indicesCount = this._linesIndices.length;
  111659. };
  111660. /**
  111661. * Checks wether or not the edges renderer is ready to render.
  111662. * @return true if ready, otherwise false.
  111663. */
  111664. EdgesRenderer.prototype.isReady = function () {
  111665. return this._lineShader.isReady();
  111666. };
  111667. /**
  111668. * Renders the edges of the attached mesh,
  111669. */
  111670. EdgesRenderer.prototype.render = function () {
  111671. var scene = this._source.getScene();
  111672. if (!this.isReady() || !scene.activeCamera) {
  111673. return;
  111674. }
  111675. var engine = scene.getEngine();
  111676. this._lineShader._preBind();
  111677. if (this._source.edgesColor.a !== 1) {
  111678. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111679. }
  111680. else {
  111681. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  111682. }
  111683. // VBOs
  111684. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  111685. scene.resetCachedMaterial();
  111686. this._lineShader.setColor4("color", this._source.edgesColor);
  111687. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  111688. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  111689. }
  111690. else {
  111691. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  111692. }
  111693. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  111694. this._lineShader.bind(this._source.getWorldMatrix());
  111695. // Draw order
  111696. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  111697. this._lineShader.unbind();
  111698. };
  111699. return EdgesRenderer;
  111700. }());
  111701. BABYLON.EdgesRenderer = EdgesRenderer;
  111702. })(BABYLON || (BABYLON = {}));
  111703. //# sourceMappingURL=babylon.edgesRenderer.js.map
  111704. var BABYLON;
  111705. (function (BABYLON) {
  111706. /**
  111707. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  111708. */
  111709. var LineEdgesRenderer = /** @class */ (function (_super) {
  111710. __extends(LineEdgesRenderer, _super);
  111711. /**
  111712. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  111713. * @param source LineMesh used to generate edges
  111714. * @param epsilon not important (specified angle for edge detection)
  111715. * @param checkVerticesInsteadOfIndices not important for LineMesh
  111716. */
  111717. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  111718. if (epsilon === void 0) { epsilon = 0.95; }
  111719. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111720. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  111721. _this._generateEdgesLines();
  111722. return _this;
  111723. }
  111724. /**
  111725. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  111726. */
  111727. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  111728. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111729. var indices = this._source.getIndices();
  111730. if (!indices || !positions) {
  111731. return;
  111732. }
  111733. var p0 = BABYLON.Tmp.Vector3[0];
  111734. var p1 = BABYLON.Tmp.Vector3[1];
  111735. var len = indices.length - 1;
  111736. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  111737. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  111738. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  111739. this.createLine(p0, p1, offset);
  111740. }
  111741. // Merge into a single mesh
  111742. var engine = this._source.getScene().getEngine();
  111743. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111744. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111745. this._ib = engine.createIndexBuffer(this._linesIndices);
  111746. this._indicesCount = this._linesIndices.length;
  111747. };
  111748. return LineEdgesRenderer;
  111749. }(BABYLON.EdgesRenderer));
  111750. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  111751. })(BABYLON || (BABYLON = {}));
  111752. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  111753. var BABYLON;
  111754. (function (BABYLON) {
  111755. // Adds the parser to the scene parsers.
  111756. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  111757. if (parsedData.effectLayers) {
  111758. if (!container.effectLayers) {
  111759. container.effectLayers = new Array();
  111760. }
  111761. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  111762. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  111763. container.effectLayers.push(effectLayer);
  111764. }
  111765. }
  111766. });
  111767. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  111768. var index = this.effectLayers.indexOf(toRemove);
  111769. if (index !== -1) {
  111770. this.effectLayers.splice(index, 1);
  111771. }
  111772. return index;
  111773. };
  111774. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  111775. this.effectLayers.push(newEffectLayer);
  111776. };
  111777. /**
  111778. * Defines the layer scene component responsible to manage any effect layers
  111779. * in a given scene.
  111780. */
  111781. var EffectLayerSceneComponent = /** @class */ (function () {
  111782. /**
  111783. * Creates a new instance of the component for the given scene
  111784. * @param scene Defines the scene to register the component in
  111785. */
  111786. function EffectLayerSceneComponent(scene) {
  111787. /**
  111788. * The component name helpfull to identify the component in the list of scene components.
  111789. */
  111790. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  111791. this._renderEffects = false;
  111792. this._needStencil = false;
  111793. this._previousStencilState = false;
  111794. this.scene = scene;
  111795. this._engine = scene.getEngine();
  111796. scene.effectLayers = new Array();
  111797. }
  111798. /**
  111799. * Registers the component in a given scene
  111800. */
  111801. EffectLayerSceneComponent.prototype.register = function () {
  111802. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  111803. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  111804. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  111805. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  111806. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  111807. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  111808. };
  111809. /**
  111810. * Rebuilds the elements related to this component in case of
  111811. * context lost for instance.
  111812. */
  111813. EffectLayerSceneComponent.prototype.rebuild = function () {
  111814. var layers = this.scene.effectLayers;
  111815. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  111816. var effectLayer = layers_1[_i];
  111817. effectLayer._rebuild();
  111818. }
  111819. };
  111820. /**
  111821. * Serializes the component data to the specified json object
  111822. * @param serializationObject The object to serialize to
  111823. */
  111824. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  111825. // Effect layers
  111826. serializationObject.effectLayers = [];
  111827. var layers = this.scene.effectLayers;
  111828. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  111829. var effectLayer = layers_2[_i];
  111830. if (effectLayer.serialize) {
  111831. serializationObject.effectLayers.push(effectLayer.serialize());
  111832. }
  111833. }
  111834. };
  111835. /**
  111836. * Adds all the element from the container to the scene
  111837. * @param container the container holding the elements
  111838. */
  111839. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  111840. var _this = this;
  111841. if (!container.effectLayers) {
  111842. return;
  111843. }
  111844. container.effectLayers.forEach(function (o) {
  111845. _this.scene.addEffectLayer(o);
  111846. });
  111847. };
  111848. /**
  111849. * Removes all the elements in the container from the scene
  111850. * @param container contains the elements to remove
  111851. */
  111852. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  111853. var _this = this;
  111854. if (!container.effectLayers) {
  111855. return;
  111856. }
  111857. container.effectLayers.forEach(function (o) {
  111858. _this.scene.removeEffectLayer(o);
  111859. });
  111860. };
  111861. /**
  111862. * Disposes the component and the associated ressources.
  111863. */
  111864. EffectLayerSceneComponent.prototype.dispose = function () {
  111865. var layers = this.scene.effectLayers;
  111866. while (layers.length) {
  111867. layers[0].dispose();
  111868. }
  111869. };
  111870. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  111871. var layers = this.scene.effectLayers;
  111872. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  111873. var layer = layers_3[_i];
  111874. if (!layer.hasMesh(mesh)) {
  111875. continue;
  111876. }
  111877. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  111878. var subMesh = _b[_a];
  111879. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  111880. return false;
  111881. }
  111882. }
  111883. }
  111884. return true;
  111885. };
  111886. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  111887. this._renderEffects = false;
  111888. this._needStencil = false;
  111889. var layers = this.scene.effectLayers;
  111890. if (layers && layers.length > 0) {
  111891. this._previousStencilState = this._engine.getStencilBuffer();
  111892. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  111893. var effectLayer = layers_4[_i];
  111894. if (effectLayer.shouldRender() &&
  111895. (!effectLayer.camera ||
  111896. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  111897. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  111898. this._renderEffects = true;
  111899. this._needStencil = this._needStencil || effectLayer.needStencil();
  111900. var renderTarget = effectLayer._mainTexture;
  111901. if (renderTarget._shouldRender()) {
  111902. this.scene.incrementRenderId();
  111903. renderTarget.render(false, false);
  111904. }
  111905. }
  111906. }
  111907. this.scene.incrementRenderId();
  111908. }
  111909. };
  111910. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  111911. // Activate effect Layer stencil
  111912. if (this._needStencil) {
  111913. this._engine.setStencilBuffer(true);
  111914. }
  111915. };
  111916. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  111917. // Restore effect Layer stencil
  111918. if (this._needStencil) {
  111919. this._engine.setStencilBuffer(this._previousStencilState);
  111920. }
  111921. };
  111922. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  111923. if (this._renderEffects) {
  111924. this._engine.setDepthBuffer(false);
  111925. var layers = this.scene.effectLayers;
  111926. for (var i = 0; i < layers.length; i++) {
  111927. var effectLayer = layers[i];
  111928. if (effectLayer.renderingGroupId === renderingGroupId) {
  111929. if (effectLayer.shouldRender()) {
  111930. effectLayer.render();
  111931. }
  111932. }
  111933. }
  111934. this._engine.setDepthBuffer(true);
  111935. }
  111936. };
  111937. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  111938. if (this._renderEffects) {
  111939. this._draw(-1);
  111940. }
  111941. };
  111942. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  111943. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  111944. this._draw(index);
  111945. }
  111946. };
  111947. return EffectLayerSceneComponent;
  111948. }());
  111949. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  111950. })(BABYLON || (BABYLON = {}));
  111951. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  111952. var __assign = (this && this.__assign) || function () {
  111953. __assign = Object.assign || function(t) {
  111954. for (var s, i = 1, n = arguments.length; i < n; i++) {
  111955. s = arguments[i];
  111956. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  111957. t[p] = s[p];
  111958. }
  111959. return t;
  111960. };
  111961. return __assign.apply(this, arguments);
  111962. };
  111963. var BABYLON;
  111964. (function (BABYLON) {
  111965. /**
  111966. * The effect layer Helps adding post process effect blended with the main pass.
  111967. *
  111968. * This can be for instance use to generate glow or higlight effects on the scene.
  111969. *
  111970. * The effect layer class can not be used directly and is intented to inherited from to be
  111971. * customized per effects.
  111972. */
  111973. var EffectLayer = /** @class */ (function () {
  111974. /**
  111975. * Instantiates a new effect Layer and references it in the scene.
  111976. * @param name The name of the layer
  111977. * @param scene The scene to use the layer in
  111978. */
  111979. function EffectLayer(
  111980. /** The Friendly of the effect in the scene */
  111981. name, scene) {
  111982. this._vertexBuffers = {};
  111983. this._maxSize = 0;
  111984. this._mainTextureDesiredSize = { width: 0, height: 0 };
  111985. this._shouldRender = true;
  111986. this._postProcesses = [];
  111987. this._textures = [];
  111988. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  111989. /**
  111990. * The clear color of the texture used to generate the glow map.
  111991. */
  111992. this.neutralColor = new BABYLON.Color4();
  111993. /**
  111994. * Specifies wether the highlight layer is enabled or not.
  111995. */
  111996. this.isEnabled = true;
  111997. /**
  111998. * An event triggered when the effect layer has been disposed.
  111999. */
  112000. this.onDisposeObservable = new BABYLON.Observable();
  112001. /**
  112002. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  112003. */
  112004. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  112005. /**
  112006. * An event triggered when the generated texture is being merged in the scene.
  112007. */
  112008. this.onBeforeComposeObservable = new BABYLON.Observable();
  112009. /**
  112010. * An event triggered when the generated texture has been merged in the scene.
  112011. */
  112012. this.onAfterComposeObservable = new BABYLON.Observable();
  112013. /**
  112014. * An event triggered when the efffect layer changes its size.
  112015. */
  112016. this.onSizeChangedObservable = new BABYLON.Observable();
  112017. this.name = name;
  112018. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  112019. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  112020. if (!component) {
  112021. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  112022. this._scene._addComponent(component);
  112023. }
  112024. this._engine = this._scene.getEngine();
  112025. this._maxSize = this._engine.getCaps().maxTextureSize;
  112026. this._scene.effectLayers.push(this);
  112027. // Generate Buffers
  112028. this._generateIndexBuffer();
  112029. this._genrateVertexBuffer();
  112030. }
  112031. Object.defineProperty(EffectLayer.prototype, "camera", {
  112032. /**
  112033. * Gets the camera attached to the layer.
  112034. */
  112035. get: function () {
  112036. return this._effectLayerOptions.camera;
  112037. },
  112038. enumerable: true,
  112039. configurable: true
  112040. });
  112041. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  112042. /**
  112043. * Gets the rendering group id the layer should render in.
  112044. */
  112045. get: function () {
  112046. return this._effectLayerOptions.renderingGroupId;
  112047. },
  112048. enumerable: true,
  112049. configurable: true
  112050. });
  112051. /**
  112052. * Initializes the effect layer with the required options.
  112053. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  112054. */
  112055. EffectLayer.prototype._init = function (options) {
  112056. // Adapt options
  112057. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  112058. this._setMainTextureSize();
  112059. this._createMainTexture();
  112060. this._createTextureAndPostProcesses();
  112061. this._mergeEffect = this._createMergeEffect();
  112062. };
  112063. /**
  112064. * Generates the index buffer of the full screen quad blending to the main canvas.
  112065. */
  112066. EffectLayer.prototype._generateIndexBuffer = function () {
  112067. // Indices
  112068. var indices = [];
  112069. indices.push(0);
  112070. indices.push(1);
  112071. indices.push(2);
  112072. indices.push(0);
  112073. indices.push(2);
  112074. indices.push(3);
  112075. this._indexBuffer = this._engine.createIndexBuffer(indices);
  112076. };
  112077. /**
  112078. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  112079. */
  112080. EffectLayer.prototype._genrateVertexBuffer = function () {
  112081. // VBO
  112082. var vertices = [];
  112083. vertices.push(1, 1);
  112084. vertices.push(-1, 1);
  112085. vertices.push(-1, -1);
  112086. vertices.push(1, -1);
  112087. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  112088. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  112089. };
  112090. /**
  112091. * Sets the main texture desired size which is the closest power of two
  112092. * of the engine canvas size.
  112093. */
  112094. EffectLayer.prototype._setMainTextureSize = function () {
  112095. if (this._effectLayerOptions.mainTextureFixedSize) {
  112096. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  112097. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  112098. }
  112099. else {
  112100. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  112101. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  112102. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  112103. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  112104. }
  112105. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  112106. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  112107. };
  112108. /**
  112109. * Creates the main texture for the effect layer.
  112110. */
  112111. EffectLayer.prototype._createMainTexture = function () {
  112112. var _this = this;
  112113. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  112114. width: this._mainTextureDesiredSize.width,
  112115. height: this._mainTextureDesiredSize.height
  112116. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  112117. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  112118. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112119. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112120. this._mainTexture.anisotropicFilteringLevel = 1;
  112121. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112122. this._mainTexture.renderParticles = false;
  112123. this._mainTexture.renderList = null;
  112124. this._mainTexture.ignoreCameraViewport = true;
  112125. // Custom render function
  112126. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  112127. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  112128. var index;
  112129. var engine = _this._scene.getEngine();
  112130. if (depthOnlySubMeshes.length) {
  112131. engine.setColorWrite(false);
  112132. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  112133. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  112134. }
  112135. engine.setColorWrite(true);
  112136. }
  112137. for (index = 0; index < opaqueSubMeshes.length; index++) {
  112138. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  112139. }
  112140. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  112141. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  112142. }
  112143. for (index = 0; index < transparentSubMeshes.length; index++) {
  112144. _this._renderSubMesh(transparentSubMeshes.data[index]);
  112145. }
  112146. };
  112147. this._mainTexture.onClearObservable.add(function (engine) {
  112148. engine.clear(_this.neutralColor, true, true, true);
  112149. });
  112150. };
  112151. /**
  112152. * Checks for the readiness of the element composing the layer.
  112153. * @param subMesh the mesh to check for
  112154. * @param useInstances specify wether or not to use instances to render the mesh
  112155. * @param emissiveTexture the associated emissive texture used to generate the glow
  112156. * @return true if ready otherwise, false
  112157. */
  112158. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  112159. var material = subMesh.getMaterial();
  112160. if (!material) {
  112161. return false;
  112162. }
  112163. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  112164. return false;
  112165. }
  112166. var defines = [];
  112167. var attribs = [BABYLON.VertexBuffer.PositionKind];
  112168. var mesh = subMesh.getMesh();
  112169. var uv1 = false;
  112170. var uv2 = false;
  112171. // Alpha test
  112172. if (material && material.needAlphaTesting()) {
  112173. var alphaTexture = material.getAlphaTestTexture();
  112174. if (alphaTexture) {
  112175. defines.push("#define ALPHATEST");
  112176. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  112177. alphaTexture.coordinatesIndex === 1) {
  112178. defines.push("#define DIFFUSEUV2");
  112179. uv2 = true;
  112180. }
  112181. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112182. defines.push("#define DIFFUSEUV1");
  112183. uv1 = true;
  112184. }
  112185. }
  112186. }
  112187. // Emissive
  112188. if (emissiveTexture) {
  112189. defines.push("#define EMISSIVE");
  112190. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  112191. emissiveTexture.coordinatesIndex === 1) {
  112192. defines.push("#define EMISSIVEUV2");
  112193. uv2 = true;
  112194. }
  112195. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112196. defines.push("#define EMISSIVEUV1");
  112197. uv1 = true;
  112198. }
  112199. }
  112200. if (uv1) {
  112201. attribs.push(BABYLON.VertexBuffer.UVKind);
  112202. defines.push("#define UV1");
  112203. }
  112204. if (uv2) {
  112205. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112206. defines.push("#define UV2");
  112207. }
  112208. // Bones
  112209. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112210. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112211. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112212. if (mesh.numBoneInfluencers > 4) {
  112213. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112214. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112215. }
  112216. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112217. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  112218. }
  112219. else {
  112220. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112221. }
  112222. // Morph targets
  112223. var manager = mesh.morphTargetManager;
  112224. var morphInfluencers = 0;
  112225. if (manager) {
  112226. if (manager.numInfluencers > 0) {
  112227. defines.push("#define MORPHTARGETS");
  112228. morphInfluencers = manager.numInfluencers;
  112229. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  112230. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  112231. }
  112232. }
  112233. // Instances
  112234. if (useInstances) {
  112235. defines.push("#define INSTANCES");
  112236. attribs.push("world0");
  112237. attribs.push("world1");
  112238. attribs.push("world2");
  112239. attribs.push("world3");
  112240. }
  112241. // Get correct effect
  112242. var join = defines.join("\n");
  112243. if (this._cachedDefines !== join) {
  112244. this._cachedDefines = join;
  112245. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  112246. }
  112247. return this._effectLayerMapGenerationEffect.isReady();
  112248. };
  112249. /**
  112250. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  112251. */
  112252. EffectLayer.prototype.render = function () {
  112253. var currentEffect = this._mergeEffect;
  112254. // Check
  112255. if (!currentEffect.isReady()) {
  112256. return;
  112257. }
  112258. for (var i = 0; i < this._postProcesses.length; i++) {
  112259. if (!this._postProcesses[i].isReady()) {
  112260. return;
  112261. }
  112262. }
  112263. var engine = this._scene.getEngine();
  112264. this.onBeforeComposeObservable.notifyObservers(this);
  112265. // Render
  112266. engine.enableEffect(currentEffect);
  112267. engine.setState(false);
  112268. // VBOs
  112269. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  112270. // Cache
  112271. var previousAlphaMode = engine.getAlphaMode();
  112272. // Go Blend.
  112273. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  112274. // Blends the map on the main canvas.
  112275. this._internalRender(currentEffect);
  112276. // Restore Alpha
  112277. engine.setAlphaMode(previousAlphaMode);
  112278. this.onAfterComposeObservable.notifyObservers(this);
  112279. // Handle size changes.
  112280. var size = this._mainTexture.getSize();
  112281. this._setMainTextureSize();
  112282. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  112283. // Recreate RTT and post processes on size change.
  112284. this.onSizeChangedObservable.notifyObservers(this);
  112285. this._disposeTextureAndPostProcesses();
  112286. this._createMainTexture();
  112287. this._createTextureAndPostProcesses();
  112288. }
  112289. };
  112290. /**
  112291. * Determine if a given mesh will be used in the current effect.
  112292. * @param mesh mesh to test
  112293. * @returns true if the mesh will be used
  112294. */
  112295. EffectLayer.prototype.hasMesh = function (mesh) {
  112296. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  112297. return true;
  112298. }
  112299. return false;
  112300. };
  112301. /**
  112302. * Returns true if the layer contains information to display, otherwise false.
  112303. * @returns true if the glow layer should be rendered
  112304. */
  112305. EffectLayer.prototype.shouldRender = function () {
  112306. return this.isEnabled && this._shouldRender;
  112307. };
  112308. /**
  112309. * Returns true if the mesh should render, otherwise false.
  112310. * @param mesh The mesh to render
  112311. * @returns true if it should render otherwise false
  112312. */
  112313. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  112314. return true;
  112315. };
  112316. /**
  112317. * Returns true if the mesh should render, otherwise false.
  112318. * @param mesh The mesh to render
  112319. * @returns true if it should render otherwise false
  112320. */
  112321. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  112322. return true;
  112323. };
  112324. /**
  112325. * Renders the submesh passed in parameter to the generation map.
  112326. */
  112327. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  112328. var _this = this;
  112329. if (!this.shouldRender()) {
  112330. return;
  112331. }
  112332. var material = subMesh.getMaterial();
  112333. var mesh = subMesh.getRenderingMesh();
  112334. var scene = this._scene;
  112335. var engine = scene.getEngine();
  112336. if (!material) {
  112337. return;
  112338. }
  112339. // Do not block in blend mode.
  112340. if (material.needAlphaBlendingForMesh(mesh)) {
  112341. return;
  112342. }
  112343. // Culling
  112344. engine.setState(material.backFaceCulling);
  112345. // Managing instances
  112346. var batch = mesh._getInstancesRenderList(subMesh._id);
  112347. if (batch.mustReturn) {
  112348. return;
  112349. }
  112350. // Early Exit per mesh
  112351. if (!this._shouldRenderMesh(mesh)) {
  112352. return;
  112353. }
  112354. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112355. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  112356. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  112357. engine.enableEffect(this._effectLayerMapGenerationEffect);
  112358. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  112359. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  112360. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  112361. // Alpha test
  112362. if (material && material.needAlphaTesting()) {
  112363. var alphaTexture = material.getAlphaTestTexture();
  112364. if (alphaTexture) {
  112365. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  112366. var textureMatrix = alphaTexture.getTextureMatrix();
  112367. if (textureMatrix) {
  112368. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  112369. }
  112370. }
  112371. }
  112372. // Glow emissive only
  112373. if (this._emissiveTextureAndColor.texture) {
  112374. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  112375. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  112376. }
  112377. // Bones
  112378. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112379. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112380. }
  112381. // Morph targets
  112382. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  112383. // Draw
  112384. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  112385. }
  112386. else {
  112387. // Need to reset refresh rate of the main map
  112388. this._mainTexture.resetRefreshCounter();
  112389. }
  112390. };
  112391. /**
  112392. * Rebuild the required buffers.
  112393. * @hidden Internal use only.
  112394. */
  112395. EffectLayer.prototype._rebuild = function () {
  112396. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112397. if (vb) {
  112398. vb._rebuild();
  112399. }
  112400. this._generateIndexBuffer();
  112401. };
  112402. /**
  112403. * Dispose only the render target textures and post process.
  112404. */
  112405. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  112406. this._mainTexture.dispose();
  112407. for (var i = 0; i < this._postProcesses.length; i++) {
  112408. if (this._postProcesses[i]) {
  112409. this._postProcesses[i].dispose();
  112410. }
  112411. }
  112412. this._postProcesses = [];
  112413. for (var i = 0; i < this._textures.length; i++) {
  112414. if (this._textures[i]) {
  112415. this._textures[i].dispose();
  112416. }
  112417. }
  112418. this._textures = [];
  112419. };
  112420. /**
  112421. * Dispose the highlight layer and free resources.
  112422. */
  112423. EffectLayer.prototype.dispose = function () {
  112424. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112425. if (vertexBuffer) {
  112426. vertexBuffer.dispose();
  112427. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  112428. }
  112429. if (this._indexBuffer) {
  112430. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  112431. this._indexBuffer = null;
  112432. }
  112433. // Clean textures and post processes
  112434. this._disposeTextureAndPostProcesses();
  112435. // Remove from scene
  112436. var index = this._scene.effectLayers.indexOf(this, 0);
  112437. if (index > -1) {
  112438. this._scene.effectLayers.splice(index, 1);
  112439. }
  112440. // Callback
  112441. this.onDisposeObservable.notifyObservers(this);
  112442. this.onDisposeObservable.clear();
  112443. this.onBeforeRenderMainTextureObservable.clear();
  112444. this.onBeforeComposeObservable.clear();
  112445. this.onAfterComposeObservable.clear();
  112446. this.onSizeChangedObservable.clear();
  112447. };
  112448. /**
  112449. * Gets the class name of the effect layer
  112450. * @returns the string with the class name of the effect layer
  112451. */
  112452. EffectLayer.prototype.getClassName = function () {
  112453. return "EffectLayer";
  112454. };
  112455. /**
  112456. * Creates an effect layer from parsed effect layer data
  112457. * @param parsedEffectLayer defines effect layer data
  112458. * @param scene defines the current scene
  112459. * @param rootUrl defines the root URL containing the effect layer information
  112460. * @returns a parsed effect Layer
  112461. */
  112462. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  112463. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  112464. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  112465. };
  112466. __decorate([
  112467. BABYLON.serialize()
  112468. ], EffectLayer.prototype, "name", void 0);
  112469. __decorate([
  112470. BABYLON.serializeAsColor4()
  112471. ], EffectLayer.prototype, "neutralColor", void 0);
  112472. __decorate([
  112473. BABYLON.serialize()
  112474. ], EffectLayer.prototype, "isEnabled", void 0);
  112475. __decorate([
  112476. BABYLON.serializeAsCameraReference()
  112477. ], EffectLayer.prototype, "camera", null);
  112478. __decorate([
  112479. BABYLON.serialize()
  112480. ], EffectLayer.prototype, "renderingGroupId", null);
  112481. return EffectLayer;
  112482. }());
  112483. BABYLON.EffectLayer = EffectLayer;
  112484. })(BABYLON || (BABYLON = {}));
  112485. //# sourceMappingURL=babylon.effectLayer.js.map
  112486. var BABYLON;
  112487. (function (BABYLON) {
  112488. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  112489. for (var index = 0; index < this.effectLayers.length; index++) {
  112490. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  112491. return this.effectLayers[index];
  112492. }
  112493. }
  112494. return null;
  112495. };
  112496. /**
  112497. * Special Glow Blur post process only blurring the alpha channel
  112498. * It enforces keeping the most luminous color in the color channel.
  112499. */
  112500. var GlowBlurPostProcess = /** @class */ (function (_super) {
  112501. __extends(GlowBlurPostProcess, _super);
  112502. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  112503. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  112504. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  112505. _this.direction = direction;
  112506. _this.kernel = kernel;
  112507. _this.onApplyObservable.add(function (effect) {
  112508. effect.setFloat2("screenSize", _this.width, _this.height);
  112509. effect.setVector2("direction", _this.direction);
  112510. effect.setFloat("blurWidth", _this.kernel);
  112511. });
  112512. return _this;
  112513. }
  112514. return GlowBlurPostProcess;
  112515. }(BABYLON.PostProcess));
  112516. /**
  112517. * The highlight layer Helps adding a glow effect around a mesh.
  112518. *
  112519. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112520. * glowy meshes to your scene.
  112521. *
  112522. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112523. */
  112524. var HighlightLayer = /** @class */ (function (_super) {
  112525. __extends(HighlightLayer, _super);
  112526. /**
  112527. * Instantiates a new highlight Layer and references it to the scene..
  112528. * @param name The name of the layer
  112529. * @param scene The scene to use the layer in
  112530. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112531. */
  112532. function HighlightLayer(name, scene, options) {
  112533. var _this = _super.call(this, name, scene) || this;
  112534. _this.name = name;
  112535. /**
  112536. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112537. */
  112538. _this.innerGlow = true;
  112539. /**
  112540. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112541. */
  112542. _this.outerGlow = true;
  112543. /**
  112544. * An event triggered when the highlight layer is being blurred.
  112545. */
  112546. _this.onBeforeBlurObservable = new BABYLON.Observable();
  112547. /**
  112548. * An event triggered when the highlight layer has been blurred.
  112549. */
  112550. _this.onAfterBlurObservable = new BABYLON.Observable();
  112551. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  112552. _this._meshes = {};
  112553. _this._excludedMeshes = {};
  112554. _this.neutralColor = HighlightLayer.NeutralColor;
  112555. // Warn on stencil
  112556. if (!_this._engine.isStencilEnable) {
  112557. 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 }");
  112558. }
  112559. // Adapt options
  112560. _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);
  112561. // Initialize the layer
  112562. _this._init({
  112563. alphaBlendingMode: _this._options.alphaBlendingMode,
  112564. camera: _this._options.camera,
  112565. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112566. mainTextureRatio: _this._options.mainTextureRatio,
  112567. renderingGroupId: _this._options.renderingGroupId
  112568. });
  112569. // Do not render as long as no meshes have been added
  112570. _this._shouldRender = false;
  112571. return _this;
  112572. }
  112573. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  112574. /**
  112575. * Gets the horizontal size of the blur.
  112576. */
  112577. get: function () {
  112578. return this._horizontalBlurPostprocess.kernel;
  112579. },
  112580. /**
  112581. * Specifies the horizontal size of the blur.
  112582. */
  112583. set: function (value) {
  112584. this._horizontalBlurPostprocess.kernel = value;
  112585. },
  112586. enumerable: true,
  112587. configurable: true
  112588. });
  112589. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  112590. /**
  112591. * Gets the vertical size of the blur.
  112592. */
  112593. get: function () {
  112594. return this._verticalBlurPostprocess.kernel;
  112595. },
  112596. /**
  112597. * Specifies the vertical size of the blur.
  112598. */
  112599. set: function (value) {
  112600. this._verticalBlurPostprocess.kernel = value;
  112601. },
  112602. enumerable: true,
  112603. configurable: true
  112604. });
  112605. /**
  112606. * Get the effect name of the layer.
  112607. * @return The effect name
  112608. */
  112609. HighlightLayer.prototype.getEffectName = function () {
  112610. return HighlightLayer.EffectName;
  112611. };
  112612. /**
  112613. * Create the merge effect. This is the shader use to blit the information back
  112614. * to the main canvas at the end of the scene rendering.
  112615. */
  112616. HighlightLayer.prototype._createMergeEffect = function () {
  112617. // Effect
  112618. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  112619. };
  112620. /**
  112621. * Creates the render target textures and post processes used in the highlight layer.
  112622. */
  112623. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  112624. var _this = this;
  112625. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  112626. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  112627. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112628. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112629. var textureType = 0;
  112630. if (this._engine.getCaps().textureHalfFloatRender) {
  112631. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112632. }
  112633. else {
  112634. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112635. }
  112636. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  112637. width: blurTextureWidth,
  112638. height: blurTextureHeight
  112639. }, this._scene, false, true, textureType);
  112640. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112641. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112642. this._blurTexture.anisotropicFilteringLevel = 16;
  112643. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  112644. this._blurTexture.renderParticles = false;
  112645. this._blurTexture.ignoreCameraViewport = true;
  112646. this._textures = [this._blurTexture];
  112647. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  112648. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112649. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  112650. effect.setTexture("textureSampler", _this._mainTexture);
  112651. });
  112652. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112653. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112654. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112655. });
  112656. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112657. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  112658. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112659. });
  112660. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112661. }
  112662. else {
  112663. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  112664. width: blurTextureWidth,
  112665. height: blurTextureHeight
  112666. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112667. this._horizontalBlurPostprocess.width = blurTextureWidth;
  112668. this._horizontalBlurPostprocess.height = blurTextureHeight;
  112669. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112670. effect.setTexture("textureSampler", _this._mainTexture);
  112671. });
  112672. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  112673. width: blurTextureWidth,
  112674. height: blurTextureHeight
  112675. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112676. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112677. }
  112678. this._mainTexture.onAfterUnbindObservable.add(function () {
  112679. _this.onBeforeBlurObservable.notifyObservers(_this);
  112680. var internalTexture = _this._blurTexture.getInternalTexture();
  112681. if (internalTexture) {
  112682. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  112683. }
  112684. _this.onAfterBlurObservable.notifyObservers(_this);
  112685. });
  112686. // Prevent autoClear.
  112687. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112688. };
  112689. /**
  112690. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112691. */
  112692. HighlightLayer.prototype.needStencil = function () {
  112693. return true;
  112694. };
  112695. /**
  112696. * Checks for the readiness of the element composing the layer.
  112697. * @param subMesh the mesh to check for
  112698. * @param useInstances specify wether or not to use instances to render the mesh
  112699. * @param emissiveTexture the associated emissive texture used to generate the glow
  112700. * @return true if ready otherwise, false
  112701. */
  112702. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  112703. var material = subMesh.getMaterial();
  112704. var mesh = subMesh.getRenderingMesh();
  112705. if (!material || !mesh || !this._meshes) {
  112706. return false;
  112707. }
  112708. var emissiveTexture = null;
  112709. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112710. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112711. emissiveTexture = material.emissiveTexture;
  112712. }
  112713. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112714. };
  112715. /**
  112716. * Implementation specific of rendering the generating effect on the main canvas.
  112717. * @param effect The effect used to render through
  112718. */
  112719. HighlightLayer.prototype._internalRender = function (effect) {
  112720. // Texture
  112721. effect.setTexture("textureSampler", this._blurTexture);
  112722. // Cache
  112723. var engine = this._engine;
  112724. var previousStencilBuffer = engine.getStencilBuffer();
  112725. var previousStencilFunction = engine.getStencilFunction();
  112726. var previousStencilMask = engine.getStencilMask();
  112727. var previousStencilOperationPass = engine.getStencilOperationPass();
  112728. var previousStencilOperationFail = engine.getStencilOperationFail();
  112729. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  112730. var previousStencilReference = engine.getStencilFunctionReference();
  112731. // Stencil operations
  112732. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  112733. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  112734. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  112735. // Draw order
  112736. engine.setStencilMask(0x00);
  112737. engine.setStencilBuffer(true);
  112738. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  112739. // 2 passes inner outer
  112740. if (this.outerGlow) {
  112741. effect.setFloat("offset", 0);
  112742. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  112743. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112744. }
  112745. if (this.innerGlow) {
  112746. effect.setFloat("offset", 1);
  112747. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  112748. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112749. }
  112750. // Restore Cache
  112751. engine.setStencilFunction(previousStencilFunction);
  112752. engine.setStencilMask(previousStencilMask);
  112753. engine.setStencilBuffer(previousStencilBuffer);
  112754. engine.setStencilOperationPass(previousStencilOperationPass);
  112755. engine.setStencilOperationFail(previousStencilOperationFail);
  112756. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  112757. engine.setStencilFunctionReference(previousStencilReference);
  112758. };
  112759. /**
  112760. * Returns true if the layer contains information to display, otherwise false.
  112761. */
  112762. HighlightLayer.prototype.shouldRender = function () {
  112763. if (_super.prototype.shouldRender.call(this)) {
  112764. return this._meshes ? true : false;
  112765. }
  112766. return false;
  112767. };
  112768. /**
  112769. * Returns true if the mesh should render, otherwise false.
  112770. * @param mesh The mesh to render
  112771. * @returns true if it should render otherwise false
  112772. */
  112773. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  112774. // Excluded Mesh
  112775. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  112776. return false;
  112777. }
  112778. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112779. return false;
  112780. }
  112781. return true;
  112782. };
  112783. /**
  112784. * Sets the required values for both the emissive texture and and the main color.
  112785. */
  112786. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112787. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112788. if (highlightLayerMesh) {
  112789. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  112790. }
  112791. else {
  112792. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112793. }
  112794. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112795. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112796. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  112797. }
  112798. else {
  112799. this._emissiveTextureAndColor.texture = null;
  112800. }
  112801. };
  112802. /**
  112803. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112804. * @param mesh The mesh to exclude from the highlight layer
  112805. */
  112806. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  112807. if (!this._excludedMeshes) {
  112808. return;
  112809. }
  112810. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112811. if (!meshExcluded) {
  112812. this._excludedMeshes[mesh.uniqueId] = {
  112813. mesh: mesh,
  112814. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  112815. mesh.getEngine().setStencilBuffer(false);
  112816. }),
  112817. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  112818. mesh.getEngine().setStencilBuffer(true);
  112819. }),
  112820. };
  112821. }
  112822. };
  112823. /**
  112824. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112825. * @param mesh The mesh to highlight
  112826. */
  112827. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  112828. if (!this._excludedMeshes) {
  112829. return;
  112830. }
  112831. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112832. if (meshExcluded) {
  112833. if (meshExcluded.beforeRender) {
  112834. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  112835. }
  112836. if (meshExcluded.afterRender) {
  112837. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  112838. }
  112839. }
  112840. this._excludedMeshes[mesh.uniqueId] = null;
  112841. };
  112842. /**
  112843. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112844. * @param mesh mesh to test
  112845. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112846. */
  112847. HighlightLayer.prototype.hasMesh = function (mesh) {
  112848. if (!this._meshes) {
  112849. return false;
  112850. }
  112851. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112852. return false;
  112853. }
  112854. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  112855. };
  112856. /**
  112857. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112858. * @param mesh The mesh to highlight
  112859. * @param color The color of the highlight
  112860. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112861. */
  112862. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  112863. var _this = this;
  112864. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  112865. if (!this._meshes) {
  112866. return;
  112867. }
  112868. var meshHighlight = this._meshes[mesh.uniqueId];
  112869. if (meshHighlight) {
  112870. meshHighlight.color = color;
  112871. }
  112872. else {
  112873. this._meshes[mesh.uniqueId] = {
  112874. mesh: mesh,
  112875. color: color,
  112876. // Lambda required for capture due to Observable this context
  112877. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  112878. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  112879. _this._defaultStencilReference(mesh);
  112880. }
  112881. else {
  112882. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  112883. }
  112884. }),
  112885. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  112886. glowEmissiveOnly: glowEmissiveOnly
  112887. };
  112888. mesh.onDisposeObservable.add(function () {
  112889. _this._disposeMesh(mesh);
  112890. });
  112891. }
  112892. this._shouldRender = true;
  112893. };
  112894. /**
  112895. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112896. * @param mesh The mesh to highlight
  112897. */
  112898. HighlightLayer.prototype.removeMesh = function (mesh) {
  112899. if (!this._meshes) {
  112900. return;
  112901. }
  112902. var meshHighlight = this._meshes[mesh.uniqueId];
  112903. if (meshHighlight) {
  112904. if (meshHighlight.observerHighlight) {
  112905. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112906. }
  112907. if (meshHighlight.observerDefault) {
  112908. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112909. }
  112910. delete this._meshes[mesh.uniqueId];
  112911. }
  112912. this._shouldRender = false;
  112913. for (var meshHighlightToCheck in this._meshes) {
  112914. if (this._meshes[meshHighlightToCheck]) {
  112915. this._shouldRender = true;
  112916. break;
  112917. }
  112918. }
  112919. };
  112920. /**
  112921. * Force the stencil to the normal expected value for none glowing parts
  112922. */
  112923. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  112924. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  112925. };
  112926. /**
  112927. * Free any resources and references associated to a mesh.
  112928. * Internal use
  112929. * @param mesh The mesh to free.
  112930. * @hidden
  112931. */
  112932. HighlightLayer.prototype._disposeMesh = function (mesh) {
  112933. this.removeMesh(mesh);
  112934. this.removeExcludedMesh(mesh);
  112935. };
  112936. /**
  112937. * Dispose the highlight layer and free resources.
  112938. */
  112939. HighlightLayer.prototype.dispose = function () {
  112940. if (this._meshes) {
  112941. // Clean mesh references
  112942. for (var id in this._meshes) {
  112943. var meshHighlight = this._meshes[id];
  112944. if (meshHighlight && meshHighlight.mesh) {
  112945. if (meshHighlight.observerHighlight) {
  112946. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112947. }
  112948. if (meshHighlight.observerDefault) {
  112949. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112950. }
  112951. }
  112952. }
  112953. this._meshes = null;
  112954. }
  112955. if (this._excludedMeshes) {
  112956. for (var id in this._excludedMeshes) {
  112957. var meshHighlight = this._excludedMeshes[id];
  112958. if (meshHighlight) {
  112959. if (meshHighlight.beforeRender) {
  112960. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  112961. }
  112962. if (meshHighlight.afterRender) {
  112963. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  112964. }
  112965. }
  112966. }
  112967. this._excludedMeshes = null;
  112968. }
  112969. _super.prototype.dispose.call(this);
  112970. };
  112971. /**
  112972. * Gets the class name of the effect layer
  112973. * @returns the string with the class name of the effect layer
  112974. */
  112975. HighlightLayer.prototype.getClassName = function () {
  112976. return "HighlightLayer";
  112977. };
  112978. /**
  112979. * Serializes this Highlight layer
  112980. * @returns a serialized Highlight layer object
  112981. */
  112982. HighlightLayer.prototype.serialize = function () {
  112983. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112984. serializationObject.customType = "BABYLON.HighlightLayer";
  112985. // Highlighted meshes
  112986. serializationObject.meshes = [];
  112987. if (this._meshes) {
  112988. for (var m in this._meshes) {
  112989. var mesh = this._meshes[m];
  112990. if (mesh) {
  112991. serializationObject.meshes.push({
  112992. glowEmissiveOnly: mesh.glowEmissiveOnly,
  112993. color: mesh.color.asArray(),
  112994. meshId: mesh.mesh.id
  112995. });
  112996. }
  112997. }
  112998. }
  112999. // Excluded meshes
  113000. serializationObject.excludedMeshes = [];
  113001. if (this._excludedMeshes) {
  113002. for (var e in this._excludedMeshes) {
  113003. var excludedMesh = this._excludedMeshes[e];
  113004. if (excludedMesh) {
  113005. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  113006. }
  113007. }
  113008. }
  113009. return serializationObject;
  113010. };
  113011. /**
  113012. * Creates a Highlight layer from parsed Highlight layer data
  113013. * @param parsedHightlightLayer defines the Highlight layer data
  113014. * @param scene defines the current scene
  113015. * @param rootUrl defines the root URL containing the Highlight layer information
  113016. * @returns a parsed Highlight layer
  113017. */
  113018. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  113019. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  113020. var index;
  113021. // Excluded meshes
  113022. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  113023. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  113024. if (mesh) {
  113025. hl.addExcludedMesh(mesh);
  113026. }
  113027. }
  113028. // Included meshes
  113029. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  113030. var highlightedMesh = parsedHightlightLayer.meshes[index];
  113031. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  113032. if (mesh) {
  113033. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  113034. }
  113035. }
  113036. return hl;
  113037. };
  113038. /**
  113039. * Effect Name of the highlight layer.
  113040. */
  113041. HighlightLayer.EffectName = "HighlightLayer";
  113042. /**
  113043. * The neutral color used during the preparation of the glow effect.
  113044. * This is black by default as the blend operation is a blend operation.
  113045. */
  113046. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  113047. /**
  113048. * Stencil value used for glowing meshes.
  113049. */
  113050. HighlightLayer.GlowingMeshStencilReference = 0x02;
  113051. /**
  113052. * Stencil value used for the other meshes in the scene.
  113053. */
  113054. HighlightLayer.NormalMeshStencilReference = 0x01;
  113055. __decorate([
  113056. BABYLON.serialize()
  113057. ], HighlightLayer.prototype, "innerGlow", void 0);
  113058. __decorate([
  113059. BABYLON.serialize()
  113060. ], HighlightLayer.prototype, "outerGlow", void 0);
  113061. __decorate([
  113062. BABYLON.serialize()
  113063. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  113064. __decorate([
  113065. BABYLON.serialize()
  113066. ], HighlightLayer.prototype, "blurVerticalSize", null);
  113067. __decorate([
  113068. BABYLON.serialize("options")
  113069. ], HighlightLayer.prototype, "_options", void 0);
  113070. return HighlightLayer;
  113071. }(BABYLON.EffectLayer));
  113072. BABYLON.HighlightLayer = HighlightLayer;
  113073. })(BABYLON || (BABYLON = {}));
  113074. //# sourceMappingURL=babylon.highlightLayer.js.map
  113075. var BABYLON;
  113076. (function (BABYLON) {
  113077. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  113078. for (var index = 0; index < this.effectLayers.length; index++) {
  113079. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  113080. return this.effectLayers[index];
  113081. }
  113082. }
  113083. return null;
  113084. };
  113085. /**
  113086. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  113087. *
  113088. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113089. * glowy meshes to your scene.
  113090. *
  113091. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  113092. */
  113093. var GlowLayer = /** @class */ (function (_super) {
  113094. __extends(GlowLayer, _super);
  113095. /**
  113096. * Instantiates a new glow Layer and references it to the scene.
  113097. * @param name The name of the layer
  113098. * @param scene The scene to use the layer in
  113099. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  113100. */
  113101. function GlowLayer(name, scene, options) {
  113102. var _this = _super.call(this, name, scene) || this;
  113103. _this._intensity = 1.0;
  113104. _this._includedOnlyMeshes = [];
  113105. _this._excludedMeshes = [];
  113106. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  113107. // Adapt options
  113108. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  113109. // Initialize the layer
  113110. _this._init({
  113111. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  113112. camera: _this._options.camera,
  113113. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  113114. mainTextureRatio: _this._options.mainTextureRatio,
  113115. renderingGroupId: _this._options.renderingGroupId
  113116. });
  113117. return _this;
  113118. }
  113119. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  113120. /**
  113121. * Gets the kernel size of the blur.
  113122. */
  113123. get: function () {
  113124. return this._horizontalBlurPostprocess1.kernel;
  113125. },
  113126. /**
  113127. * Sets the kernel size of the blur.
  113128. */
  113129. set: function (value) {
  113130. this._horizontalBlurPostprocess1.kernel = value;
  113131. this._verticalBlurPostprocess1.kernel = value;
  113132. this._horizontalBlurPostprocess2.kernel = value;
  113133. this._verticalBlurPostprocess2.kernel = value;
  113134. },
  113135. enumerable: true,
  113136. configurable: true
  113137. });
  113138. Object.defineProperty(GlowLayer.prototype, "intensity", {
  113139. /**
  113140. * Gets the glow intensity.
  113141. */
  113142. get: function () {
  113143. return this._intensity;
  113144. },
  113145. /**
  113146. * Sets the glow intensity.
  113147. */
  113148. set: function (value) {
  113149. this._intensity = value;
  113150. },
  113151. enumerable: true,
  113152. configurable: true
  113153. });
  113154. /**
  113155. * Get the effect name of the layer.
  113156. * @return The effect name
  113157. */
  113158. GlowLayer.prototype.getEffectName = function () {
  113159. return GlowLayer.EffectName;
  113160. };
  113161. /**
  113162. * Create the merge effect. This is the shader use to blit the information back
  113163. * to the main canvas at the end of the scene rendering.
  113164. */
  113165. GlowLayer.prototype._createMergeEffect = function () {
  113166. // Effect
  113167. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  113168. };
  113169. /**
  113170. * Creates the render target textures and post processes used in the glow layer.
  113171. */
  113172. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  113173. var _this = this;
  113174. var blurTextureWidth = this._mainTextureDesiredSize.width;
  113175. var blurTextureHeight = this._mainTextureDesiredSize.height;
  113176. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113177. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113178. var textureType = 0;
  113179. if (this._engine.getCaps().textureHalfFloatRender) {
  113180. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113181. }
  113182. else {
  113183. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113184. }
  113185. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  113186. width: blurTextureWidth,
  113187. height: blurTextureHeight
  113188. }, this._scene, false, true, textureType);
  113189. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113190. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113191. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113192. this._blurTexture1.renderParticles = false;
  113193. this._blurTexture1.ignoreCameraViewport = true;
  113194. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  113195. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  113196. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  113197. width: blurTextureWidth2,
  113198. height: blurTextureHeight2
  113199. }, this._scene, false, true, textureType);
  113200. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113201. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113202. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113203. this._blurTexture2.renderParticles = false;
  113204. this._blurTexture2.ignoreCameraViewport = true;
  113205. this._textures = [this._blurTexture1, this._blurTexture2];
  113206. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113207. width: blurTextureWidth,
  113208. height: blurTextureHeight
  113209. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113210. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  113211. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  113212. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  113213. effect.setTexture("textureSampler", _this._mainTexture);
  113214. });
  113215. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113216. width: blurTextureWidth,
  113217. height: blurTextureHeight
  113218. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113219. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113220. width: blurTextureWidth2,
  113221. height: blurTextureHeight2
  113222. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113223. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  113224. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  113225. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  113226. effect.setTexture("textureSampler", _this._blurTexture1);
  113227. });
  113228. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113229. width: blurTextureWidth2,
  113230. height: blurTextureHeight2
  113231. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113232. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113233. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  113234. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113235. this._mainTexture.samples = this._options.mainTextureSamples;
  113236. this._mainTexture.onAfterUnbindObservable.add(function () {
  113237. var internalTexture = _this._blurTexture1.getInternalTexture();
  113238. if (internalTexture) {
  113239. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  113240. internalTexture = _this._blurTexture2.getInternalTexture();
  113241. if (internalTexture) {
  113242. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  113243. }
  113244. }
  113245. });
  113246. // Prevent autoClear.
  113247. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113248. };
  113249. /**
  113250. * Checks for the readiness of the element composing the layer.
  113251. * @param subMesh the mesh to check for
  113252. * @param useInstances specify wether or not to use instances to render the mesh
  113253. * @param emissiveTexture the associated emissive texture used to generate the glow
  113254. * @return true if ready otherwise, false
  113255. */
  113256. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  113257. var material = subMesh.getMaterial();
  113258. var mesh = subMesh.getRenderingMesh();
  113259. if (!material || !mesh) {
  113260. return false;
  113261. }
  113262. var emissiveTexture = material.emissiveTexture;
  113263. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113264. };
  113265. /**
  113266. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113267. */
  113268. GlowLayer.prototype.needStencil = function () {
  113269. return false;
  113270. };
  113271. /**
  113272. * Implementation specific of rendering the generating effect on the main canvas.
  113273. * @param effect The effect used to render through
  113274. */
  113275. GlowLayer.prototype._internalRender = function (effect) {
  113276. // Texture
  113277. effect.setTexture("textureSampler", this._blurTexture1);
  113278. effect.setTexture("textureSampler2", this._blurTexture2);
  113279. effect.setFloat("offset", this._intensity);
  113280. // Cache
  113281. var engine = this._engine;
  113282. var previousStencilBuffer = engine.getStencilBuffer();
  113283. // Draw order
  113284. engine.setStencilBuffer(false);
  113285. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113286. // Draw order
  113287. engine.setStencilBuffer(previousStencilBuffer);
  113288. };
  113289. /**
  113290. * Sets the required values for both the emissive texture and and the main color.
  113291. */
  113292. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113293. var textureLevel = 1.0;
  113294. if (this.customEmissiveTextureSelector) {
  113295. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  113296. }
  113297. else {
  113298. if (material) {
  113299. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113300. if (this._emissiveTextureAndColor.texture) {
  113301. textureLevel = this._emissiveTextureAndColor.texture.level;
  113302. }
  113303. }
  113304. else {
  113305. this._emissiveTextureAndColor.texture = null;
  113306. }
  113307. }
  113308. if (this.customEmissiveColorSelector) {
  113309. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  113310. }
  113311. else {
  113312. if (material.emissiveColor) {
  113313. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  113314. }
  113315. else {
  113316. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113317. }
  113318. }
  113319. };
  113320. /**
  113321. * Returns true if the mesh should render, otherwise false.
  113322. * @param mesh The mesh to render
  113323. * @returns true if it should render otherwise false
  113324. */
  113325. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  113326. return this.hasMesh(mesh);
  113327. };
  113328. /**
  113329. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113330. * @param mesh The mesh to exclude from the glow layer
  113331. */
  113332. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  113333. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  113334. this._excludedMeshes.push(mesh.uniqueId);
  113335. }
  113336. };
  113337. /**
  113338. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113339. * @param mesh The mesh to remove
  113340. */
  113341. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  113342. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  113343. if (index !== -1) {
  113344. this._excludedMeshes.splice(index, 1);
  113345. }
  113346. };
  113347. /**
  113348. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113349. * @param mesh The mesh to include in the glow layer
  113350. */
  113351. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  113352. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  113353. this._includedOnlyMeshes.push(mesh.uniqueId);
  113354. }
  113355. };
  113356. /**
  113357. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113358. * @param mesh The mesh to remove
  113359. */
  113360. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  113361. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  113362. if (index !== -1) {
  113363. this._includedOnlyMeshes.splice(index, 1);
  113364. }
  113365. };
  113366. /**
  113367. * Determine if a given mesh will be used in the glow layer
  113368. * @param mesh The mesh to test
  113369. * @returns true if the mesh will be highlighted by the current glow layer
  113370. */
  113371. GlowLayer.prototype.hasMesh = function (mesh) {
  113372. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113373. return false;
  113374. }
  113375. // Included Mesh
  113376. if (this._includedOnlyMeshes.length) {
  113377. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  113378. }
  113379. // Excluded Mesh
  113380. if (this._excludedMeshes.length) {
  113381. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  113382. }
  113383. return true;
  113384. };
  113385. /**
  113386. * Free any resources and references associated to a mesh.
  113387. * Internal use
  113388. * @param mesh The mesh to free.
  113389. * @hidden
  113390. */
  113391. GlowLayer.prototype._disposeMesh = function (mesh) {
  113392. this.removeIncludedOnlyMesh(mesh);
  113393. this.removeExcludedMesh(mesh);
  113394. };
  113395. /**
  113396. * Gets the class name of the effect layer
  113397. * @returns the string with the class name of the effect layer
  113398. */
  113399. GlowLayer.prototype.getClassName = function () {
  113400. return "GlowLayer";
  113401. };
  113402. /**
  113403. * Serializes this glow layer
  113404. * @returns a serialized glow layer object
  113405. */
  113406. GlowLayer.prototype.serialize = function () {
  113407. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  113408. serializationObject.customType = "BABYLON.GlowLayer";
  113409. var index;
  113410. // Included meshes
  113411. serializationObject.includedMeshes = [];
  113412. if (this._includedOnlyMeshes.length) {
  113413. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  113414. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  113415. if (mesh) {
  113416. serializationObject.includedMeshes.push(mesh.id);
  113417. }
  113418. }
  113419. }
  113420. // Excluded meshes
  113421. serializationObject.excludedMeshes = [];
  113422. if (this._excludedMeshes.length) {
  113423. for (index = 0; index < this._excludedMeshes.length; index++) {
  113424. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  113425. if (mesh) {
  113426. serializationObject.excludedMeshes.push(mesh.id);
  113427. }
  113428. }
  113429. }
  113430. return serializationObject;
  113431. };
  113432. /**
  113433. * Creates a Glow Layer from parsed glow layer data
  113434. * @param parsedGlowLayer defines glow layer data
  113435. * @param scene defines the current scene
  113436. * @param rootUrl defines the root URL containing the glow layer information
  113437. * @returns a parsed Glow Layer
  113438. */
  113439. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  113440. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  113441. var index;
  113442. // Excluded meshes
  113443. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  113444. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  113445. if (mesh) {
  113446. gl.addExcludedMesh(mesh);
  113447. }
  113448. }
  113449. // Included meshes
  113450. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  113451. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  113452. if (mesh) {
  113453. gl.addIncludedOnlyMesh(mesh);
  113454. }
  113455. }
  113456. return gl;
  113457. };
  113458. /**
  113459. * Effect Name of the layer.
  113460. */
  113461. GlowLayer.EffectName = "GlowLayer";
  113462. /**
  113463. * The default blur kernel size used for the glow.
  113464. */
  113465. GlowLayer.DefaultBlurKernelSize = 32;
  113466. /**
  113467. * The default texture size ratio used for the glow.
  113468. */
  113469. GlowLayer.DefaultTextureRatio = 0.5;
  113470. __decorate([
  113471. BABYLON.serialize()
  113472. ], GlowLayer.prototype, "blurKernelSize", null);
  113473. __decorate([
  113474. BABYLON.serialize()
  113475. ], GlowLayer.prototype, "intensity", null);
  113476. __decorate([
  113477. BABYLON.serialize("options")
  113478. ], GlowLayer.prototype, "_options", void 0);
  113479. return GlowLayer;
  113480. }(BABYLON.EffectLayer));
  113481. BABYLON.GlowLayer = GlowLayer;
  113482. })(BABYLON || (BABYLON = {}));
  113483. //# sourceMappingURL=babylon.glowLayer.js.map
  113484. var BABYLON;
  113485. (function (BABYLON) {
  113486. /**
  113487. * Defines the list of states available for a task inside a AssetsManager
  113488. */
  113489. var AssetTaskState;
  113490. (function (AssetTaskState) {
  113491. /**
  113492. * Initialization
  113493. */
  113494. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  113495. /**
  113496. * Running
  113497. */
  113498. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  113499. /**
  113500. * Done
  113501. */
  113502. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  113503. /**
  113504. * Error
  113505. */
  113506. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  113507. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  113508. /**
  113509. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  113510. */
  113511. var AbstractAssetTask = /** @class */ (function () {
  113512. /**
  113513. * Creates a new AssetsManager
  113514. * @param name defines the name of the task
  113515. */
  113516. function AbstractAssetTask(
  113517. /**
  113518. * Task name
  113519. */ name) {
  113520. this.name = name;
  113521. this._isCompleted = false;
  113522. this._taskState = AssetTaskState.INIT;
  113523. }
  113524. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  113525. /**
  113526. * Get if the task is completed
  113527. */
  113528. get: function () {
  113529. return this._isCompleted;
  113530. },
  113531. enumerable: true,
  113532. configurable: true
  113533. });
  113534. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  113535. /**
  113536. * Gets the current state of the task
  113537. */
  113538. get: function () {
  113539. return this._taskState;
  113540. },
  113541. enumerable: true,
  113542. configurable: true
  113543. });
  113544. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  113545. /**
  113546. * Gets the current error object (if task is in error)
  113547. */
  113548. get: function () {
  113549. return this._errorObject;
  113550. },
  113551. enumerable: true,
  113552. configurable: true
  113553. });
  113554. /**
  113555. * Internal only
  113556. * @hidden
  113557. */
  113558. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  113559. if (this._errorObject) {
  113560. return;
  113561. }
  113562. this._errorObject = {
  113563. message: message,
  113564. exception: exception
  113565. };
  113566. };
  113567. /**
  113568. * Execute the current task
  113569. * @param scene defines the scene where you want your assets to be loaded
  113570. * @param onSuccess is a callback called when the task is successfully executed
  113571. * @param onError is a callback called if an error occurs
  113572. */
  113573. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113574. var _this = this;
  113575. this._taskState = AssetTaskState.RUNNING;
  113576. this.runTask(scene, function () {
  113577. _this.onDoneCallback(onSuccess, onError);
  113578. }, function (msg, exception) {
  113579. _this.onErrorCallback(onError, msg, exception);
  113580. });
  113581. };
  113582. /**
  113583. * Execute the current task
  113584. * @param scene defines the scene where you want your assets to be loaded
  113585. * @param onSuccess is a callback called when the task is successfully executed
  113586. * @param onError is a callback called if an error occurs
  113587. */
  113588. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113589. throw new Error("runTask is not implemented");
  113590. };
  113591. /**
  113592. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  113593. * This can be used with failed tasks that have the reason for failure fixed.
  113594. */
  113595. AbstractAssetTask.prototype.reset = function () {
  113596. this._taskState = AssetTaskState.INIT;
  113597. };
  113598. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  113599. this._taskState = AssetTaskState.ERROR;
  113600. this._errorObject = {
  113601. message: message,
  113602. exception: exception
  113603. };
  113604. if (this.onError) {
  113605. this.onError(this, message, exception);
  113606. }
  113607. onError();
  113608. };
  113609. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  113610. try {
  113611. this._taskState = AssetTaskState.DONE;
  113612. this._isCompleted = true;
  113613. if (this.onSuccess) {
  113614. this.onSuccess(this);
  113615. }
  113616. onSuccess();
  113617. }
  113618. catch (e) {
  113619. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  113620. }
  113621. };
  113622. return AbstractAssetTask;
  113623. }());
  113624. BABYLON.AbstractAssetTask = AbstractAssetTask;
  113625. /**
  113626. * Class used to share progress information about assets loading
  113627. */
  113628. var AssetsProgressEvent = /** @class */ (function () {
  113629. /**
  113630. * Creates a AssetsProgressEvent
  113631. * @param remainingCount defines the number of remaining tasks to process
  113632. * @param totalCount defines the total number of tasks
  113633. * @param task defines the task that was just processed
  113634. */
  113635. function AssetsProgressEvent(remainingCount, totalCount, task) {
  113636. this.remainingCount = remainingCount;
  113637. this.totalCount = totalCount;
  113638. this.task = task;
  113639. }
  113640. return AssetsProgressEvent;
  113641. }());
  113642. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  113643. /**
  113644. * Define a task used by AssetsManager to load meshes
  113645. */
  113646. var MeshAssetTask = /** @class */ (function (_super) {
  113647. __extends(MeshAssetTask, _super);
  113648. /**
  113649. * Creates a new MeshAssetTask
  113650. * @param name defines the name of the task
  113651. * @param meshesNames defines the list of mesh's names you want to load
  113652. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  113653. * @param sceneFilename defines the filename of the scene to load from
  113654. */
  113655. function MeshAssetTask(
  113656. /**
  113657. * Defines the name of the task
  113658. */
  113659. name,
  113660. /**
  113661. * Defines the list of mesh's names you want to load
  113662. */
  113663. meshesNames,
  113664. /**
  113665. * Defines the root url to use as a base to load your meshes and associated resources
  113666. */
  113667. rootUrl,
  113668. /**
  113669. * Defines the filename of the scene to load from
  113670. */
  113671. sceneFilename) {
  113672. var _this = _super.call(this, name) || this;
  113673. _this.name = name;
  113674. _this.meshesNames = meshesNames;
  113675. _this.rootUrl = rootUrl;
  113676. _this.sceneFilename = sceneFilename;
  113677. return _this;
  113678. }
  113679. /**
  113680. * Execute the current task
  113681. * @param scene defines the scene where you want your assets to be loaded
  113682. * @param onSuccess is a callback called when the task is successfully executed
  113683. * @param onError is a callback called if an error occurs
  113684. */
  113685. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113686. var _this = this;
  113687. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  113688. _this.loadedMeshes = meshes;
  113689. _this.loadedParticleSystems = particleSystems;
  113690. _this.loadedSkeletons = skeletons;
  113691. onSuccess();
  113692. }, null, function (scene, message, exception) {
  113693. onError(message, exception);
  113694. });
  113695. };
  113696. return MeshAssetTask;
  113697. }(AbstractAssetTask));
  113698. BABYLON.MeshAssetTask = MeshAssetTask;
  113699. /**
  113700. * Define a task used by AssetsManager to load text content
  113701. */
  113702. var TextFileAssetTask = /** @class */ (function (_super) {
  113703. __extends(TextFileAssetTask, _super);
  113704. /**
  113705. * Creates a new TextFileAssetTask object
  113706. * @param name defines the name of the task
  113707. * @param url defines the location of the file to load
  113708. */
  113709. function TextFileAssetTask(
  113710. /**
  113711. * Defines the name of the task
  113712. */
  113713. name,
  113714. /**
  113715. * Defines the location of the file to load
  113716. */
  113717. url) {
  113718. var _this = _super.call(this, name) || this;
  113719. _this.name = name;
  113720. _this.url = url;
  113721. return _this;
  113722. }
  113723. /**
  113724. * Execute the current task
  113725. * @param scene defines the scene where you want your assets to be loaded
  113726. * @param onSuccess is a callback called when the task is successfully executed
  113727. * @param onError is a callback called if an error occurs
  113728. */
  113729. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113730. var _this = this;
  113731. scene._loadFile(this.url, function (data) {
  113732. _this.text = data;
  113733. onSuccess();
  113734. }, undefined, false, false, function (request, exception) {
  113735. if (request) {
  113736. onError(request.status + " " + request.statusText, exception);
  113737. }
  113738. });
  113739. };
  113740. return TextFileAssetTask;
  113741. }(AbstractAssetTask));
  113742. BABYLON.TextFileAssetTask = TextFileAssetTask;
  113743. /**
  113744. * Define a task used by AssetsManager to load binary data
  113745. */
  113746. var BinaryFileAssetTask = /** @class */ (function (_super) {
  113747. __extends(BinaryFileAssetTask, _super);
  113748. /**
  113749. * Creates a new BinaryFileAssetTask object
  113750. * @param name defines the name of the new task
  113751. * @param url defines the location of the file to load
  113752. */
  113753. function BinaryFileAssetTask(
  113754. /**
  113755. * Defines the name of the task
  113756. */
  113757. name,
  113758. /**
  113759. * Defines the location of the file to load
  113760. */
  113761. url) {
  113762. var _this = _super.call(this, name) || this;
  113763. _this.name = name;
  113764. _this.url = url;
  113765. return _this;
  113766. }
  113767. /**
  113768. * Execute the current task
  113769. * @param scene defines the scene where you want your assets to be loaded
  113770. * @param onSuccess is a callback called when the task is successfully executed
  113771. * @param onError is a callback called if an error occurs
  113772. */
  113773. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113774. var _this = this;
  113775. scene._loadFile(this.url, function (data) {
  113776. _this.data = data;
  113777. onSuccess();
  113778. }, undefined, true, true, function (request, exception) {
  113779. if (request) {
  113780. onError(request.status + " " + request.statusText, exception);
  113781. }
  113782. });
  113783. };
  113784. return BinaryFileAssetTask;
  113785. }(AbstractAssetTask));
  113786. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  113787. /**
  113788. * Define a task used by AssetsManager to load images
  113789. */
  113790. var ImageAssetTask = /** @class */ (function (_super) {
  113791. __extends(ImageAssetTask, _super);
  113792. /**
  113793. * Creates a new ImageAssetTask
  113794. * @param name defines the name of the task
  113795. * @param url defines the location of the image to load
  113796. */
  113797. function ImageAssetTask(
  113798. /**
  113799. * Defines the name of the task
  113800. */
  113801. name,
  113802. /**
  113803. * Defines the location of the image to load
  113804. */
  113805. url) {
  113806. var _this = _super.call(this, name) || this;
  113807. _this.name = name;
  113808. _this.url = url;
  113809. return _this;
  113810. }
  113811. /**
  113812. * Execute the current task
  113813. * @param scene defines the scene where you want your assets to be loaded
  113814. * @param onSuccess is a callback called when the task is successfully executed
  113815. * @param onError is a callback called if an error occurs
  113816. */
  113817. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113818. var _this = this;
  113819. var img = new Image();
  113820. BABYLON.Tools.SetCorsBehavior(this.url, img);
  113821. img.onload = function () {
  113822. _this.image = img;
  113823. onSuccess();
  113824. };
  113825. img.onerror = function (err) {
  113826. onError("Error loading image", err);
  113827. };
  113828. img.src = this.url;
  113829. };
  113830. return ImageAssetTask;
  113831. }(AbstractAssetTask));
  113832. BABYLON.ImageAssetTask = ImageAssetTask;
  113833. /**
  113834. * Define a task used by AssetsManager to load 2D textures
  113835. */
  113836. var TextureAssetTask = /** @class */ (function (_super) {
  113837. __extends(TextureAssetTask, _super);
  113838. /**
  113839. * Creates a new TextureAssetTask object
  113840. * @param name defines the name of the task
  113841. * @param url defines the location of the file to load
  113842. * @param noMipmap defines if mipmap should not be generated (default is false)
  113843. * @param invertY defines if texture must be inverted on Y axis (default is false)
  113844. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113845. */
  113846. function TextureAssetTask(
  113847. /**
  113848. * Defines the name of the task
  113849. */
  113850. name,
  113851. /**
  113852. * Defines the location of the file to load
  113853. */
  113854. url,
  113855. /**
  113856. * Defines if mipmap should not be generated (default is false)
  113857. */
  113858. noMipmap,
  113859. /**
  113860. * Defines if texture must be inverted on Y axis (default is false)
  113861. */
  113862. invertY,
  113863. /**
  113864. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113865. */
  113866. samplingMode) {
  113867. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113868. var _this = _super.call(this, name) || this;
  113869. _this.name = name;
  113870. _this.url = url;
  113871. _this.noMipmap = noMipmap;
  113872. _this.invertY = invertY;
  113873. _this.samplingMode = samplingMode;
  113874. return _this;
  113875. }
  113876. /**
  113877. * Execute the current task
  113878. * @param scene defines the scene where you want your assets to be loaded
  113879. * @param onSuccess is a callback called when the task is successfully executed
  113880. * @param onError is a callback called if an error occurs
  113881. */
  113882. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113883. var onload = function () {
  113884. onSuccess();
  113885. };
  113886. var onerror = function (message, exception) {
  113887. onError(message, exception);
  113888. };
  113889. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  113890. };
  113891. return TextureAssetTask;
  113892. }(AbstractAssetTask));
  113893. BABYLON.TextureAssetTask = TextureAssetTask;
  113894. /**
  113895. * Define a task used by AssetsManager to load cube textures
  113896. */
  113897. var CubeTextureAssetTask = /** @class */ (function (_super) {
  113898. __extends(CubeTextureAssetTask, _super);
  113899. /**
  113900. * Creates a new CubeTextureAssetTask
  113901. * @param name defines the name of the task
  113902. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113903. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113904. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113905. * @param files defines the explicit list of files (undefined by default)
  113906. */
  113907. function CubeTextureAssetTask(
  113908. /**
  113909. * Defines the name of the task
  113910. */
  113911. name,
  113912. /**
  113913. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113914. */
  113915. url,
  113916. /**
  113917. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113918. */
  113919. extensions,
  113920. /**
  113921. * Defines if mipmaps should not be generated (default is false)
  113922. */
  113923. noMipmap,
  113924. /**
  113925. * Defines the explicit list of files (undefined by default)
  113926. */
  113927. files) {
  113928. var _this = _super.call(this, name) || this;
  113929. _this.name = name;
  113930. _this.url = url;
  113931. _this.extensions = extensions;
  113932. _this.noMipmap = noMipmap;
  113933. _this.files = files;
  113934. return _this;
  113935. }
  113936. /**
  113937. * Execute the current task
  113938. * @param scene defines the scene where you want your assets to be loaded
  113939. * @param onSuccess is a callback called when the task is successfully executed
  113940. * @param onError is a callback called if an error occurs
  113941. */
  113942. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113943. var onload = function () {
  113944. onSuccess();
  113945. };
  113946. var onerror = function (message, exception) {
  113947. onError(message, exception);
  113948. };
  113949. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  113950. };
  113951. return CubeTextureAssetTask;
  113952. }(AbstractAssetTask));
  113953. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  113954. /**
  113955. * Define a task used by AssetsManager to load HDR cube textures
  113956. */
  113957. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  113958. __extends(HDRCubeTextureAssetTask, _super);
  113959. /**
  113960. * Creates a new HDRCubeTextureAssetTask object
  113961. * @param name defines the name of the task
  113962. * @param url defines the location of the file to load
  113963. * @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.
  113964. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113965. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113966. * @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)
  113967. * @param reserved Internal use only
  113968. */
  113969. function HDRCubeTextureAssetTask(
  113970. /**
  113971. * Defines the name of the task
  113972. */
  113973. name,
  113974. /**
  113975. * Defines the location of the file to load
  113976. */
  113977. url,
  113978. /**
  113979. * Defines the desired size (the more it increases the longer the generation will be)
  113980. */
  113981. size,
  113982. /**
  113983. * Defines if mipmaps should not be generated (default is false)
  113984. */
  113985. noMipmap,
  113986. /**
  113987. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113988. */
  113989. generateHarmonics,
  113990. /**
  113991. * 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)
  113992. */
  113993. gammaSpace,
  113994. /**
  113995. * Internal Use Only
  113996. */
  113997. reserved) {
  113998. if (noMipmap === void 0) { noMipmap = false; }
  113999. if (generateHarmonics === void 0) { generateHarmonics = true; }
  114000. if (gammaSpace === void 0) { gammaSpace = false; }
  114001. if (reserved === void 0) { reserved = false; }
  114002. var _this = _super.call(this, name) || this;
  114003. _this.name = name;
  114004. _this.url = url;
  114005. _this.size = size;
  114006. _this.noMipmap = noMipmap;
  114007. _this.generateHarmonics = generateHarmonics;
  114008. _this.gammaSpace = gammaSpace;
  114009. _this.reserved = reserved;
  114010. return _this;
  114011. }
  114012. /**
  114013. * Execute the current task
  114014. * @param scene defines the scene where you want your assets to be loaded
  114015. * @param onSuccess is a callback called when the task is successfully executed
  114016. * @param onError is a callback called if an error occurs
  114017. */
  114018. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  114019. var onload = function () {
  114020. onSuccess();
  114021. };
  114022. var onerror = function (message, exception) {
  114023. onError(message, exception);
  114024. };
  114025. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  114026. };
  114027. return HDRCubeTextureAssetTask;
  114028. }(AbstractAssetTask));
  114029. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  114030. /**
  114031. * This class can be used to easily import assets into a scene
  114032. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  114033. */
  114034. var AssetsManager = /** @class */ (function () {
  114035. /**
  114036. * Creates a new AssetsManager
  114037. * @param scene defines the scene to work on
  114038. */
  114039. function AssetsManager(scene) {
  114040. this._isLoading = false;
  114041. this._tasks = new Array();
  114042. this._waitingTasksCount = 0;
  114043. this._totalTasksCount = 0;
  114044. /**
  114045. * Observable called when all tasks are processed
  114046. */
  114047. this.onTaskSuccessObservable = new BABYLON.Observable();
  114048. /**
  114049. * Observable called when a task had an error
  114050. */
  114051. this.onTaskErrorObservable = new BABYLON.Observable();
  114052. /**
  114053. * Observable called when a task is successful
  114054. */
  114055. this.onTasksDoneObservable = new BABYLON.Observable();
  114056. /**
  114057. * Observable called when a task is done (whatever the result is)
  114058. */
  114059. this.onProgressObservable = new BABYLON.Observable();
  114060. /**
  114061. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  114062. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  114063. */
  114064. this.useDefaultLoadingScreen = true;
  114065. this._scene = scene;
  114066. }
  114067. /**
  114068. * Add a MeshAssetTask to the list of active tasks
  114069. * @param taskName defines the name of the new task
  114070. * @param meshesNames defines the name of meshes to load
  114071. * @param rootUrl defines the root url to use to locate files
  114072. * @param sceneFilename defines the filename of the scene file
  114073. * @returns a new MeshAssetTask object
  114074. */
  114075. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  114076. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  114077. this._tasks.push(task);
  114078. return task;
  114079. };
  114080. /**
  114081. * Add a TextFileAssetTask to the list of active tasks
  114082. * @param taskName defines the name of the new task
  114083. * @param url defines the url of the file to load
  114084. * @returns a new TextFileAssetTask object
  114085. */
  114086. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  114087. var task = new TextFileAssetTask(taskName, url);
  114088. this._tasks.push(task);
  114089. return task;
  114090. };
  114091. /**
  114092. * Add a BinaryFileAssetTask to the list of active tasks
  114093. * @param taskName defines the name of the new task
  114094. * @param url defines the url of the file to load
  114095. * @returns a new BinaryFileAssetTask object
  114096. */
  114097. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  114098. var task = new BinaryFileAssetTask(taskName, url);
  114099. this._tasks.push(task);
  114100. return task;
  114101. };
  114102. /**
  114103. * Add a ImageAssetTask to the list of active tasks
  114104. * @param taskName defines the name of the new task
  114105. * @param url defines the url of the file to load
  114106. * @returns a new ImageAssetTask object
  114107. */
  114108. AssetsManager.prototype.addImageTask = function (taskName, url) {
  114109. var task = new ImageAssetTask(taskName, url);
  114110. this._tasks.push(task);
  114111. return task;
  114112. };
  114113. /**
  114114. * Add a TextureAssetTask to the list of active tasks
  114115. * @param taskName defines the name of the new task
  114116. * @param url defines the url of the file to load
  114117. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114118. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  114119. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  114120. * @returns a new TextureAssetTask object
  114121. */
  114122. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  114123. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114124. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  114125. this._tasks.push(task);
  114126. return task;
  114127. };
  114128. /**
  114129. * Add a CubeTextureAssetTask to the list of active tasks
  114130. * @param taskName defines the name of the new task
  114131. * @param url defines the url of the file to load
  114132. * @param extensions defines the extension to use to load the cube map (can be null)
  114133. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114134. * @param files defines the list of files to load (can be null)
  114135. * @returns a new CubeTextureAssetTask object
  114136. */
  114137. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  114138. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  114139. this._tasks.push(task);
  114140. return task;
  114141. };
  114142. /**
  114143. *
  114144. * Add a HDRCubeTextureAssetTask to the list of active tasks
  114145. * @param taskName defines the name of the new task
  114146. * @param url defines the url of the file to load
  114147. * @param size defines the size you want for the cubemap (can be null)
  114148. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114149. * @param generateHarmonics defines if you want to automatically generate (true by default)
  114150. * @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)
  114151. * @param reserved Internal use only
  114152. * @returns a new HDRCubeTextureAssetTask object
  114153. */
  114154. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  114155. if (noMipmap === void 0) { noMipmap = false; }
  114156. if (generateHarmonics === void 0) { generateHarmonics = true; }
  114157. if (gammaSpace === void 0) { gammaSpace = false; }
  114158. if (reserved === void 0) { reserved = false; }
  114159. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  114160. this._tasks.push(task);
  114161. return task;
  114162. };
  114163. /**
  114164. * Remove a task from the assets manager.
  114165. * @param task the task to remove
  114166. */
  114167. AssetsManager.prototype.removeTask = function (task) {
  114168. var index = this._tasks.indexOf(task);
  114169. if (index > -1) {
  114170. this._tasks.splice(index, 1);
  114171. }
  114172. };
  114173. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  114174. this._waitingTasksCount--;
  114175. try {
  114176. if (this.onProgress) {
  114177. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  114178. }
  114179. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  114180. }
  114181. catch (e) {
  114182. BABYLON.Tools.Error("Error running progress callbacks.");
  114183. console.log(e);
  114184. }
  114185. if (this._waitingTasksCount === 0) {
  114186. try {
  114187. if (this.onFinish) {
  114188. this.onFinish(this._tasks);
  114189. }
  114190. // Let's remove successfull tasks
  114191. var currentTasks = this._tasks.slice();
  114192. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  114193. var task = currentTasks_1[_i];
  114194. if (task.taskState === AssetTaskState.DONE) {
  114195. var index = this._tasks.indexOf(task);
  114196. if (index > -1) {
  114197. this._tasks.splice(index, 1);
  114198. }
  114199. }
  114200. }
  114201. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114202. }
  114203. catch (e) {
  114204. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  114205. console.log(e);
  114206. }
  114207. this._isLoading = false;
  114208. this._scene.getEngine().hideLoadingUI();
  114209. }
  114210. };
  114211. AssetsManager.prototype._runTask = function (task) {
  114212. var _this = this;
  114213. var done = function () {
  114214. try {
  114215. if (_this.onTaskSuccess) {
  114216. _this.onTaskSuccess(task);
  114217. }
  114218. _this.onTaskSuccessObservable.notifyObservers(task);
  114219. _this._decreaseWaitingTasksCount(task);
  114220. }
  114221. catch (e) {
  114222. error("Error executing task success callbacks", e);
  114223. }
  114224. };
  114225. var error = function (message, exception) {
  114226. task._setErrorObject(message, exception);
  114227. if (_this.onTaskError) {
  114228. _this.onTaskError(task);
  114229. }
  114230. _this.onTaskErrorObservable.notifyObservers(task);
  114231. _this._decreaseWaitingTasksCount(task);
  114232. };
  114233. task.run(this._scene, done, error);
  114234. };
  114235. /**
  114236. * Reset the AssetsManager and remove all tasks
  114237. * @return the current instance of the AssetsManager
  114238. */
  114239. AssetsManager.prototype.reset = function () {
  114240. this._isLoading = false;
  114241. this._tasks = new Array();
  114242. return this;
  114243. };
  114244. /**
  114245. * Start the loading process
  114246. * @return the current instance of the AssetsManager
  114247. */
  114248. AssetsManager.prototype.load = function () {
  114249. if (this._isLoading) {
  114250. return this;
  114251. }
  114252. this._isLoading = true;
  114253. this._waitingTasksCount = this._tasks.length;
  114254. this._totalTasksCount = this._tasks.length;
  114255. if (this._waitingTasksCount === 0) {
  114256. this._isLoading = false;
  114257. if (this.onFinish) {
  114258. this.onFinish(this._tasks);
  114259. }
  114260. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114261. return this;
  114262. }
  114263. if (this.useDefaultLoadingScreen) {
  114264. this._scene.getEngine().displayLoadingUI();
  114265. }
  114266. for (var index = 0; index < this._tasks.length; index++) {
  114267. var task = this._tasks[index];
  114268. if (task.taskState === AssetTaskState.INIT) {
  114269. this._runTask(task);
  114270. }
  114271. }
  114272. return this;
  114273. };
  114274. return AssetsManager;
  114275. }());
  114276. BABYLON.AssetsManager = AssetsManager;
  114277. })(BABYLON || (BABYLON = {}));
  114278. //# sourceMappingURL=babylon.assetsManager.js.map
  114279. var BABYLON;
  114280. (function (BABYLON) {
  114281. var serializedGeometries = [];
  114282. var serializeGeometry = function (geometry, serializationGeometries) {
  114283. if (serializedGeometries[geometry.id]) {
  114284. return;
  114285. }
  114286. if (geometry.doNotSerialize) {
  114287. return;
  114288. }
  114289. if (geometry instanceof BABYLON.BoxGeometry) {
  114290. serializationGeometries.boxes.push(geometry.serialize());
  114291. }
  114292. else if (geometry instanceof BABYLON.SphereGeometry) {
  114293. serializationGeometries.spheres.push(geometry.serialize());
  114294. }
  114295. else if (geometry instanceof BABYLON.CylinderGeometry) {
  114296. serializationGeometries.cylinders.push(geometry.serialize());
  114297. }
  114298. else if (geometry instanceof BABYLON.TorusGeometry) {
  114299. serializationGeometries.toruses.push(geometry.serialize());
  114300. }
  114301. else if (geometry instanceof BABYLON.GroundGeometry) {
  114302. serializationGeometries.grounds.push(geometry.serialize());
  114303. }
  114304. else if (geometry instanceof BABYLON.Plane) {
  114305. serializationGeometries.planes.push(geometry.serialize());
  114306. }
  114307. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  114308. serializationGeometries.torusKnots.push(geometry.serialize());
  114309. }
  114310. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  114311. throw new Error("Unknown primitive type");
  114312. }
  114313. else {
  114314. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  114315. }
  114316. serializedGeometries[geometry.id] = true;
  114317. };
  114318. var serializeMesh = function (mesh, serializationScene) {
  114319. var serializationObject = {};
  114320. // Geometry
  114321. var geometry = mesh._geometry;
  114322. if (geometry) {
  114323. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  114324. // 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
  114325. serializeGeometry(geometry, serializationScene.geometries);
  114326. }
  114327. }
  114328. // Custom
  114329. if (mesh.serialize) {
  114330. mesh.serialize(serializationObject);
  114331. }
  114332. return serializationObject;
  114333. };
  114334. var finalizeSingleMesh = function (mesh, serializationObject) {
  114335. //only works if the mesh is already loaded
  114336. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114337. //serialize material
  114338. if (mesh.material) {
  114339. if (mesh.material instanceof BABYLON.MultiMaterial) {
  114340. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  114341. serializationObject.materials = serializationObject.materials || [];
  114342. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114343. serializationObject.multiMaterials.push(mesh.material.serialize());
  114344. var _loop_1 = function (submaterial) {
  114345. if (submaterial) {
  114346. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  114347. serializationObject.materials.push(submaterial.serialize());
  114348. }
  114349. }
  114350. };
  114351. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  114352. var submaterial = _a[_i];
  114353. _loop_1(submaterial);
  114354. }
  114355. }
  114356. }
  114357. else {
  114358. serializationObject.materials = serializationObject.materials || [];
  114359. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114360. serializationObject.materials.push(mesh.material.serialize());
  114361. }
  114362. }
  114363. }
  114364. //serialize geometry
  114365. var geometry = mesh._geometry;
  114366. if (geometry) {
  114367. if (!serializationObject.geometries) {
  114368. serializationObject.geometries = {};
  114369. serializationObject.geometries.boxes = [];
  114370. serializationObject.geometries.spheres = [];
  114371. serializationObject.geometries.cylinders = [];
  114372. serializationObject.geometries.toruses = [];
  114373. serializationObject.geometries.grounds = [];
  114374. serializationObject.geometries.planes = [];
  114375. serializationObject.geometries.torusKnots = [];
  114376. serializationObject.geometries.vertexData = [];
  114377. }
  114378. serializeGeometry(geometry, serializationObject.geometries);
  114379. }
  114380. // Skeletons
  114381. if (mesh.skeleton) {
  114382. serializationObject.skeletons = serializationObject.skeletons || [];
  114383. serializationObject.skeletons.push(mesh.skeleton.serialize());
  114384. }
  114385. //serialize the actual mesh
  114386. serializationObject.meshes = serializationObject.meshes || [];
  114387. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114388. }
  114389. };
  114390. /**
  114391. * Class used to serialize a scene into a string
  114392. */
  114393. var SceneSerializer = /** @class */ (function () {
  114394. function SceneSerializer() {
  114395. }
  114396. /**
  114397. * Clear cache used by a previous serialization
  114398. */
  114399. SceneSerializer.ClearCache = function () {
  114400. serializedGeometries = [];
  114401. };
  114402. /**
  114403. * Serialize a scene into a JSON compatible object
  114404. * @param scene defines the scene to serialize
  114405. * @returns a JSON compatible object
  114406. */
  114407. SceneSerializer.Serialize = function (scene) {
  114408. var serializationObject = {};
  114409. SceneSerializer.ClearCache();
  114410. // Scene
  114411. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  114412. serializationObject.autoClear = scene.autoClear;
  114413. serializationObject.clearColor = scene.clearColor.asArray();
  114414. serializationObject.ambientColor = scene.ambientColor.asArray();
  114415. serializationObject.gravity = scene.gravity.asArray();
  114416. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  114417. serializationObject.workerCollisions = scene.workerCollisions;
  114418. // Fog
  114419. if (scene.fogMode && scene.fogMode !== 0) {
  114420. serializationObject.fogMode = scene.fogMode;
  114421. serializationObject.fogColor = scene.fogColor.asArray();
  114422. serializationObject.fogStart = scene.fogStart;
  114423. serializationObject.fogEnd = scene.fogEnd;
  114424. serializationObject.fogDensity = scene.fogDensity;
  114425. }
  114426. //Physics
  114427. if (scene.isPhysicsEnabled()) {
  114428. var physicEngine = scene.getPhysicsEngine();
  114429. if (physicEngine) {
  114430. serializationObject.physicsEnabled = true;
  114431. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  114432. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  114433. }
  114434. }
  114435. // Metadata
  114436. if (scene.metadata) {
  114437. serializationObject.metadata = scene.metadata;
  114438. }
  114439. // Morph targets
  114440. serializationObject.morphTargetManagers = [];
  114441. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  114442. var abstractMesh = _a[_i];
  114443. var manager = abstractMesh.morphTargetManager;
  114444. if (manager) {
  114445. serializationObject.morphTargetManagers.push(manager.serialize());
  114446. }
  114447. }
  114448. // Lights
  114449. serializationObject.lights = [];
  114450. var index;
  114451. var light;
  114452. for (index = 0; index < scene.lights.length; index++) {
  114453. light = scene.lights[index];
  114454. if (!light.doNotSerialize) {
  114455. serializationObject.lights.push(light.serialize());
  114456. }
  114457. }
  114458. // Cameras
  114459. serializationObject.cameras = [];
  114460. for (index = 0; index < scene.cameras.length; index++) {
  114461. var camera = scene.cameras[index];
  114462. if (!camera.doNotSerialize) {
  114463. serializationObject.cameras.push(camera.serialize());
  114464. }
  114465. }
  114466. if (scene.activeCamera) {
  114467. serializationObject.activeCameraID = scene.activeCamera.id;
  114468. }
  114469. // Animations
  114470. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  114471. // Reflection probes
  114472. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  114473. serializationObject.reflectionProbes = [];
  114474. for (index = 0; index < scene.reflectionProbes.length; index++) {
  114475. var reflectionProbe = scene.reflectionProbes[index];
  114476. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  114477. }
  114478. }
  114479. // Materials
  114480. serializationObject.materials = [];
  114481. serializationObject.multiMaterials = [];
  114482. var material;
  114483. for (index = 0; index < scene.materials.length; index++) {
  114484. material = scene.materials[index];
  114485. if (!material.doNotSerialize) {
  114486. serializationObject.materials.push(material.serialize());
  114487. }
  114488. }
  114489. // MultiMaterials
  114490. serializationObject.multiMaterials = [];
  114491. for (index = 0; index < scene.multiMaterials.length; index++) {
  114492. var multiMaterial = scene.multiMaterials[index];
  114493. serializationObject.multiMaterials.push(multiMaterial.serialize());
  114494. }
  114495. // Environment texture
  114496. if (scene.environmentTexture) {
  114497. serializationObject.environmentTexture = scene.environmentTexture.name;
  114498. }
  114499. // Skeletons
  114500. serializationObject.skeletons = [];
  114501. for (index = 0; index < scene.skeletons.length; index++) {
  114502. var skeleton = scene.skeletons[index];
  114503. if (!skeleton.doNotSerialize) {
  114504. serializationObject.skeletons.push(skeleton.serialize());
  114505. }
  114506. }
  114507. // Transform nodes
  114508. serializationObject.transformNodes = [];
  114509. for (index = 0; index < scene.transformNodes.length; index++) {
  114510. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  114511. }
  114512. // Geometries
  114513. serializationObject.geometries = {};
  114514. serializationObject.geometries.boxes = [];
  114515. serializationObject.geometries.spheres = [];
  114516. serializationObject.geometries.cylinders = [];
  114517. serializationObject.geometries.toruses = [];
  114518. serializationObject.geometries.grounds = [];
  114519. serializationObject.geometries.planes = [];
  114520. serializationObject.geometries.torusKnots = [];
  114521. serializationObject.geometries.vertexData = [];
  114522. serializedGeometries = [];
  114523. var geometries = scene.getGeometries();
  114524. for (index = 0; index < geometries.length; index++) {
  114525. var geometry = geometries[index];
  114526. if (geometry.isReady()) {
  114527. serializeGeometry(geometry, serializationObject.geometries);
  114528. }
  114529. }
  114530. // Meshes
  114531. serializationObject.meshes = [];
  114532. for (index = 0; index < scene.meshes.length; index++) {
  114533. var abstractMesh = scene.meshes[index];
  114534. if (abstractMesh instanceof BABYLON.Mesh) {
  114535. var mesh = abstractMesh;
  114536. if (!mesh.doNotSerialize) {
  114537. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114538. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114539. }
  114540. }
  114541. }
  114542. }
  114543. // Particles Systems
  114544. serializationObject.particleSystems = [];
  114545. for (index = 0; index < scene.particleSystems.length; index++) {
  114546. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  114547. }
  114548. // Action Manager
  114549. if (scene.actionManager) {
  114550. serializationObject.actions = scene.actionManager.serialize("scene");
  114551. }
  114552. // Components
  114553. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  114554. var component = _c[_b];
  114555. component.serialize(serializationObject);
  114556. }
  114557. return serializationObject;
  114558. };
  114559. /**
  114560. * Serialize a mesh into a JSON compatible object
  114561. * @param toSerialize defines the mesh to serialize
  114562. * @param withParents defines if parents must be serialized as well
  114563. * @param withChildren defines if children must be serialized as well
  114564. * @returns a JSON compatible object
  114565. */
  114566. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  114567. if (withParents === void 0) { withParents = false; }
  114568. if (withChildren === void 0) { withChildren = false; }
  114569. var serializationObject = {};
  114570. SceneSerializer.ClearCache();
  114571. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  114572. if (withParents || withChildren) {
  114573. //deliberate for loop! not for each, appended should be processed as well.
  114574. for (var i = 0; i < toSerialize.length; ++i) {
  114575. if (withChildren) {
  114576. toSerialize[i].getDescendants().forEach(function (node) {
  114577. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  114578. toSerialize.push(node);
  114579. }
  114580. });
  114581. }
  114582. //make sure the array doesn't contain the object already
  114583. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  114584. toSerialize.push(toSerialize[i].parent);
  114585. }
  114586. }
  114587. }
  114588. toSerialize.forEach(function (mesh) {
  114589. finalizeSingleMesh(mesh, serializationObject);
  114590. });
  114591. return serializationObject;
  114592. };
  114593. return SceneSerializer;
  114594. }());
  114595. BABYLON.SceneSerializer = SceneSerializer;
  114596. })(BABYLON || (BABYLON = {}));
  114597. //# sourceMappingURL=babylon.sceneSerializer.js.map
  114598. var BABYLON;
  114599. (function (BABYLON) {
  114600. BABYLON.AbstractScene.prototype.removeReflectionProbe = function (toRemove) {
  114601. if (!this.reflectionProbes) {
  114602. return -1;
  114603. }
  114604. var index = this.reflectionProbes.indexOf(toRemove);
  114605. if (index !== -1) {
  114606. this.reflectionProbes.splice(index, 1);
  114607. }
  114608. return index;
  114609. };
  114610. BABYLON.AbstractScene.prototype.addReflectionProbe = function (newReflectionProbe) {
  114611. if (!this.reflectionProbes) {
  114612. this.reflectionProbes = [];
  114613. }
  114614. this.reflectionProbes.push(newReflectionProbe);
  114615. };
  114616. /**
  114617. * Class used to generate realtime reflection / refraction cube textures
  114618. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114619. */
  114620. var ReflectionProbe = /** @class */ (function () {
  114621. /**
  114622. * Creates a new reflection probe
  114623. * @param name defines the name of the probe
  114624. * @param size defines the texture resolution (for each face)
  114625. * @param scene defines the hosting scene
  114626. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114627. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114628. */
  114629. function ReflectionProbe(
  114630. /** defines the name of the probe */
  114631. name, size, scene, generateMipMaps, useFloat) {
  114632. if (generateMipMaps === void 0) { generateMipMaps = true; }
  114633. if (useFloat === void 0) { useFloat = false; }
  114634. var _this = this;
  114635. this.name = name;
  114636. this._viewMatrix = BABYLON.Matrix.Identity();
  114637. this._target = BABYLON.Vector3.Zero();
  114638. this._add = BABYLON.Vector3.Zero();
  114639. this._invertYAxis = false;
  114640. /** Gets or sets probe position (center of the cube map) */
  114641. this.position = BABYLON.Vector3.Zero();
  114642. this._scene = scene;
  114643. // Create the scene field if not exist.
  114644. if (!this._scene.reflectionProbes) {
  114645. this._scene.reflectionProbes = new Array();
  114646. }
  114647. this._scene.reflectionProbes.push(this);
  114648. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  114649. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  114650. switch (faceIndex) {
  114651. case 0:
  114652. _this._add.copyFromFloats(1, 0, 0);
  114653. break;
  114654. case 1:
  114655. _this._add.copyFromFloats(-1, 0, 0);
  114656. break;
  114657. case 2:
  114658. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  114659. break;
  114660. case 3:
  114661. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  114662. break;
  114663. case 4:
  114664. _this._add.copyFromFloats(0, 0, 1);
  114665. break;
  114666. case 5:
  114667. _this._add.copyFromFloats(0, 0, -1);
  114668. break;
  114669. }
  114670. if (_this._attachedMesh) {
  114671. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  114672. }
  114673. _this.position.addToRef(_this._add, _this._target);
  114674. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  114675. if (scene.activeCamera) {
  114676. _this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  114677. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  114678. }
  114679. scene._forcedViewPosition = _this.position;
  114680. });
  114681. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  114682. scene._forcedViewPosition = null;
  114683. scene.updateTransformMatrix(true);
  114684. });
  114685. }
  114686. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  114687. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114688. get: function () {
  114689. return this._renderTargetTexture.samples;
  114690. },
  114691. set: function (value) {
  114692. this._renderTargetTexture.samples = value;
  114693. },
  114694. enumerable: true,
  114695. configurable: true
  114696. });
  114697. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  114698. /** Gets or sets the refresh rate to use (on every frame by default) */
  114699. get: function () {
  114700. return this._renderTargetTexture.refreshRate;
  114701. },
  114702. set: function (value) {
  114703. this._renderTargetTexture.refreshRate = value;
  114704. },
  114705. enumerable: true,
  114706. configurable: true
  114707. });
  114708. /**
  114709. * Gets the hosting scene
  114710. * @returns a Scene
  114711. */
  114712. ReflectionProbe.prototype.getScene = function () {
  114713. return this._scene;
  114714. };
  114715. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  114716. /** Gets the internal CubeTexture used to render to */
  114717. get: function () {
  114718. return this._renderTargetTexture;
  114719. },
  114720. enumerable: true,
  114721. configurable: true
  114722. });
  114723. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  114724. /** Gets the list of meshes to render */
  114725. get: function () {
  114726. return this._renderTargetTexture.renderList;
  114727. },
  114728. enumerable: true,
  114729. configurable: true
  114730. });
  114731. /**
  114732. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114733. * @param mesh defines the mesh to attach to
  114734. */
  114735. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  114736. this._attachedMesh = mesh;
  114737. };
  114738. /**
  114739. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114740. * @param renderingGroupId The rendering group id corresponding to its index
  114741. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114742. */
  114743. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  114744. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  114745. };
  114746. /**
  114747. * Clean all associated resources
  114748. */
  114749. ReflectionProbe.prototype.dispose = function () {
  114750. var index = this._scene.reflectionProbes.indexOf(this);
  114751. if (index !== -1) {
  114752. // Remove from the scene if found
  114753. this._scene.reflectionProbes.splice(index, 1);
  114754. }
  114755. if (this._renderTargetTexture) {
  114756. this._renderTargetTexture.dispose();
  114757. this._renderTargetTexture = null;
  114758. }
  114759. };
  114760. /**
  114761. * Converts the reflection probe information to a readable string for debug purpose.
  114762. * @param fullDetails Supports for multiple levels of logging within scene loading
  114763. * @returns the human readable reflection probe info
  114764. */
  114765. ReflectionProbe.prototype.toString = function (fullDetails) {
  114766. var ret = "Name: " + this.name;
  114767. if (fullDetails) {
  114768. ret += ", position: " + this.position.toString();
  114769. if (this._attachedMesh) {
  114770. ret += ", attached mesh: " + this._attachedMesh.name;
  114771. }
  114772. }
  114773. return ret;
  114774. };
  114775. /**
  114776. * Get the class name of the relfection probe.
  114777. * @returns "ReflectionProbe"
  114778. */
  114779. ReflectionProbe.prototype.getClassName = function () {
  114780. return "ReflectionProbe";
  114781. };
  114782. /**
  114783. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  114784. * @returns The JSON representation of the texture
  114785. */
  114786. ReflectionProbe.prototype.serialize = function () {
  114787. var serializationObject = BABYLON.SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());
  114788. serializationObject.isReflectionProbe = true;
  114789. return serializationObject;
  114790. };
  114791. /**
  114792. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  114793. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  114794. * @param scene Define the scene the parsed reflection probe should be instantiated in
  114795. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  114796. * @returns The parsed reflection probe if successful
  114797. */
  114798. ReflectionProbe.Parse = function (parsedReflectionProbe, scene, rootUrl) {
  114799. var reflectionProbe = null;
  114800. if (scene.reflectionProbes) {
  114801. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  114802. var rp = scene.reflectionProbes[index];
  114803. if (rp.name === parsedReflectionProbe.name) {
  114804. reflectionProbe = rp;
  114805. break;
  114806. }
  114807. }
  114808. }
  114809. reflectionProbe = BABYLON.SerializationHelper.Parse(function () { return reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps); }, parsedReflectionProbe, scene, rootUrl);
  114810. reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;
  114811. if (parsedReflectionProbe._attachedMesh) {
  114812. reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));
  114813. }
  114814. return reflectionProbe;
  114815. };
  114816. __decorate([
  114817. BABYLON.serializeAsMeshReference()
  114818. ], ReflectionProbe.prototype, "_attachedMesh", void 0);
  114819. __decorate([
  114820. BABYLON.serializeAsVector3()
  114821. ], ReflectionProbe.prototype, "position", void 0);
  114822. return ReflectionProbe;
  114823. }());
  114824. BABYLON.ReflectionProbe = ReflectionProbe;
  114825. })(BABYLON || (BABYLON = {}));
  114826. //# sourceMappingURL=babylon.reflectionProbe.js.map
  114827. var BABYLON;
  114828. (function (BABYLON) {
  114829. /**
  114830. * Defines the layer scene component responsible to manage any layers
  114831. * in a given scene.
  114832. */
  114833. var LayerSceneComponent = /** @class */ (function () {
  114834. /**
  114835. * Creates a new instance of the component for the given scene
  114836. * @param scene Defines the scene to register the component in
  114837. */
  114838. function LayerSceneComponent(scene) {
  114839. /**
  114840. * The component name helpfull to identify the component in the list of scene components.
  114841. */
  114842. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  114843. this.scene = scene;
  114844. this._engine = scene.getEngine();
  114845. scene.layers = new Array();
  114846. }
  114847. /**
  114848. * Registers the component in a given scene
  114849. */
  114850. LayerSceneComponent.prototype.register = function () {
  114851. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  114852. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  114853. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  114854. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  114855. };
  114856. /**
  114857. * Rebuilds the elements related to this component in case of
  114858. * context lost for instance.
  114859. */
  114860. LayerSceneComponent.prototype.rebuild = function () {
  114861. var layers = this.scene.layers;
  114862. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  114863. var layer = layers_1[_i];
  114864. layer._rebuild();
  114865. }
  114866. };
  114867. /**
  114868. * Disposes the component and the associated ressources.
  114869. */
  114870. LayerSceneComponent.prototype.dispose = function () {
  114871. var layers = this.scene.layers;
  114872. while (layers.length) {
  114873. layers[0].dispose();
  114874. }
  114875. };
  114876. LayerSceneComponent.prototype._draw = function (predicate) {
  114877. var layers = this.scene.layers;
  114878. if (layers.length) {
  114879. this._engine.setDepthBuffer(false);
  114880. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  114881. var layer = layers_2[_i];
  114882. if (predicate(layer)) {
  114883. layer.render();
  114884. }
  114885. }
  114886. this._engine.setDepthBuffer(true);
  114887. }
  114888. };
  114889. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  114890. return !layer.renderOnlyInRenderTargetTextures &&
  114891. layer.isBackground === isBackground &&
  114892. ((layer.layerMask & cameraLayerMask) !== 0);
  114893. };
  114894. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  114895. var _this = this;
  114896. this._draw(function (layer) {
  114897. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  114898. });
  114899. };
  114900. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  114901. var _this = this;
  114902. this._draw(function (layer) {
  114903. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  114904. });
  114905. };
  114906. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  114907. return (layer.renderTargetTextures.length > 0) &&
  114908. layer.isBackground === isBackground &&
  114909. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  114910. ((layer.layerMask & cameraLayerMask) !== 0);
  114911. };
  114912. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  114913. var _this = this;
  114914. this._draw(function (layer) {
  114915. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  114916. });
  114917. };
  114918. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  114919. var _this = this;
  114920. this._draw(function (layer) {
  114921. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  114922. });
  114923. };
  114924. return LayerSceneComponent;
  114925. }());
  114926. BABYLON.LayerSceneComponent = LayerSceneComponent;
  114927. })(BABYLON || (BABYLON = {}));
  114928. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  114929. var BABYLON;
  114930. (function (BABYLON) {
  114931. /**
  114932. * This represents a full screen 2d layer.
  114933. * This can be useful to display a picture in the background of your scene for instance.
  114934. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114935. */
  114936. var Layer = /** @class */ (function () {
  114937. /**
  114938. * Instantiates a new layer.
  114939. * This represents a full screen 2d layer.
  114940. * This can be useful to display a picture in the background of your scene for instance.
  114941. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114942. * @param name Define the name of the layer in the scene
  114943. * @param imgUrl Define the url of the texture to display in the layer
  114944. * @param scene Define the scene the layer belongs to
  114945. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  114946. * @param color Defines a color for the layer
  114947. */
  114948. function Layer(
  114949. /**
  114950. * Define the name of the layer.
  114951. */
  114952. name, imgUrl, scene, isBackground, color) {
  114953. this.name = name;
  114954. /**
  114955. * Define the scale of the layer in order to zoom in out of the texture.
  114956. */
  114957. this.scale = new BABYLON.Vector2(1, 1);
  114958. /**
  114959. * Define an offset for the layer in order to shift the texture.
  114960. */
  114961. this.offset = new BABYLON.Vector2(0, 0);
  114962. /**
  114963. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  114964. */
  114965. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  114966. /**
  114967. * Define a mask to restrict the layer to only some of the scene cameras.
  114968. */
  114969. this.layerMask = 0x0FFFFFFF;
  114970. /**
  114971. * Define the list of render target the layer is visible into.
  114972. */
  114973. this.renderTargetTextures = [];
  114974. /**
  114975. * Define if the layer is only used in renderTarget or if it also
  114976. * renders in the main frame buffer of the canvas.
  114977. */
  114978. this.renderOnlyInRenderTargetTextures = false;
  114979. this._vertexBuffers = {};
  114980. /**
  114981. * An event triggered when the layer is disposed.
  114982. */
  114983. this.onDisposeObservable = new BABYLON.Observable();
  114984. /**
  114985. * An event triggered before rendering the scene
  114986. */
  114987. this.onBeforeRenderObservable = new BABYLON.Observable();
  114988. /**
  114989. * An event triggered after rendering the scene
  114990. */
  114991. this.onAfterRenderObservable = new BABYLON.Observable();
  114992. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  114993. this.isBackground = isBackground === undefined ? true : isBackground;
  114994. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  114995. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  114996. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  114997. if (!layerComponent) {
  114998. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  114999. this._scene._addComponent(layerComponent);
  115000. }
  115001. this._scene.layers.push(this);
  115002. var engine = this._scene.getEngine();
  115003. // VBO
  115004. var vertices = [];
  115005. vertices.push(1, 1);
  115006. vertices.push(-1, 1);
  115007. vertices.push(-1, -1);
  115008. vertices.push(1, -1);
  115009. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  115010. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  115011. this._createIndexBuffer();
  115012. // Effects
  115013. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  115014. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  115015. }
  115016. Object.defineProperty(Layer.prototype, "onDispose", {
  115017. /**
  115018. * Back compatibility with callback before the onDisposeObservable existed.
  115019. * The set callback will be triggered when the layer has been disposed.
  115020. */
  115021. set: function (callback) {
  115022. if (this._onDisposeObserver) {
  115023. this.onDisposeObservable.remove(this._onDisposeObserver);
  115024. }
  115025. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  115026. },
  115027. enumerable: true,
  115028. configurable: true
  115029. });
  115030. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  115031. /**
  115032. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115033. * The set callback will be triggered just before rendering the layer.
  115034. */
  115035. set: function (callback) {
  115036. if (this._onBeforeRenderObserver) {
  115037. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  115038. }
  115039. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  115040. },
  115041. enumerable: true,
  115042. configurable: true
  115043. });
  115044. Object.defineProperty(Layer.prototype, "onAfterRender", {
  115045. /**
  115046. * Back compatibility with callback before the onAfterRenderObservable existed.
  115047. * The set callback will be triggered just after rendering the layer.
  115048. */
  115049. set: function (callback) {
  115050. if (this._onAfterRenderObserver) {
  115051. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  115052. }
  115053. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  115054. },
  115055. enumerable: true,
  115056. configurable: true
  115057. });
  115058. Layer.prototype._createIndexBuffer = function () {
  115059. var engine = this._scene.getEngine();
  115060. // Indices
  115061. var indices = [];
  115062. indices.push(0);
  115063. indices.push(1);
  115064. indices.push(2);
  115065. indices.push(0);
  115066. indices.push(2);
  115067. indices.push(3);
  115068. this._indexBuffer = engine.createIndexBuffer(indices);
  115069. };
  115070. /** @hidden */
  115071. Layer.prototype._rebuild = function () {
  115072. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  115073. if (vb) {
  115074. vb._rebuild();
  115075. }
  115076. this._createIndexBuffer();
  115077. };
  115078. /**
  115079. * Renders the layer in the scene.
  115080. */
  115081. Layer.prototype.render = function () {
  115082. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  115083. // Check
  115084. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  115085. return;
  115086. }
  115087. var engine = this._scene.getEngine();
  115088. this.onBeforeRenderObservable.notifyObservers(this);
  115089. // Render
  115090. engine.enableEffect(currentEffect);
  115091. engine.setState(false);
  115092. // Texture
  115093. currentEffect.setTexture("textureSampler", this.texture);
  115094. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  115095. // Color
  115096. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  115097. // Scale / offset
  115098. currentEffect.setVector2("offset", this.offset);
  115099. currentEffect.setVector2("scale", this.scale);
  115100. // VBOs
  115101. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  115102. // Draw order
  115103. if (!this.alphaTest) {
  115104. engine.setAlphaMode(this.alphaBlendingMode);
  115105. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  115106. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  115107. }
  115108. else {
  115109. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  115110. }
  115111. this.onAfterRenderObservable.notifyObservers(this);
  115112. };
  115113. /**
  115114. * Disposes and releases the associated ressources.
  115115. */
  115116. Layer.prototype.dispose = function () {
  115117. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  115118. if (vertexBuffer) {
  115119. vertexBuffer.dispose();
  115120. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  115121. }
  115122. if (this._indexBuffer) {
  115123. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  115124. this._indexBuffer = null;
  115125. }
  115126. if (this.texture) {
  115127. this.texture.dispose();
  115128. this.texture = null;
  115129. }
  115130. // Clean RTT list
  115131. this.renderTargetTextures = [];
  115132. // Remove from scene
  115133. var index = this._scene.layers.indexOf(this);
  115134. this._scene.layers.splice(index, 1);
  115135. // Callback
  115136. this.onDisposeObservable.notifyObservers(this);
  115137. this.onDisposeObservable.clear();
  115138. this.onAfterRenderObservable.clear();
  115139. this.onBeforeRenderObservable.clear();
  115140. };
  115141. return Layer;
  115142. }());
  115143. BABYLON.Layer = Layer;
  115144. })(BABYLON || (BABYLON = {}));
  115145. //# sourceMappingURL=babylon.layer.js.map
  115146. var BABYLON;
  115147. (function (BABYLON) {
  115148. /**
  115149. * Class used to host texture specific utilities
  115150. */
  115151. var TextureTools = /** @class */ (function () {
  115152. function TextureTools() {
  115153. }
  115154. /**
  115155. * Uses the GPU to create a copy texture rescaled at a given size
  115156. * @param texture Texture to copy from
  115157. * @param width defines the desired width
  115158. * @param height defines the desired height
  115159. * @param useBilinearMode defines if bilinear mode has to be used
  115160. * @return the generated texture
  115161. */
  115162. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  115163. if (useBilinearMode === void 0) { useBilinearMode = true; }
  115164. var scene = texture.getScene();
  115165. var engine = scene.getEngine();
  115166. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  115167. rtt.wrapU = texture.wrapU;
  115168. rtt.wrapV = texture.wrapV;
  115169. rtt.uOffset = texture.uOffset;
  115170. rtt.vOffset = texture.vOffset;
  115171. rtt.uScale = texture.uScale;
  115172. rtt.vScale = texture.vScale;
  115173. rtt.uAng = texture.uAng;
  115174. rtt.vAng = texture.vAng;
  115175. rtt.wAng = texture.wAng;
  115176. rtt.coordinatesIndex = texture.coordinatesIndex;
  115177. rtt.level = texture.level;
  115178. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  115179. rtt._texture.isReady = false;
  115180. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115181. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115182. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  115183. passPostProcess.getEffect().executeWhenCompiled(function () {
  115184. passPostProcess.onApply = function (effect) {
  115185. effect.setTexture("textureSampler", texture);
  115186. };
  115187. var internalTexture = rtt.getInternalTexture();
  115188. if (internalTexture) {
  115189. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  115190. engine.unBindFramebuffer(internalTexture);
  115191. rtt.disposeFramebufferObjects();
  115192. passPostProcess.dispose();
  115193. internalTexture.isReady = true;
  115194. }
  115195. });
  115196. return rtt;
  115197. };
  115198. /**
  115199. * Gets an environment BRDF texture for a given scene
  115200. * @param scene defines the hosting scene
  115201. * @returns the environment BRDF texture
  115202. */
  115203. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  115204. if (!scene._environmentBRDFTexture) {
  115205. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  115206. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115207. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115208. scene._environmentBRDFTexture = texture;
  115209. }
  115210. return scene._environmentBRDFTexture;
  115211. };
  115212. TextureTools._environmentBRDFBase64Texture = 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";
  115213. return TextureTools;
  115214. }());
  115215. BABYLON.TextureTools = TextureTools;
  115216. })(BABYLON || (BABYLON = {}));
  115217. //# sourceMappingURL=babylon.textureTools.js.map
  115218. var BABYLON;
  115219. (function (BABYLON) {
  115220. /**
  115221. * 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.
  115222. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  115223. */
  115224. var FramingBehavior = /** @class */ (function () {
  115225. function FramingBehavior() {
  115226. this._mode = FramingBehavior.FitFrustumSidesMode;
  115227. this._radiusScale = 1.0;
  115228. this._positionScale = 0.5;
  115229. this._defaultElevation = 0.3;
  115230. this._elevationReturnTime = 1500;
  115231. this._elevationReturnWaitTime = 1000;
  115232. this._zoomStopsAnimation = false;
  115233. this._framingTime = 1500;
  115234. /**
  115235. * Define if the behavior should automatically change the configured
  115236. * camera limits and sensibilities.
  115237. */
  115238. this.autoCorrectCameraLimitsAndSensibility = true;
  115239. this._isPointerDown = false;
  115240. this._lastInteractionTime = -Infinity;
  115241. // Framing control
  115242. this._animatables = new Array();
  115243. this._betaIsAnimating = false;
  115244. }
  115245. Object.defineProperty(FramingBehavior.prototype, "name", {
  115246. /**
  115247. * Gets the name of the behavior.
  115248. */
  115249. get: function () {
  115250. return "Framing";
  115251. },
  115252. enumerable: true,
  115253. configurable: true
  115254. });
  115255. Object.defineProperty(FramingBehavior.prototype, "mode", {
  115256. /**
  115257. * Gets current mode used by the behavior.
  115258. */
  115259. get: function () {
  115260. return this._mode;
  115261. },
  115262. /**
  115263. * Sets the current mode used by the behavior
  115264. */
  115265. set: function (mode) {
  115266. this._mode = mode;
  115267. },
  115268. enumerable: true,
  115269. configurable: true
  115270. });
  115271. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  115272. /**
  115273. * Gets the scale applied to the radius
  115274. */
  115275. get: function () {
  115276. return this._radiusScale;
  115277. },
  115278. /**
  115279. * Sets the scale applied to the radius (1 by default)
  115280. */
  115281. set: function (radius) {
  115282. this._radiusScale = radius;
  115283. },
  115284. enumerable: true,
  115285. configurable: true
  115286. });
  115287. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  115288. /**
  115289. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115290. */
  115291. get: function () {
  115292. return this._positionScale;
  115293. },
  115294. /**
  115295. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115296. */
  115297. set: function (scale) {
  115298. this._positionScale = scale;
  115299. },
  115300. enumerable: true,
  115301. configurable: true
  115302. });
  115303. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  115304. /**
  115305. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115306. * behaviour is triggered, in radians.
  115307. */
  115308. get: function () {
  115309. return this._defaultElevation;
  115310. },
  115311. /**
  115312. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115313. * behaviour is triggered, in radians.
  115314. */
  115315. set: function (elevation) {
  115316. this._defaultElevation = elevation;
  115317. },
  115318. enumerable: true,
  115319. configurable: true
  115320. });
  115321. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  115322. /**
  115323. * Gets the time (in milliseconds) taken to return to the default beta position.
  115324. * Negative value indicates camera should not return to default.
  115325. */
  115326. get: function () {
  115327. return this._elevationReturnTime;
  115328. },
  115329. /**
  115330. * Sets the time (in milliseconds) taken to return to the default beta position.
  115331. * Negative value indicates camera should not return to default.
  115332. */
  115333. set: function (speed) {
  115334. this._elevationReturnTime = speed;
  115335. },
  115336. enumerable: true,
  115337. configurable: true
  115338. });
  115339. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  115340. /**
  115341. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115342. */
  115343. get: function () {
  115344. return this._elevationReturnWaitTime;
  115345. },
  115346. /**
  115347. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115348. */
  115349. set: function (time) {
  115350. this._elevationReturnWaitTime = time;
  115351. },
  115352. enumerable: true,
  115353. configurable: true
  115354. });
  115355. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  115356. /**
  115357. * Gets the flag that indicates if user zooming should stop animation.
  115358. */
  115359. get: function () {
  115360. return this._zoomStopsAnimation;
  115361. },
  115362. /**
  115363. * Sets the flag that indicates if user zooming should stop animation.
  115364. */
  115365. set: function (flag) {
  115366. this._zoomStopsAnimation = flag;
  115367. },
  115368. enumerable: true,
  115369. configurable: true
  115370. });
  115371. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  115372. /**
  115373. * Gets the transition time when framing the mesh, in milliseconds
  115374. */
  115375. get: function () {
  115376. return this._framingTime;
  115377. },
  115378. /**
  115379. * Sets the transition time when framing the mesh, in milliseconds
  115380. */
  115381. set: function (time) {
  115382. this._framingTime = time;
  115383. },
  115384. enumerable: true,
  115385. configurable: true
  115386. });
  115387. /**
  115388. * Initializes the behavior.
  115389. */
  115390. FramingBehavior.prototype.init = function () {
  115391. // Do notihng
  115392. };
  115393. /**
  115394. * Attaches the behavior to its arc rotate camera.
  115395. * @param camera Defines the camera to attach the behavior to
  115396. */
  115397. FramingBehavior.prototype.attach = function (camera) {
  115398. var _this = this;
  115399. this._attachedCamera = camera;
  115400. var scene = this._attachedCamera.getScene();
  115401. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  115402. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115403. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115404. _this._isPointerDown = true;
  115405. return;
  115406. }
  115407. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115408. _this._isPointerDown = false;
  115409. }
  115410. });
  115411. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115412. if (mesh) {
  115413. _this.zoomOnMesh(mesh);
  115414. }
  115415. });
  115416. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115417. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115418. _this._applyUserInteraction();
  115419. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  115420. // back to the default position after a given timeout
  115421. _this._maintainCameraAboveGround();
  115422. });
  115423. };
  115424. /**
  115425. * Detaches the behavior from its current arc rotate camera.
  115426. */
  115427. FramingBehavior.prototype.detach = function () {
  115428. if (!this._attachedCamera) {
  115429. return;
  115430. }
  115431. var scene = this._attachedCamera.getScene();
  115432. if (this._onPrePointerObservableObserver) {
  115433. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115434. }
  115435. if (this._onAfterCheckInputsObserver) {
  115436. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115437. }
  115438. if (this._onMeshTargetChangedObserver) {
  115439. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115440. }
  115441. this._attachedCamera = null;
  115442. };
  115443. /**
  115444. * Targets the given mesh and updates zoom level accordingly.
  115445. * @param mesh The mesh to target.
  115446. * @param radius Optional. If a cached radius position already exists, overrides default.
  115447. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115448. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115449. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115450. */
  115451. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115452. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115453. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115454. mesh.computeWorldMatrix(true);
  115455. var boundingBox = mesh.getBoundingInfo().boundingBox;
  115456. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  115457. };
  115458. /**
  115459. * Targets the given mesh with its children and updates zoom level accordingly.
  115460. * @param mesh The mesh to target.
  115461. * @param radius Optional. If a cached radius position already exists, overrides default.
  115462. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115463. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115464. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115465. */
  115466. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115467. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115468. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115469. mesh.computeWorldMatrix(true);
  115470. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  115471. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  115472. };
  115473. /**
  115474. * Targets the given meshes with their children and updates zoom level accordingly.
  115475. * @param meshes The mesh to target.
  115476. * @param radius Optional. If a cached radius position already exists, overrides default.
  115477. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115478. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115479. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115480. */
  115481. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  115482. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115483. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115484. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  115485. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  115486. for (var i = 0; i < meshes.length; i++) {
  115487. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  115488. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  115489. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  115490. }
  115491. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  115492. };
  115493. /**
  115494. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  115495. * @param minimumWorld Determines the smaller position of the bounding box extend
  115496. * @param maximumWorld Determines the bigger position of the bounding box extend
  115497. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115498. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115499. */
  115500. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  115501. var _this = this;
  115502. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115503. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115504. var zoomTarget;
  115505. if (!this._attachedCamera) {
  115506. return;
  115507. }
  115508. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  115509. var bottom = minimumWorld.y;
  115510. var top = maximumWorld.y;
  115511. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  115512. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  115513. if (focusOnOriginXZ) {
  115514. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  115515. }
  115516. else {
  115517. var centerWorld = minimumWorld.add(radiusWorld);
  115518. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  115519. }
  115520. if (!this._vectorTransition) {
  115521. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  115522. }
  115523. this._betaIsAnimating = true;
  115524. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  115525. if (animatable) {
  115526. this._animatables.push(animatable);
  115527. }
  115528. // sets the radius and lower radius bounds
  115529. // Small delta ensures camera is not always at lower zoom limit.
  115530. var radius = 0;
  115531. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  115532. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115533. if (this.autoCorrectCameraLimitsAndSensibility) {
  115534. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  115535. }
  115536. radius = position;
  115537. }
  115538. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115539. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115540. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  115541. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  115542. }
  115543. }
  115544. // Set sensibilities
  115545. if (this.autoCorrectCameraLimitsAndSensibility) {
  115546. var extend = maximumWorld.subtract(minimumWorld).length();
  115547. this._attachedCamera.panningSensibility = 5000 / extend;
  115548. this._attachedCamera.wheelPrecision = 100 / radius;
  115549. }
  115550. // transition to new radius
  115551. if (!this._radiusTransition) {
  115552. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115553. }
  115554. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  115555. _this.stopAllAnimations();
  115556. if (onAnimationEnd) {
  115557. onAnimationEnd();
  115558. }
  115559. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  115560. _this._attachedCamera.storeState();
  115561. }
  115562. });
  115563. if (animatable) {
  115564. this._animatables.push(animatable);
  115565. }
  115566. };
  115567. /**
  115568. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  115569. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  115570. * frustum width.
  115571. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  115572. * to fully enclose the mesh in the viewing frustum.
  115573. */
  115574. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  115575. var size = maximumWorld.subtract(minimumWorld);
  115576. var boxVectorGlobalDiagonal = size.length();
  115577. var frustumSlope = this._getFrustumSlope();
  115578. // Formula for setting distance
  115579. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  115580. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  115581. // Horizon distance
  115582. var radius = radiusWithoutFraming * this._radiusScale;
  115583. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  115584. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  115585. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  115586. var camera = this._attachedCamera;
  115587. if (!camera) {
  115588. return 0;
  115589. }
  115590. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115591. // Don't exceed the requested limit
  115592. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  115593. }
  115594. // Don't exceed the upper radius limit
  115595. if (camera.upperRadiusLimit) {
  115596. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  115597. }
  115598. return distance;
  115599. };
  115600. /**
  115601. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  115602. * is automatically returned to its default position (expected to be above ground plane).
  115603. */
  115604. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  115605. var _this = this;
  115606. if (this._elevationReturnTime < 0) {
  115607. return;
  115608. }
  115609. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  115610. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  115611. var limitBeta = Math.PI * 0.5;
  115612. // Bring the camera back up if below the ground plane
  115613. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  115614. this._betaIsAnimating = true;
  115615. //Transition to new position
  115616. this.stopAllAnimations();
  115617. if (!this._betaTransition) {
  115618. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115619. }
  115620. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  115621. _this._clearAnimationLocks();
  115622. _this.stopAllAnimations();
  115623. });
  115624. if (animatabe) {
  115625. this._animatables.push(animatabe);
  115626. }
  115627. }
  115628. };
  115629. /**
  115630. * Returns the frustum slope based on the canvas ratio and camera FOV
  115631. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  115632. */
  115633. FramingBehavior.prototype._getFrustumSlope = function () {
  115634. // Calculate the viewport ratio
  115635. // Aspect Ratio is Height/Width.
  115636. var camera = this._attachedCamera;
  115637. if (!camera) {
  115638. return BABYLON.Vector2.Zero();
  115639. }
  115640. var engine = camera.getScene().getEngine();
  115641. var aspectRatio = engine.getAspectRatio(camera);
  115642. // Camera FOV is the vertical field of view (top-bottom) in radians.
  115643. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  115644. var frustumSlopeY = Math.tan(camera.fov / 2);
  115645. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  115646. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  115647. // along the forward vector.
  115648. var frustumSlopeX = frustumSlopeY * aspectRatio;
  115649. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  115650. };
  115651. /**
  115652. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  115653. */
  115654. FramingBehavior.prototype._clearAnimationLocks = function () {
  115655. this._betaIsAnimating = false;
  115656. };
  115657. /**
  115658. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115659. */
  115660. FramingBehavior.prototype._applyUserInteraction = function () {
  115661. if (this.isUserIsMoving) {
  115662. this._lastInteractionTime = BABYLON.Tools.Now;
  115663. this.stopAllAnimations();
  115664. this._clearAnimationLocks();
  115665. }
  115666. };
  115667. /**
  115668. * Stops and removes all animations that have been applied to the camera
  115669. */
  115670. FramingBehavior.prototype.stopAllAnimations = function () {
  115671. if (this._attachedCamera) {
  115672. this._attachedCamera.animations = [];
  115673. }
  115674. while (this._animatables.length) {
  115675. if (this._animatables[0]) {
  115676. this._animatables[0].onAnimationEnd = null;
  115677. this._animatables[0].stop();
  115678. }
  115679. this._animatables.shift();
  115680. }
  115681. };
  115682. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  115683. /**
  115684. * Gets a value indicating if the user is moving the camera
  115685. */
  115686. get: function () {
  115687. if (!this._attachedCamera) {
  115688. return false;
  115689. }
  115690. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115691. this._attachedCamera.inertialBetaOffset !== 0 ||
  115692. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115693. this._attachedCamera.inertialPanningX !== 0 ||
  115694. this._attachedCamera.inertialPanningY !== 0 ||
  115695. this._isPointerDown;
  115696. },
  115697. enumerable: true,
  115698. configurable: true
  115699. });
  115700. /**
  115701. * The easing function used by animations
  115702. */
  115703. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  115704. /**
  115705. * The easing mode used by animations
  115706. */
  115707. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  115708. // Statics
  115709. /**
  115710. * The camera can move all the way towards the mesh.
  115711. */
  115712. FramingBehavior.IgnoreBoundsSizeMode = 0;
  115713. /**
  115714. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  115715. */
  115716. FramingBehavior.FitFrustumSidesMode = 1;
  115717. return FramingBehavior;
  115718. }());
  115719. BABYLON.FramingBehavior = FramingBehavior;
  115720. })(BABYLON || (BABYLON = {}));
  115721. //# sourceMappingURL=babylon.framingBehavior.js.map
  115722. var BABYLON;
  115723. (function (BABYLON) {
  115724. /**
  115725. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  115726. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  115727. */
  115728. var BouncingBehavior = /** @class */ (function () {
  115729. function BouncingBehavior() {
  115730. /**
  115731. * The duration of the animation, in milliseconds
  115732. */
  115733. this.transitionDuration = 450;
  115734. /**
  115735. * Length of the distance animated by the transition when lower radius is reached
  115736. */
  115737. this.lowerRadiusTransitionRange = 2;
  115738. /**
  115739. * Length of the distance animated by the transition when upper radius is reached
  115740. */
  115741. this.upperRadiusTransitionRange = -2;
  115742. this._autoTransitionRange = false;
  115743. // Animations
  115744. this._radiusIsAnimating = false;
  115745. this._radiusBounceTransition = null;
  115746. this._animatables = new Array();
  115747. }
  115748. Object.defineProperty(BouncingBehavior.prototype, "name", {
  115749. /**
  115750. * Gets the name of the behavior.
  115751. */
  115752. get: function () {
  115753. return "Bouncing";
  115754. },
  115755. enumerable: true,
  115756. configurable: true
  115757. });
  115758. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  115759. /**
  115760. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115761. */
  115762. get: function () {
  115763. return this._autoTransitionRange;
  115764. },
  115765. /**
  115766. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115767. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  115768. */
  115769. set: function (value) {
  115770. var _this = this;
  115771. if (this._autoTransitionRange === value) {
  115772. return;
  115773. }
  115774. this._autoTransitionRange = value;
  115775. var camera = this._attachedCamera;
  115776. if (!camera) {
  115777. return;
  115778. }
  115779. if (value) {
  115780. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115781. if (!mesh) {
  115782. return;
  115783. }
  115784. mesh.computeWorldMatrix(true);
  115785. var diagonal = mesh.getBoundingInfo().diagonalLength;
  115786. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  115787. _this.upperRadiusTransitionRange = diagonal * 0.05;
  115788. });
  115789. }
  115790. else if (this._onMeshTargetChangedObserver) {
  115791. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115792. }
  115793. },
  115794. enumerable: true,
  115795. configurable: true
  115796. });
  115797. /**
  115798. * Initializes the behavior.
  115799. */
  115800. BouncingBehavior.prototype.init = function () {
  115801. // Do notihng
  115802. };
  115803. /**
  115804. * Attaches the behavior to its arc rotate camera.
  115805. * @param camera Defines the camera to attach the behavior to
  115806. */
  115807. BouncingBehavior.prototype.attach = function (camera) {
  115808. var _this = this;
  115809. this._attachedCamera = camera;
  115810. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115811. if (!_this._attachedCamera) {
  115812. return;
  115813. }
  115814. // Add the bounce animation to the lower radius limit
  115815. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  115816. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  115817. }
  115818. // Add the bounce animation to the upper radius limit
  115819. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  115820. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  115821. }
  115822. });
  115823. };
  115824. /**
  115825. * Detaches the behavior from its current arc rotate camera.
  115826. */
  115827. BouncingBehavior.prototype.detach = function () {
  115828. if (!this._attachedCamera) {
  115829. return;
  115830. }
  115831. if (this._onAfterCheckInputsObserver) {
  115832. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115833. }
  115834. if (this._onMeshTargetChangedObserver) {
  115835. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115836. }
  115837. this._attachedCamera = null;
  115838. };
  115839. /**
  115840. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  115841. * @param radiusLimit The limit to check against.
  115842. * @return Bool to indicate if at limit.
  115843. */
  115844. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  115845. if (!this._attachedCamera) {
  115846. return false;
  115847. }
  115848. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  115849. return true;
  115850. }
  115851. return false;
  115852. };
  115853. /**
  115854. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  115855. * @param radiusDelta The delta by which to animate to. Can be negative.
  115856. */
  115857. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  115858. var _this = this;
  115859. if (!this._attachedCamera) {
  115860. return;
  115861. }
  115862. if (!this._radiusBounceTransition) {
  115863. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  115864. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  115865. }
  115866. // Prevent zoom until bounce has completed
  115867. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  115868. this._attachedCamera.wheelPrecision = Infinity;
  115869. this._attachedCamera.inertialRadiusOffset = 0;
  115870. // Animate to the radius limit
  115871. this.stopAllAnimations();
  115872. this._radiusIsAnimating = true;
  115873. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  115874. if (animatable) {
  115875. this._animatables.push(animatable);
  115876. }
  115877. };
  115878. /**
  115879. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  115880. */
  115881. BouncingBehavior.prototype._clearAnimationLocks = function () {
  115882. this._radiusIsAnimating = false;
  115883. if (this._attachedCamera) {
  115884. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  115885. }
  115886. };
  115887. /**
  115888. * Stops and removes all animations that have been applied to the camera
  115889. */
  115890. BouncingBehavior.prototype.stopAllAnimations = function () {
  115891. if (this._attachedCamera) {
  115892. this._attachedCamera.animations = [];
  115893. }
  115894. while (this._animatables.length) {
  115895. this._animatables[0].onAnimationEnd = null;
  115896. this._animatables[0].stop();
  115897. this._animatables.shift();
  115898. }
  115899. };
  115900. /**
  115901. * The easing function used by animations
  115902. */
  115903. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  115904. /**
  115905. * The easing mode used by animations
  115906. */
  115907. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  115908. return BouncingBehavior;
  115909. }());
  115910. BABYLON.BouncingBehavior = BouncingBehavior;
  115911. })(BABYLON || (BABYLON = {}));
  115912. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  115913. var BABYLON;
  115914. (function (BABYLON) {
  115915. /**
  115916. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  115917. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  115918. */
  115919. var AutoRotationBehavior = /** @class */ (function () {
  115920. function AutoRotationBehavior() {
  115921. this._zoomStopsAnimation = false;
  115922. this._idleRotationSpeed = 0.05;
  115923. this._idleRotationWaitTime = 2000;
  115924. this._idleRotationSpinupTime = 2000;
  115925. this._isPointerDown = false;
  115926. this._lastFrameTime = null;
  115927. this._lastInteractionTime = -Infinity;
  115928. this._cameraRotationSpeed = 0;
  115929. this._lastFrameRadius = 0;
  115930. }
  115931. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  115932. /**
  115933. * Gets the name of the behavior.
  115934. */
  115935. get: function () {
  115936. return "AutoRotation";
  115937. },
  115938. enumerable: true,
  115939. configurable: true
  115940. });
  115941. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  115942. /**
  115943. * Gets the flag that indicates if user zooming should stop animation.
  115944. */
  115945. get: function () {
  115946. return this._zoomStopsAnimation;
  115947. },
  115948. /**
  115949. * Sets the flag that indicates if user zooming should stop animation.
  115950. */
  115951. set: function (flag) {
  115952. this._zoomStopsAnimation = flag;
  115953. },
  115954. enumerable: true,
  115955. configurable: true
  115956. });
  115957. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  115958. /**
  115959. * Gets the default speed at which the camera rotates around the model.
  115960. */
  115961. get: function () {
  115962. return this._idleRotationSpeed;
  115963. },
  115964. /**
  115965. * Sets the default speed at which the camera rotates around the model.
  115966. */
  115967. set: function (speed) {
  115968. this._idleRotationSpeed = speed;
  115969. },
  115970. enumerable: true,
  115971. configurable: true
  115972. });
  115973. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  115974. /**
  115975. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  115976. */
  115977. get: function () {
  115978. return this._idleRotationWaitTime;
  115979. },
  115980. /**
  115981. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  115982. */
  115983. set: function (time) {
  115984. this._idleRotationWaitTime = time;
  115985. },
  115986. enumerable: true,
  115987. configurable: true
  115988. });
  115989. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  115990. /**
  115991. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115992. */
  115993. get: function () {
  115994. return this._idleRotationSpinupTime;
  115995. },
  115996. /**
  115997. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115998. */
  115999. set: function (time) {
  116000. this._idleRotationSpinupTime = time;
  116001. },
  116002. enumerable: true,
  116003. configurable: true
  116004. });
  116005. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  116006. /**
  116007. * Gets a value indicating if the camera is currently rotating because of this behavior
  116008. */
  116009. get: function () {
  116010. return Math.abs(this._cameraRotationSpeed) > 0;
  116011. },
  116012. enumerable: true,
  116013. configurable: true
  116014. });
  116015. /**
  116016. * Initializes the behavior.
  116017. */
  116018. AutoRotationBehavior.prototype.init = function () {
  116019. // Do notihng
  116020. };
  116021. /**
  116022. * Attaches the behavior to its arc rotate camera.
  116023. * @param camera Defines the camera to attach the behavior to
  116024. */
  116025. AutoRotationBehavior.prototype.attach = function (camera) {
  116026. var _this = this;
  116027. this._attachedCamera = camera;
  116028. var scene = this._attachedCamera.getScene();
  116029. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  116030. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  116031. _this._isPointerDown = true;
  116032. return;
  116033. }
  116034. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  116035. _this._isPointerDown = false;
  116036. }
  116037. });
  116038. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116039. var now = BABYLON.Tools.Now;
  116040. var dt = 0;
  116041. if (_this._lastFrameTime != null) {
  116042. dt = now - _this._lastFrameTime;
  116043. }
  116044. _this._lastFrameTime = now;
  116045. // Stop the animation if there is user interaction and the animation should stop for this interaction
  116046. _this._applyUserInteraction();
  116047. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  116048. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  116049. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  116050. // Step camera rotation by rotation speed
  116051. if (_this._attachedCamera) {
  116052. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  116053. }
  116054. });
  116055. };
  116056. /**
  116057. * Detaches the behavior from its current arc rotate camera.
  116058. */
  116059. AutoRotationBehavior.prototype.detach = function () {
  116060. if (!this._attachedCamera) {
  116061. return;
  116062. }
  116063. var scene = this._attachedCamera.getScene();
  116064. if (this._onPrePointerObservableObserver) {
  116065. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  116066. }
  116067. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116068. this._attachedCamera = null;
  116069. };
  116070. /**
  116071. * Returns true if user is scrolling.
  116072. * @return true if user is scrolling.
  116073. */
  116074. AutoRotationBehavior.prototype._userIsZooming = function () {
  116075. if (!this._attachedCamera) {
  116076. return false;
  116077. }
  116078. return this._attachedCamera.inertialRadiusOffset !== 0;
  116079. };
  116080. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  116081. if (!this._attachedCamera) {
  116082. return false;
  116083. }
  116084. var zoomHasHitLimit = false;
  116085. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  116086. zoomHasHitLimit = true;
  116087. }
  116088. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  116089. this._lastFrameRadius = this._attachedCamera.radius;
  116090. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  116091. };
  116092. /**
  116093. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  116094. */
  116095. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  116096. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  116097. this._lastInteractionTime = BABYLON.Tools.Now;
  116098. }
  116099. };
  116100. // Tools
  116101. AutoRotationBehavior.prototype._userIsMoving = function () {
  116102. if (!this._attachedCamera) {
  116103. return false;
  116104. }
  116105. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  116106. this._attachedCamera.inertialBetaOffset !== 0 ||
  116107. this._attachedCamera.inertialRadiusOffset !== 0 ||
  116108. this._attachedCamera.inertialPanningX !== 0 ||
  116109. this._attachedCamera.inertialPanningY !== 0 ||
  116110. this._isPointerDown;
  116111. };
  116112. return AutoRotationBehavior;
  116113. }());
  116114. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  116115. })(BABYLON || (BABYLON = {}));
  116116. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  116117. var BABYLON;
  116118. (function (BABYLON) {
  116119. /**
  116120. * Options to create the null engine
  116121. */
  116122. var NullEngineOptions = /** @class */ (function () {
  116123. function NullEngineOptions() {
  116124. /**
  116125. * Render width (Default: 512)
  116126. */
  116127. this.renderWidth = 512;
  116128. /**
  116129. * Render height (Default: 256)
  116130. */
  116131. this.renderHeight = 256;
  116132. /**
  116133. * Texture size (Default: 512)
  116134. */
  116135. this.textureSize = 512;
  116136. /**
  116137. * If delta time between frames should be constant
  116138. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116139. */
  116140. this.deterministicLockstep = false;
  116141. /**
  116142. * Maximum about of steps between frames (Default: 4)
  116143. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116144. */
  116145. this.lockstepMaxSteps = 4;
  116146. }
  116147. return NullEngineOptions;
  116148. }());
  116149. BABYLON.NullEngineOptions = NullEngineOptions;
  116150. /**
  116151. * The null engine class provides support for headless version of babylon.js.
  116152. * This can be used in server side scenario or for testing purposes
  116153. */
  116154. var NullEngine = /** @class */ (function (_super) {
  116155. __extends(NullEngine, _super);
  116156. function NullEngine(options) {
  116157. if (options === void 0) { options = new NullEngineOptions(); }
  116158. var _this = _super.call(this, null) || this;
  116159. if (options.deterministicLockstep === undefined) {
  116160. options.deterministicLockstep = false;
  116161. }
  116162. if (options.lockstepMaxSteps === undefined) {
  116163. options.lockstepMaxSteps = 4;
  116164. }
  116165. _this._options = options;
  116166. // Init caps
  116167. // We consider we are on a webgl1 capable device
  116168. _this._caps = new BABYLON.EngineCapabilities();
  116169. _this._caps.maxTexturesImageUnits = 16;
  116170. _this._caps.maxVertexTextureImageUnits = 16;
  116171. _this._caps.maxTextureSize = 512;
  116172. _this._caps.maxCubemapTextureSize = 512;
  116173. _this._caps.maxRenderTextureSize = 512;
  116174. _this._caps.maxVertexAttribs = 16;
  116175. _this._caps.maxVaryingVectors = 16;
  116176. _this._caps.maxFragmentUniformVectors = 16;
  116177. _this._caps.maxVertexUniformVectors = 16;
  116178. // Extensions
  116179. _this._caps.standardDerivatives = false;
  116180. _this._caps.astc = null;
  116181. _this._caps.s3tc = null;
  116182. _this._caps.pvrtc = null;
  116183. _this._caps.etc1 = null;
  116184. _this._caps.etc2 = null;
  116185. _this._caps.textureAnisotropicFilterExtension = null;
  116186. _this._caps.maxAnisotropy = 0;
  116187. _this._caps.uintIndices = false;
  116188. _this._caps.fragmentDepthSupported = false;
  116189. _this._caps.highPrecisionShaderSupported = true;
  116190. _this._caps.colorBufferFloat = false;
  116191. _this._caps.textureFloat = false;
  116192. _this._caps.textureFloatLinearFiltering = false;
  116193. _this._caps.textureFloatRender = false;
  116194. _this._caps.textureHalfFloat = false;
  116195. _this._caps.textureHalfFloatLinearFiltering = false;
  116196. _this._caps.textureHalfFloatRender = false;
  116197. _this._caps.textureLOD = false;
  116198. _this._caps.drawBuffersExtension = false;
  116199. _this._caps.depthTextureExtension = false;
  116200. _this._caps.vertexArrayObject = false;
  116201. _this._caps.instancedArrays = false;
  116202. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  116203. // Wrappers
  116204. if (typeof URL === "undefined") {
  116205. URL = {
  116206. createObjectURL: function () { },
  116207. revokeObjectURL: function () { }
  116208. };
  116209. }
  116210. if (typeof Blob === "undefined") {
  116211. Blob = function () { };
  116212. }
  116213. return _this;
  116214. }
  116215. /**
  116216. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116217. */
  116218. NullEngine.prototype.isDeterministicLockStep = function () {
  116219. return this._options.deterministicLockstep;
  116220. };
  116221. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  116222. NullEngine.prototype.getLockstepMaxSteps = function () {
  116223. return this._options.lockstepMaxSteps;
  116224. };
  116225. /**
  116226. * Sets hardware scaling, used to save performance if needed
  116227. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  116228. */
  116229. NullEngine.prototype.getHardwareScalingLevel = function () {
  116230. return 1.0;
  116231. };
  116232. NullEngine.prototype.createVertexBuffer = function (vertices) {
  116233. return {
  116234. capacity: 0,
  116235. references: 1,
  116236. is32Bits: false
  116237. };
  116238. };
  116239. NullEngine.prototype.createIndexBuffer = function (indices) {
  116240. return {
  116241. capacity: 0,
  116242. references: 1,
  116243. is32Bits: false
  116244. };
  116245. };
  116246. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  116247. if (stencil === void 0) { stencil = false; }
  116248. };
  116249. NullEngine.prototype.getRenderWidth = function (useScreen) {
  116250. if (useScreen === void 0) { useScreen = false; }
  116251. if (!useScreen && this._currentRenderTarget) {
  116252. return this._currentRenderTarget.width;
  116253. }
  116254. return this._options.renderWidth;
  116255. };
  116256. NullEngine.prototype.getRenderHeight = function (useScreen) {
  116257. if (useScreen === void 0) { useScreen = false; }
  116258. if (!useScreen && this._currentRenderTarget) {
  116259. return this._currentRenderTarget.height;
  116260. }
  116261. return this._options.renderHeight;
  116262. };
  116263. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  116264. this._cachedViewport = viewport;
  116265. };
  116266. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  116267. return {
  116268. transformFeedback: null,
  116269. __SPECTOR_rebuildProgram: null,
  116270. isParallelCompiled: false
  116271. };
  116272. };
  116273. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  116274. return [];
  116275. };
  116276. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  116277. return [];
  116278. };
  116279. NullEngine.prototype.bindSamplers = function (effect) {
  116280. this._currentEffect = null;
  116281. };
  116282. NullEngine.prototype.enableEffect = function (effect) {
  116283. this._currentEffect = effect;
  116284. if (effect.onBind) {
  116285. effect.onBind(effect);
  116286. }
  116287. if (effect._onBindObservable) {
  116288. effect._onBindObservable.notifyObservers(effect);
  116289. }
  116290. };
  116291. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  116292. if (zOffset === void 0) { zOffset = 0; }
  116293. if (reverseSide === void 0) { reverseSide = false; }
  116294. };
  116295. NullEngine.prototype.setIntArray = function (uniform, array) {
  116296. };
  116297. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  116298. };
  116299. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  116300. };
  116301. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  116302. };
  116303. NullEngine.prototype.setFloatArray = function (uniform, array) {
  116304. };
  116305. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  116306. };
  116307. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  116308. };
  116309. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  116310. };
  116311. NullEngine.prototype.setArray = function (uniform, array) {
  116312. };
  116313. NullEngine.prototype.setArray2 = function (uniform, array) {
  116314. };
  116315. NullEngine.prototype.setArray3 = function (uniform, array) {
  116316. };
  116317. NullEngine.prototype.setArray4 = function (uniform, array) {
  116318. };
  116319. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  116320. };
  116321. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  116322. };
  116323. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  116324. };
  116325. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  116326. };
  116327. NullEngine.prototype.setFloat = function (uniform, value) {
  116328. };
  116329. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  116330. };
  116331. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  116332. };
  116333. NullEngine.prototype.setBool = function (uniform, bool) {
  116334. };
  116335. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  116336. };
  116337. NullEngine.prototype.setColor3 = function (uniform, color3) {
  116338. };
  116339. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  116340. };
  116341. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  116342. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  116343. if (this._alphaMode === mode) {
  116344. return;
  116345. }
  116346. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  116347. if (!noDepthWriteChange) {
  116348. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  116349. }
  116350. this._alphaMode = mode;
  116351. };
  116352. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  116353. };
  116354. NullEngine.prototype.wipeCaches = function (bruteForce) {
  116355. if (this.preventCacheWipeBetweenFrames) {
  116356. return;
  116357. }
  116358. this.resetTextureCache();
  116359. this._currentEffect = null;
  116360. if (bruteForce) {
  116361. this._currentProgram = null;
  116362. this._stencilState.reset();
  116363. this._depthCullingState.reset();
  116364. this._alphaState.reset();
  116365. }
  116366. this._cachedVertexBuffers = null;
  116367. this._cachedIndexBuffer = null;
  116368. this._cachedEffectForVertexBuffers = null;
  116369. };
  116370. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  116371. };
  116372. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  116373. };
  116374. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  116375. };
  116376. /** @hidden */
  116377. NullEngine.prototype._createTexture = function () {
  116378. return {};
  116379. };
  116380. /** @hidden */
  116381. NullEngine.prototype._releaseTexture = function (texture) {
  116382. };
  116383. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  116384. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  116385. if (onLoad === void 0) { onLoad = null; }
  116386. if (onError === void 0) { onError = null; }
  116387. if (buffer === void 0) { buffer = null; }
  116388. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  116389. var url = String(urlArg);
  116390. texture.url = url;
  116391. texture.generateMipMaps = !noMipmap;
  116392. texture.samplingMode = samplingMode;
  116393. texture.invertY = invertY;
  116394. texture.baseWidth = this._options.textureSize;
  116395. texture.baseHeight = this._options.textureSize;
  116396. texture.width = this._options.textureSize;
  116397. texture.height = this._options.textureSize;
  116398. if (format) {
  116399. texture.format = format;
  116400. }
  116401. texture.isReady = true;
  116402. if (onLoad) {
  116403. onLoad();
  116404. }
  116405. this._internalTexturesCache.push(texture);
  116406. return texture;
  116407. };
  116408. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  116409. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  116410. if (options !== undefined && typeof options === "object") {
  116411. fullOptions.generateMipMaps = options.generateMipMaps;
  116412. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  116413. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  116414. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  116415. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  116416. }
  116417. else {
  116418. fullOptions.generateMipMaps = options;
  116419. fullOptions.generateDepthBuffer = true;
  116420. fullOptions.generateStencilBuffer = false;
  116421. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  116422. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  116423. }
  116424. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  116425. var width = size.width || size;
  116426. var height = size.height || size;
  116427. texture._depthStencilBuffer = {};
  116428. texture._framebuffer = {};
  116429. texture.baseWidth = width;
  116430. texture.baseHeight = height;
  116431. texture.width = width;
  116432. texture.height = height;
  116433. texture.isReady = true;
  116434. texture.samples = 1;
  116435. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  116436. texture.samplingMode = fullOptions.samplingMode;
  116437. texture.type = fullOptions.type;
  116438. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  116439. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  116440. this._internalTexturesCache.push(texture);
  116441. return texture;
  116442. };
  116443. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  116444. texture.samplingMode = samplingMode;
  116445. };
  116446. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  116447. if (this._currentRenderTarget) {
  116448. this.unBindFramebuffer(this._currentRenderTarget);
  116449. }
  116450. this._currentRenderTarget = texture;
  116451. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  116452. if (this._cachedViewport && !forceFullscreenViewport) {
  116453. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  116454. }
  116455. };
  116456. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  116457. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  116458. this._currentRenderTarget = null;
  116459. if (onBeforeUnbind) {
  116460. if (texture._MSAAFramebuffer) {
  116461. this._currentFramebuffer = texture._framebuffer;
  116462. }
  116463. onBeforeUnbind();
  116464. }
  116465. this._currentFramebuffer = null;
  116466. };
  116467. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  116468. var vbo = {
  116469. capacity: 1,
  116470. references: 1,
  116471. is32Bits: false
  116472. };
  116473. return vbo;
  116474. };
  116475. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  116476. if (premulAlpha === void 0) { premulAlpha = false; }
  116477. };
  116478. NullEngine.prototype.areAllEffectsReady = function () {
  116479. return true;
  116480. };
  116481. /**
  116482. * @hidden
  116483. * Get the current error code of the webGL context
  116484. * @returns the error code
  116485. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  116486. */
  116487. NullEngine.prototype.getError = function () {
  116488. return 0;
  116489. };
  116490. /** @hidden */
  116491. NullEngine.prototype._getUnpackAlignement = function () {
  116492. return 1;
  116493. };
  116494. /** @hidden */
  116495. NullEngine.prototype._unpackFlipY = function (value) {
  116496. };
  116497. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  116498. if (offset === void 0) { offset = 0; }
  116499. };
  116500. /**
  116501. * Updates a dynamic vertex buffer.
  116502. * @param vertexBuffer the vertex buffer to update
  116503. * @param data the data used to update the vertex buffer
  116504. * @param byteOffset the byte offset of the data (optional)
  116505. * @param byteLength the byte length of the data (optional)
  116506. */
  116507. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  116508. };
  116509. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  116510. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  116511. this._boundTexturesCache[this._activeChannel] = texture;
  116512. return true;
  116513. }
  116514. return false;
  116515. };
  116516. /** @hidden */
  116517. NullEngine.prototype._bindTexture = function (channel, texture) {
  116518. if (channel < 0) {
  116519. return;
  116520. }
  116521. this._bindTextureDirectly(0, texture);
  116522. };
  116523. /** @hidden */
  116524. NullEngine.prototype._releaseBuffer = function (buffer) {
  116525. buffer.references--;
  116526. if (buffer.references === 0) {
  116527. return true;
  116528. }
  116529. return false;
  116530. };
  116531. NullEngine.prototype.releaseEffects = function () {
  116532. };
  116533. NullEngine.prototype.displayLoadingUI = function () {
  116534. };
  116535. NullEngine.prototype.hideLoadingUI = function () {
  116536. };
  116537. /** @hidden */
  116538. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  116539. if (faceIndex === void 0) { faceIndex = 0; }
  116540. if (lod === void 0) { lod = 0; }
  116541. };
  116542. /** @hidden */
  116543. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  116544. if (faceIndex === void 0) { faceIndex = 0; }
  116545. if (lod === void 0) { lod = 0; }
  116546. };
  116547. /** @hidden */
  116548. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  116549. if (faceIndex === void 0) { faceIndex = 0; }
  116550. if (lod === void 0) { lod = 0; }
  116551. };
  116552. /** @hidden */
  116553. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  116554. if (faceIndex === void 0) { faceIndex = 0; }
  116555. if (lod === void 0) { lod = 0; }
  116556. };
  116557. return NullEngine;
  116558. }(BABYLON.Engine));
  116559. BABYLON.NullEngine = NullEngine;
  116560. })(BABYLON || (BABYLON = {}));
  116561. //# sourceMappingURL=babylon.nullEngine.js.map
  116562. var BABYLON;
  116563. (function (BABYLON) {
  116564. /**
  116565. * This class can be used to get instrumentation data from a Babylon engine
  116566. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116567. */
  116568. var EngineInstrumentation = /** @class */ (function () {
  116569. /**
  116570. * Instantiates a new engine instrumentation.
  116571. * This class can be used to get instrumentation data from a Babylon engine
  116572. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116573. * @param engine Defines the engine to instrument
  116574. */
  116575. function EngineInstrumentation(
  116576. /**
  116577. * Define the instrumented engine.
  116578. */
  116579. engine) {
  116580. this.engine = engine;
  116581. this._captureGPUFrameTime = false;
  116582. this._gpuFrameTime = new BABYLON.PerfCounter();
  116583. this._captureShaderCompilationTime = false;
  116584. this._shaderCompilationTime = new BABYLON.PerfCounter();
  116585. // Observers
  116586. this._onBeginFrameObserver = null;
  116587. this._onEndFrameObserver = null;
  116588. this._onBeforeShaderCompilationObserver = null;
  116589. this._onAfterShaderCompilationObserver = null;
  116590. }
  116591. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  116592. // Properties
  116593. /**
  116594. * Gets the perf counter used for GPU frame time
  116595. */
  116596. get: function () {
  116597. return this._gpuFrameTime;
  116598. },
  116599. enumerable: true,
  116600. configurable: true
  116601. });
  116602. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  116603. /**
  116604. * Gets the GPU frame time capture status
  116605. */
  116606. get: function () {
  116607. return this._captureGPUFrameTime;
  116608. },
  116609. /**
  116610. * Enable or disable the GPU frame time capture
  116611. */
  116612. set: function (value) {
  116613. var _this = this;
  116614. if (value === this._captureGPUFrameTime) {
  116615. return;
  116616. }
  116617. this._captureGPUFrameTime = value;
  116618. if (value) {
  116619. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  116620. if (!_this._gpuFrameTimeToken) {
  116621. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  116622. }
  116623. });
  116624. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  116625. if (!_this._gpuFrameTimeToken) {
  116626. return;
  116627. }
  116628. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  116629. if (time > -1) {
  116630. _this._gpuFrameTimeToken = null;
  116631. _this._gpuFrameTime.fetchNewFrame();
  116632. _this._gpuFrameTime.addCount(time, true);
  116633. }
  116634. });
  116635. }
  116636. else {
  116637. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116638. this._onBeginFrameObserver = null;
  116639. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116640. this._onEndFrameObserver = null;
  116641. }
  116642. },
  116643. enumerable: true,
  116644. configurable: true
  116645. });
  116646. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  116647. /**
  116648. * Gets the perf counter used for shader compilation time
  116649. */
  116650. get: function () {
  116651. return this._shaderCompilationTime;
  116652. },
  116653. enumerable: true,
  116654. configurable: true
  116655. });
  116656. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  116657. /**
  116658. * Gets the shader compilation time capture status
  116659. */
  116660. get: function () {
  116661. return this._captureShaderCompilationTime;
  116662. },
  116663. /**
  116664. * Enable or disable the shader compilation time capture
  116665. */
  116666. set: function (value) {
  116667. var _this = this;
  116668. if (value === this._captureShaderCompilationTime) {
  116669. return;
  116670. }
  116671. this._captureShaderCompilationTime = value;
  116672. if (value) {
  116673. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  116674. _this._shaderCompilationTime.fetchNewFrame();
  116675. _this._shaderCompilationTime.beginMonitoring();
  116676. });
  116677. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  116678. _this._shaderCompilationTime.endMonitoring();
  116679. });
  116680. }
  116681. else {
  116682. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116683. this._onBeforeShaderCompilationObserver = null;
  116684. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116685. this._onAfterShaderCompilationObserver = null;
  116686. }
  116687. },
  116688. enumerable: true,
  116689. configurable: true
  116690. });
  116691. /**
  116692. * Dispose and release associated resources.
  116693. */
  116694. EngineInstrumentation.prototype.dispose = function () {
  116695. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116696. this._onBeginFrameObserver = null;
  116697. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116698. this._onEndFrameObserver = null;
  116699. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116700. this._onBeforeShaderCompilationObserver = null;
  116701. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116702. this._onAfterShaderCompilationObserver = null;
  116703. this.engine = null;
  116704. };
  116705. return EngineInstrumentation;
  116706. }());
  116707. BABYLON.EngineInstrumentation = EngineInstrumentation;
  116708. })(BABYLON || (BABYLON = {}));
  116709. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  116710. var BABYLON;
  116711. (function (BABYLON) {
  116712. /**
  116713. * This class can be used to get instrumentation data from a Babylon engine
  116714. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116715. */
  116716. var SceneInstrumentation = /** @class */ (function () {
  116717. /**
  116718. * Instantiates a new scene instrumentation.
  116719. * This class can be used to get instrumentation data from a Babylon engine
  116720. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116721. * @param scene Defines the scene to instrument
  116722. */
  116723. function SceneInstrumentation(
  116724. /**
  116725. * Defines the scene to instrument
  116726. */
  116727. scene) {
  116728. var _this = this;
  116729. this.scene = scene;
  116730. this._captureActiveMeshesEvaluationTime = false;
  116731. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  116732. this._captureRenderTargetsRenderTime = false;
  116733. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  116734. this._captureFrameTime = false;
  116735. this._frameTime = new BABYLON.PerfCounter();
  116736. this._captureRenderTime = false;
  116737. this._renderTime = new BABYLON.PerfCounter();
  116738. this._captureInterFrameTime = false;
  116739. this._interFrameTime = new BABYLON.PerfCounter();
  116740. this._captureParticlesRenderTime = false;
  116741. this._particlesRenderTime = new BABYLON.PerfCounter();
  116742. this._captureSpritesRenderTime = false;
  116743. this._spritesRenderTime = new BABYLON.PerfCounter();
  116744. this._capturePhysicsTime = false;
  116745. this._physicsTime = new BABYLON.PerfCounter();
  116746. this._captureAnimationsTime = false;
  116747. this._animationsTime = new BABYLON.PerfCounter();
  116748. this._captureCameraRenderTime = false;
  116749. this._cameraRenderTime = new BABYLON.PerfCounter();
  116750. // Observers
  116751. this._onBeforeActiveMeshesEvaluationObserver = null;
  116752. this._onAfterActiveMeshesEvaluationObserver = null;
  116753. this._onBeforeRenderTargetsRenderObserver = null;
  116754. this._onAfterRenderTargetsRenderObserver = null;
  116755. this._onAfterRenderObserver = null;
  116756. this._onBeforeDrawPhaseObserver = null;
  116757. this._onAfterDrawPhaseObserver = null;
  116758. this._onBeforeAnimationsObserver = null;
  116759. this._onBeforeParticlesRenderingObserver = null;
  116760. this._onAfterParticlesRenderingObserver = null;
  116761. this._onBeforeSpritesRenderingObserver = null;
  116762. this._onAfterSpritesRenderingObserver = null;
  116763. this._onBeforePhysicsObserver = null;
  116764. this._onAfterPhysicsObserver = null;
  116765. this._onAfterAnimationsObserver = null;
  116766. this._onBeforeCameraRenderObserver = null;
  116767. this._onAfterCameraRenderObserver = null;
  116768. // Before render
  116769. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  116770. if (_this._captureActiveMeshesEvaluationTime) {
  116771. _this._activeMeshesEvaluationTime.fetchNewFrame();
  116772. }
  116773. if (_this._captureRenderTargetsRenderTime) {
  116774. _this._renderTargetsRenderTime.fetchNewFrame();
  116775. }
  116776. if (_this._captureFrameTime) {
  116777. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  116778. _this._frameTime.beginMonitoring();
  116779. }
  116780. if (_this._captureInterFrameTime) {
  116781. _this._interFrameTime.endMonitoring();
  116782. }
  116783. if (_this._captureParticlesRenderTime) {
  116784. _this._particlesRenderTime.fetchNewFrame();
  116785. }
  116786. if (_this._captureSpritesRenderTime) {
  116787. _this._spritesRenderTime.fetchNewFrame();
  116788. }
  116789. if (_this._captureAnimationsTime) {
  116790. _this._animationsTime.beginMonitoring();
  116791. }
  116792. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  116793. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  116794. });
  116795. // After render
  116796. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  116797. if (_this._captureFrameTime) {
  116798. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  116799. _this._frameTime.endMonitoring();
  116800. }
  116801. if (_this._captureRenderTime) {
  116802. _this._renderTime.endMonitoring(false);
  116803. }
  116804. if (_this._captureInterFrameTime) {
  116805. _this._interFrameTime.beginMonitoring();
  116806. }
  116807. });
  116808. }
  116809. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  116810. // Properties
  116811. /**
  116812. * Gets the perf counter used for active meshes evaluation time
  116813. */
  116814. get: function () {
  116815. return this._activeMeshesEvaluationTime;
  116816. },
  116817. enumerable: true,
  116818. configurable: true
  116819. });
  116820. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  116821. /**
  116822. * Gets the active meshes evaluation time capture status
  116823. */
  116824. get: function () {
  116825. return this._captureActiveMeshesEvaluationTime;
  116826. },
  116827. /**
  116828. * Enable or disable the active meshes evaluation time capture
  116829. */
  116830. set: function (value) {
  116831. var _this = this;
  116832. if (value === this._captureActiveMeshesEvaluationTime) {
  116833. return;
  116834. }
  116835. this._captureActiveMeshesEvaluationTime = value;
  116836. if (value) {
  116837. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  116838. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  116839. _this._activeMeshesEvaluationTime.beginMonitoring();
  116840. });
  116841. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  116842. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  116843. _this._activeMeshesEvaluationTime.endMonitoring();
  116844. });
  116845. }
  116846. else {
  116847. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116848. this._onBeforeActiveMeshesEvaluationObserver = null;
  116849. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116850. this._onAfterActiveMeshesEvaluationObserver = null;
  116851. }
  116852. },
  116853. enumerable: true,
  116854. configurable: true
  116855. });
  116856. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  116857. /**
  116858. * Gets the perf counter used for render targets render time
  116859. */
  116860. get: function () {
  116861. return this._renderTargetsRenderTime;
  116862. },
  116863. enumerable: true,
  116864. configurable: true
  116865. });
  116866. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  116867. /**
  116868. * Gets the render targets render time capture status
  116869. */
  116870. get: function () {
  116871. return this._captureRenderTargetsRenderTime;
  116872. },
  116873. /**
  116874. * Enable or disable the render targets render time capture
  116875. */
  116876. set: function (value) {
  116877. var _this = this;
  116878. if (value === this._captureRenderTargetsRenderTime) {
  116879. return;
  116880. }
  116881. this._captureRenderTargetsRenderTime = value;
  116882. if (value) {
  116883. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  116884. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  116885. _this._renderTargetsRenderTime.beginMonitoring();
  116886. });
  116887. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  116888. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  116889. _this._renderTargetsRenderTime.endMonitoring(false);
  116890. });
  116891. }
  116892. else {
  116893. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116894. this._onBeforeRenderTargetsRenderObserver = null;
  116895. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116896. this._onAfterRenderTargetsRenderObserver = null;
  116897. }
  116898. },
  116899. enumerable: true,
  116900. configurable: true
  116901. });
  116902. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  116903. /**
  116904. * Gets the perf counter used for particles render time
  116905. */
  116906. get: function () {
  116907. return this._particlesRenderTime;
  116908. },
  116909. enumerable: true,
  116910. configurable: true
  116911. });
  116912. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  116913. /**
  116914. * Gets the particles render time capture status
  116915. */
  116916. get: function () {
  116917. return this._captureParticlesRenderTime;
  116918. },
  116919. /**
  116920. * Enable or disable the particles render time capture
  116921. */
  116922. set: function (value) {
  116923. var _this = this;
  116924. if (value === this._captureParticlesRenderTime) {
  116925. return;
  116926. }
  116927. this._captureParticlesRenderTime = value;
  116928. if (value) {
  116929. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  116930. BABYLON.Tools.StartPerformanceCounter("Particles");
  116931. _this._particlesRenderTime.beginMonitoring();
  116932. });
  116933. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  116934. BABYLON.Tools.EndPerformanceCounter("Particles");
  116935. _this._particlesRenderTime.endMonitoring(false);
  116936. });
  116937. }
  116938. else {
  116939. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116940. this._onBeforeParticlesRenderingObserver = null;
  116941. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116942. this._onAfterParticlesRenderingObserver = null;
  116943. }
  116944. },
  116945. enumerable: true,
  116946. configurable: true
  116947. });
  116948. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  116949. /**
  116950. * Gets the perf counter used for sprites render time
  116951. */
  116952. get: function () {
  116953. return this._spritesRenderTime;
  116954. },
  116955. enumerable: true,
  116956. configurable: true
  116957. });
  116958. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  116959. /**
  116960. * Gets the sprites render time capture status
  116961. */
  116962. get: function () {
  116963. return this._captureSpritesRenderTime;
  116964. },
  116965. /**
  116966. * Enable or disable the sprites render time capture
  116967. */
  116968. set: function (value) {
  116969. var _this = this;
  116970. if (value === this._captureSpritesRenderTime) {
  116971. return;
  116972. }
  116973. this._captureSpritesRenderTime = value;
  116974. if (!this.scene.spriteManagers) {
  116975. return;
  116976. }
  116977. if (value) {
  116978. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  116979. BABYLON.Tools.StartPerformanceCounter("Sprites");
  116980. _this._spritesRenderTime.beginMonitoring();
  116981. });
  116982. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  116983. BABYLON.Tools.EndPerformanceCounter("Sprites");
  116984. _this._spritesRenderTime.endMonitoring(false);
  116985. });
  116986. }
  116987. else {
  116988. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116989. this._onBeforeSpritesRenderingObserver = null;
  116990. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116991. this._onAfterSpritesRenderingObserver = null;
  116992. }
  116993. },
  116994. enumerable: true,
  116995. configurable: true
  116996. });
  116997. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  116998. /**
  116999. * Gets the perf counter used for physics time
  117000. */
  117001. get: function () {
  117002. return this._physicsTime;
  117003. },
  117004. enumerable: true,
  117005. configurable: true
  117006. });
  117007. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  117008. /**
  117009. * Gets the physics time capture status
  117010. */
  117011. get: function () {
  117012. return this._capturePhysicsTime;
  117013. },
  117014. /**
  117015. * Enable or disable the physics time capture
  117016. */
  117017. set: function (value) {
  117018. var _this = this;
  117019. if (value === this._capturePhysicsTime) {
  117020. return;
  117021. }
  117022. if (!this.scene.onBeforePhysicsObservable) {
  117023. return;
  117024. }
  117025. this._capturePhysicsTime = value;
  117026. if (value) {
  117027. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  117028. BABYLON.Tools.StartPerformanceCounter("Physics");
  117029. _this._physicsTime.beginMonitoring();
  117030. });
  117031. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  117032. BABYLON.Tools.EndPerformanceCounter("Physics");
  117033. _this._physicsTime.endMonitoring();
  117034. });
  117035. }
  117036. else {
  117037. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  117038. this._onBeforePhysicsObserver = null;
  117039. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  117040. this._onAfterPhysicsObserver = null;
  117041. }
  117042. },
  117043. enumerable: true,
  117044. configurable: true
  117045. });
  117046. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  117047. /**
  117048. * Gets the perf counter used for animations time
  117049. */
  117050. get: function () {
  117051. return this._animationsTime;
  117052. },
  117053. enumerable: true,
  117054. configurable: true
  117055. });
  117056. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  117057. /**
  117058. * Gets the animations time capture status
  117059. */
  117060. get: function () {
  117061. return this._captureAnimationsTime;
  117062. },
  117063. /**
  117064. * Enable or disable the animations time capture
  117065. */
  117066. set: function (value) {
  117067. var _this = this;
  117068. if (value === this._captureAnimationsTime) {
  117069. return;
  117070. }
  117071. this._captureAnimationsTime = value;
  117072. if (value) {
  117073. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  117074. _this._animationsTime.endMonitoring();
  117075. });
  117076. }
  117077. else {
  117078. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  117079. this._onAfterAnimationsObserver = null;
  117080. }
  117081. },
  117082. enumerable: true,
  117083. configurable: true
  117084. });
  117085. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  117086. /**
  117087. * Gets the perf counter used for frame time capture
  117088. */
  117089. get: function () {
  117090. return this._frameTime;
  117091. },
  117092. enumerable: true,
  117093. configurable: true
  117094. });
  117095. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  117096. /**
  117097. * Gets the frame time capture status
  117098. */
  117099. get: function () {
  117100. return this._captureFrameTime;
  117101. },
  117102. /**
  117103. * Enable or disable the frame time capture
  117104. */
  117105. set: function (value) {
  117106. this._captureFrameTime = value;
  117107. },
  117108. enumerable: true,
  117109. configurable: true
  117110. });
  117111. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  117112. /**
  117113. * Gets the perf counter used for inter-frames time capture
  117114. */
  117115. get: function () {
  117116. return this._interFrameTime;
  117117. },
  117118. enumerable: true,
  117119. configurable: true
  117120. });
  117121. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  117122. /**
  117123. * Gets the inter-frames time capture status
  117124. */
  117125. get: function () {
  117126. return this._captureInterFrameTime;
  117127. },
  117128. /**
  117129. * Enable or disable the inter-frames time capture
  117130. */
  117131. set: function (value) {
  117132. this._captureInterFrameTime = value;
  117133. },
  117134. enumerable: true,
  117135. configurable: true
  117136. });
  117137. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  117138. /**
  117139. * Gets the perf counter used for render time capture
  117140. */
  117141. get: function () {
  117142. return this._renderTime;
  117143. },
  117144. enumerable: true,
  117145. configurable: true
  117146. });
  117147. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  117148. /**
  117149. * Gets the render time capture status
  117150. */
  117151. get: function () {
  117152. return this._captureRenderTime;
  117153. },
  117154. /**
  117155. * Enable or disable the render time capture
  117156. */
  117157. set: function (value) {
  117158. var _this = this;
  117159. if (value === this._captureRenderTime) {
  117160. return;
  117161. }
  117162. this._captureRenderTime = value;
  117163. if (value) {
  117164. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  117165. _this._renderTime.beginMonitoring();
  117166. BABYLON.Tools.StartPerformanceCounter("Main render");
  117167. });
  117168. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  117169. _this._renderTime.endMonitoring(false);
  117170. BABYLON.Tools.EndPerformanceCounter("Main render");
  117171. });
  117172. }
  117173. else {
  117174. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  117175. this._onBeforeDrawPhaseObserver = null;
  117176. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  117177. this._onAfterDrawPhaseObserver = null;
  117178. }
  117179. },
  117180. enumerable: true,
  117181. configurable: true
  117182. });
  117183. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  117184. /**
  117185. * Gets the perf counter used for camera render time capture
  117186. */
  117187. get: function () {
  117188. return this._cameraRenderTime;
  117189. },
  117190. enumerable: true,
  117191. configurable: true
  117192. });
  117193. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  117194. /**
  117195. * Gets the camera render time capture status
  117196. */
  117197. get: function () {
  117198. return this._captureCameraRenderTime;
  117199. },
  117200. /**
  117201. * Enable or disable the camera render time capture
  117202. */
  117203. set: function (value) {
  117204. var _this = this;
  117205. if (value === this._captureCameraRenderTime) {
  117206. return;
  117207. }
  117208. this._captureCameraRenderTime = value;
  117209. if (value) {
  117210. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  117211. _this._cameraRenderTime.beginMonitoring();
  117212. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  117213. });
  117214. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  117215. _this._cameraRenderTime.endMonitoring(false);
  117216. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  117217. });
  117218. }
  117219. else {
  117220. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  117221. this._onBeforeCameraRenderObserver = null;
  117222. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  117223. this._onAfterCameraRenderObserver = null;
  117224. }
  117225. },
  117226. enumerable: true,
  117227. configurable: true
  117228. });
  117229. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  117230. /**
  117231. * Gets the perf counter used for draw calls
  117232. */
  117233. get: function () {
  117234. return this.scene.getEngine()._drawCalls;
  117235. },
  117236. enumerable: true,
  117237. configurable: true
  117238. });
  117239. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  117240. /**
  117241. * Gets the perf counter used for texture collisions
  117242. */
  117243. get: function () {
  117244. return this.scene.getEngine()._textureCollisions;
  117245. },
  117246. enumerable: true,
  117247. configurable: true
  117248. });
  117249. /**
  117250. * Dispose and release associated resources.
  117251. */
  117252. SceneInstrumentation.prototype.dispose = function () {
  117253. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  117254. this._onAfterRenderObserver = null;
  117255. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  117256. this._onBeforeActiveMeshesEvaluationObserver = null;
  117257. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  117258. this._onAfterActiveMeshesEvaluationObserver = null;
  117259. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  117260. this._onBeforeRenderTargetsRenderObserver = null;
  117261. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  117262. this._onAfterRenderTargetsRenderObserver = null;
  117263. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  117264. this._onBeforeAnimationsObserver = null;
  117265. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  117266. this._onBeforeParticlesRenderingObserver = null;
  117267. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117268. this._onAfterParticlesRenderingObserver = null;
  117269. if (this._onBeforeSpritesRenderingObserver) {
  117270. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  117271. this._onBeforeSpritesRenderingObserver = null;
  117272. }
  117273. if (this._onAfterSpritesRenderingObserver) {
  117274. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  117275. this._onAfterSpritesRenderingObserver = null;
  117276. }
  117277. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  117278. this._onBeforeDrawPhaseObserver = null;
  117279. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  117280. this._onAfterDrawPhaseObserver = null;
  117281. if (this._onBeforePhysicsObserver) {
  117282. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  117283. this._onBeforePhysicsObserver = null;
  117284. }
  117285. if (this._onAfterPhysicsObserver) {
  117286. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  117287. this._onAfterPhysicsObserver = null;
  117288. }
  117289. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  117290. this._onAfterAnimationsObserver = null;
  117291. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  117292. this._onBeforeCameraRenderObserver = null;
  117293. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  117294. this._onAfterCameraRenderObserver = null;
  117295. this.scene = null;
  117296. };
  117297. return SceneInstrumentation;
  117298. }());
  117299. BABYLON.SceneInstrumentation = SceneInstrumentation;
  117300. })(BABYLON || (BABYLON = {}));
  117301. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  117302. var BABYLON;
  117303. (function (BABYLON) {
  117304. /**
  117305. * @hidden
  117306. **/
  117307. var _TimeToken = /** @class */ (function () {
  117308. function _TimeToken() {
  117309. this._timeElapsedQueryEnded = false;
  117310. }
  117311. return _TimeToken;
  117312. }());
  117313. BABYLON._TimeToken = _TimeToken;
  117314. })(BABYLON || (BABYLON = {}));
  117315. //# sourceMappingURL=babylon.timeToken.js.map
  117316. var BABYLON;
  117317. (function (BABYLON) {
  117318. /**
  117319. * Background material defines definition.
  117320. * @hidden Mainly internal Use
  117321. */
  117322. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  117323. __extends(BackgroundMaterialDefines, _super);
  117324. /**
  117325. * Constructor of the defines.
  117326. */
  117327. function BackgroundMaterialDefines() {
  117328. var _this = _super.call(this) || this;
  117329. /**
  117330. * True if the diffuse texture is in use.
  117331. */
  117332. _this.DIFFUSE = false;
  117333. /**
  117334. * The direct UV channel to use.
  117335. */
  117336. _this.DIFFUSEDIRECTUV = 0;
  117337. /**
  117338. * True if the diffuse texture is in gamma space.
  117339. */
  117340. _this.GAMMADIFFUSE = false;
  117341. /**
  117342. * True if the diffuse texture has opacity in the alpha channel.
  117343. */
  117344. _this.DIFFUSEHASALPHA = false;
  117345. /**
  117346. * True if you want the material to fade to transparent at grazing angle.
  117347. */
  117348. _this.OPACITYFRESNEL = false;
  117349. /**
  117350. * True if an extra blur needs to be added in the reflection.
  117351. */
  117352. _this.REFLECTIONBLUR = false;
  117353. /**
  117354. * True if you want the material to fade to reflection at grazing angle.
  117355. */
  117356. _this.REFLECTIONFRESNEL = false;
  117357. /**
  117358. * True if you want the material to falloff as far as you move away from the scene center.
  117359. */
  117360. _this.REFLECTIONFALLOFF = false;
  117361. /**
  117362. * False if the current Webgl implementation does not support the texture lod extension.
  117363. */
  117364. _this.TEXTURELODSUPPORT = false;
  117365. /**
  117366. * True to ensure the data are premultiplied.
  117367. */
  117368. _this.PREMULTIPLYALPHA = false;
  117369. /**
  117370. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  117371. */
  117372. _this.USERGBCOLOR = false;
  117373. /**
  117374. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  117375. * stays aligned with the desired configuration.
  117376. */
  117377. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  117378. /**
  117379. * True to add noise in order to reduce the banding effect.
  117380. */
  117381. _this.NOISE = false;
  117382. /**
  117383. * is the reflection texture in BGR color scheme?
  117384. * Mainly used to solve a bug in ios10 video tag
  117385. */
  117386. _this.REFLECTIONBGR = false;
  117387. _this.IMAGEPROCESSING = false;
  117388. _this.VIGNETTE = false;
  117389. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  117390. _this.VIGNETTEBLENDMODEOPAQUE = false;
  117391. _this.TONEMAPPING = false;
  117392. _this.TONEMAPPING_ACES = false;
  117393. _this.CONTRAST = false;
  117394. _this.COLORCURVES = false;
  117395. _this.COLORGRADING = false;
  117396. _this.COLORGRADING3D = false;
  117397. _this.SAMPLER3DGREENDEPTH = false;
  117398. _this.SAMPLER3DBGRMAP = false;
  117399. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  117400. _this.EXPOSURE = false;
  117401. // Reflection.
  117402. _this.REFLECTION = false;
  117403. _this.REFLECTIONMAP_3D = false;
  117404. _this.REFLECTIONMAP_SPHERICAL = false;
  117405. _this.REFLECTIONMAP_PLANAR = false;
  117406. _this.REFLECTIONMAP_CUBIC = false;
  117407. _this.REFLECTIONMAP_PROJECTION = false;
  117408. _this.REFLECTIONMAP_SKYBOX = false;
  117409. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117410. _this.REFLECTIONMAP_EXPLICIT = false;
  117411. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117412. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117413. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117414. _this.INVERTCUBICMAP = false;
  117415. _this.REFLECTIONMAP_OPPOSITEZ = false;
  117416. _this.LODINREFLECTIONALPHA = false;
  117417. _this.GAMMAREFLECTION = false;
  117418. _this.RGBDREFLECTION = false;
  117419. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  117420. // Default BJS.
  117421. _this.MAINUV1 = false;
  117422. _this.MAINUV2 = false;
  117423. _this.UV1 = false;
  117424. _this.UV2 = false;
  117425. _this.CLIPPLANE = false;
  117426. _this.CLIPPLANE2 = false;
  117427. _this.CLIPPLANE3 = false;
  117428. _this.CLIPPLANE4 = false;
  117429. _this.POINTSIZE = false;
  117430. _this.FOG = false;
  117431. _this.NORMAL = false;
  117432. _this.NUM_BONE_INFLUENCERS = 0;
  117433. _this.BonesPerMesh = 0;
  117434. _this.INSTANCES = false;
  117435. _this.SHADOWFLOAT = false;
  117436. _this.rebuild();
  117437. return _this;
  117438. }
  117439. return BackgroundMaterialDefines;
  117440. }(BABYLON.MaterialDefines));
  117441. /**
  117442. * Background material used to create an efficient environement around your scene.
  117443. */
  117444. var BackgroundMaterial = /** @class */ (function (_super) {
  117445. __extends(BackgroundMaterial, _super);
  117446. /**
  117447. * Instantiates a Background Material in the given scene
  117448. * @param name The friendly name of the material
  117449. * @param scene The scene to add the material to
  117450. */
  117451. function BackgroundMaterial(name, scene) {
  117452. var _this = _super.call(this, name, scene) || this;
  117453. /**
  117454. * Key light Color (multiply against the environement texture)
  117455. */
  117456. _this.primaryColor = BABYLON.Color3.White();
  117457. _this._primaryColorShadowLevel = 0;
  117458. _this._primaryColorHighlightLevel = 0;
  117459. /**
  117460. * Reflection Texture used in the material.
  117461. * Should be author in a specific way for the best result (refer to the documentation).
  117462. */
  117463. _this.reflectionTexture = null;
  117464. /**
  117465. * Reflection Texture level of blur.
  117466. *
  117467. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  117468. * texture twice.
  117469. */
  117470. _this.reflectionBlur = 0;
  117471. /**
  117472. * Diffuse Texture used in the material.
  117473. * Should be author in a specific way for the best result (refer to the documentation).
  117474. */
  117475. _this.diffuseTexture = null;
  117476. _this._shadowLights = null;
  117477. /**
  117478. * Specify the list of lights casting shadow on the material.
  117479. * All scene shadow lights will be included if null.
  117480. */
  117481. _this.shadowLights = null;
  117482. /**
  117483. * Helps adjusting the shadow to a softer level if required.
  117484. * 0 means black shadows and 1 means no shadows.
  117485. */
  117486. _this.shadowLevel = 0;
  117487. /**
  117488. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  117489. * It is usually zero but might be interesting to modify according to your setup.
  117490. */
  117491. _this.sceneCenter = BABYLON.Vector3.Zero();
  117492. /**
  117493. * This helps specifying that the material is falling off to the sky box at grazing angle.
  117494. * This helps ensuring a nice transition when the camera goes under the ground.
  117495. */
  117496. _this.opacityFresnel = true;
  117497. /**
  117498. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  117499. * This helps adding a mirror texture on the ground.
  117500. */
  117501. _this.reflectionFresnel = false;
  117502. /**
  117503. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  117504. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  117505. */
  117506. _this.reflectionFalloffDistance = 0.0;
  117507. /**
  117508. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  117509. */
  117510. _this.reflectionAmount = 1.0;
  117511. /**
  117512. * This specifies the weight of the reflection at grazing angle.
  117513. */
  117514. _this.reflectionReflectance0 = 0.05;
  117515. /**
  117516. * This specifies the weight of the reflection at a perpendicular point of view.
  117517. */
  117518. _this.reflectionReflectance90 = 0.5;
  117519. /**
  117520. * Helps to directly use the maps channels instead of their level.
  117521. */
  117522. _this.useRGBColor = true;
  117523. /**
  117524. * This helps reducing the banding effect that could occur on the background.
  117525. */
  117526. _this.enableNoise = false;
  117527. _this._fovMultiplier = 1.0;
  117528. /**
  117529. * Enable the FOV adjustment feature controlled by fovMultiplier.
  117530. */
  117531. _this.useEquirectangularFOV = false;
  117532. _this._maxSimultaneousLights = 4;
  117533. /**
  117534. * Number of Simultaneous lights allowed on the material.
  117535. */
  117536. _this.maxSimultaneousLights = 4;
  117537. /**
  117538. * Keep track of the image processing observer to allow dispose and replace.
  117539. */
  117540. _this._imageProcessingObserver = null;
  117541. /**
  117542. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  117543. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  117544. */
  117545. _this.switchToBGR = false;
  117546. // Temp values kept as cache in the material.
  117547. _this._renderTargets = new BABYLON.SmartArray(16);
  117548. _this._reflectionControls = BABYLON.Vector4.Zero();
  117549. _this._white = BABYLON.Color3.White();
  117550. _this._primaryShadowColor = BABYLON.Color3.Black();
  117551. _this._primaryHighlightColor = BABYLON.Color3.Black();
  117552. // Setup the default processing configuration to the scene.
  117553. _this._attachImageProcessingConfiguration(null);
  117554. _this.getRenderTargetTextures = function () {
  117555. _this._renderTargets.reset();
  117556. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  117557. _this._renderTargets.push(_this._diffuseTexture);
  117558. }
  117559. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  117560. _this._renderTargets.push(_this._reflectionTexture);
  117561. }
  117562. return _this._renderTargets;
  117563. };
  117564. return _this;
  117565. }
  117566. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  117567. /**
  117568. * Experimental Internal Use Only.
  117569. *
  117570. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  117571. * This acts as a helper to set the primary color to a more "human friendly" value.
  117572. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  117573. * output color as close as possible from the chosen value.
  117574. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  117575. * part of lighting setup.)
  117576. */
  117577. get: function () {
  117578. return this.__perceptualColor;
  117579. },
  117580. set: function (value) {
  117581. this.__perceptualColor = value;
  117582. this._computePrimaryColorFromPerceptualColor();
  117583. this._markAllSubMeshesAsLightsDirty();
  117584. },
  117585. enumerable: true,
  117586. configurable: true
  117587. });
  117588. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  117589. /**
  117590. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  117591. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  117592. */
  117593. get: function () {
  117594. return this._primaryColorShadowLevel;
  117595. },
  117596. set: function (value) {
  117597. this._primaryColorShadowLevel = value;
  117598. this._computePrimaryColors();
  117599. this._markAllSubMeshesAsLightsDirty();
  117600. },
  117601. enumerable: true,
  117602. configurable: true
  117603. });
  117604. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  117605. /**
  117606. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  117607. * The primary color is used at the level chosen to define what the white area would look.
  117608. */
  117609. get: function () {
  117610. return this._primaryColorHighlightLevel;
  117611. },
  117612. set: function (value) {
  117613. this._primaryColorHighlightLevel = value;
  117614. this._computePrimaryColors();
  117615. this._markAllSubMeshesAsLightsDirty();
  117616. },
  117617. enumerable: true,
  117618. configurable: true
  117619. });
  117620. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  117621. /**
  117622. * Sets the reflection reflectance fresnel values according to the default standard
  117623. * empirically know to work well :-)
  117624. */
  117625. set: function (value) {
  117626. var reflectionWeight = value;
  117627. if (reflectionWeight < 0.5) {
  117628. reflectionWeight = reflectionWeight * 2.0;
  117629. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  117630. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  117631. }
  117632. else {
  117633. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  117634. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  117635. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  117636. }
  117637. },
  117638. enumerable: true,
  117639. configurable: true
  117640. });
  117641. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  117642. /**
  117643. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117644. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  117645. * Recommended to be keep at 1.0 except for special cases.
  117646. */
  117647. get: function () {
  117648. return this._fovMultiplier;
  117649. },
  117650. set: function (value) {
  117651. if (isNaN(value)) {
  117652. value = 1.0;
  117653. }
  117654. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  117655. },
  117656. enumerable: true,
  117657. configurable: true
  117658. });
  117659. /**
  117660. * Attaches a new image processing configuration to the PBR Material.
  117661. * @param configuration (if null the scene configuration will be use)
  117662. */
  117663. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  117664. var _this = this;
  117665. if (configuration === this._imageProcessingConfiguration) {
  117666. return;
  117667. }
  117668. // Detaches observer.
  117669. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117670. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117671. }
  117672. // Pick the scene configuration if needed.
  117673. if (!configuration) {
  117674. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  117675. }
  117676. else {
  117677. this._imageProcessingConfiguration = configuration;
  117678. }
  117679. // Attaches observer.
  117680. if (this._imageProcessingConfiguration) {
  117681. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  117682. _this._computePrimaryColorFromPerceptualColor();
  117683. _this._markAllSubMeshesAsImageProcessingDirty();
  117684. });
  117685. }
  117686. };
  117687. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  117688. /**
  117689. * Gets the image processing configuration used either in this material.
  117690. */
  117691. get: function () {
  117692. return this._imageProcessingConfiguration;
  117693. },
  117694. /**
  117695. * Sets the Default image processing configuration used either in the this material.
  117696. *
  117697. * If sets to null, the scene one is in use.
  117698. */
  117699. set: function (value) {
  117700. this._attachImageProcessingConfiguration(value);
  117701. // Ensure the effect will be rebuilt.
  117702. this._markAllSubMeshesAsTexturesDirty();
  117703. },
  117704. enumerable: true,
  117705. configurable: true
  117706. });
  117707. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  117708. /**
  117709. * Gets wether the color curves effect is enabled.
  117710. */
  117711. get: function () {
  117712. return this.imageProcessingConfiguration.colorCurvesEnabled;
  117713. },
  117714. /**
  117715. * Sets wether the color curves effect is enabled.
  117716. */
  117717. set: function (value) {
  117718. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  117719. },
  117720. enumerable: true,
  117721. configurable: true
  117722. });
  117723. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  117724. /**
  117725. * Gets wether the color grading effect is enabled.
  117726. */
  117727. get: function () {
  117728. return this.imageProcessingConfiguration.colorGradingEnabled;
  117729. },
  117730. /**
  117731. * Gets wether the color grading effect is enabled.
  117732. */
  117733. set: function (value) {
  117734. this.imageProcessingConfiguration.colorGradingEnabled = value;
  117735. },
  117736. enumerable: true,
  117737. configurable: true
  117738. });
  117739. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  117740. /**
  117741. * Gets wether tonemapping is enabled or not.
  117742. */
  117743. get: function () {
  117744. return this._imageProcessingConfiguration.toneMappingEnabled;
  117745. },
  117746. /**
  117747. * Sets wether tonemapping is enabled or not
  117748. */
  117749. set: function (value) {
  117750. this._imageProcessingConfiguration.toneMappingEnabled = value;
  117751. },
  117752. enumerable: true,
  117753. configurable: true
  117754. });
  117755. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  117756. /**
  117757. * The camera exposure used on this material.
  117758. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117759. * This corresponds to a photographic exposure.
  117760. */
  117761. get: function () {
  117762. return this._imageProcessingConfiguration.exposure;
  117763. },
  117764. /**
  117765. * The camera exposure used on this material.
  117766. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117767. * This corresponds to a photographic exposure.
  117768. */
  117769. set: function (value) {
  117770. this._imageProcessingConfiguration.exposure = value;
  117771. },
  117772. enumerable: true,
  117773. configurable: true
  117774. });
  117775. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  117776. /**
  117777. * Gets The camera contrast used on this material.
  117778. */
  117779. get: function () {
  117780. return this._imageProcessingConfiguration.contrast;
  117781. },
  117782. /**
  117783. * Sets The camera contrast used on this material.
  117784. */
  117785. set: function (value) {
  117786. this._imageProcessingConfiguration.contrast = value;
  117787. },
  117788. enumerable: true,
  117789. configurable: true
  117790. });
  117791. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  117792. /**
  117793. * Gets the Color Grading 2D Lookup Texture.
  117794. */
  117795. get: function () {
  117796. return this._imageProcessingConfiguration.colorGradingTexture;
  117797. },
  117798. /**
  117799. * Sets the Color Grading 2D Lookup Texture.
  117800. */
  117801. set: function (value) {
  117802. this.imageProcessingConfiguration.colorGradingTexture = value;
  117803. },
  117804. enumerable: true,
  117805. configurable: true
  117806. });
  117807. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  117808. /**
  117809. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117810. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117811. * 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;
  117812. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117813. */
  117814. get: function () {
  117815. return this.imageProcessingConfiguration.colorCurves;
  117816. },
  117817. /**
  117818. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117819. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117820. * 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;
  117821. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117822. */
  117823. set: function (value) {
  117824. this.imageProcessingConfiguration.colorCurves = value;
  117825. },
  117826. enumerable: true,
  117827. configurable: true
  117828. });
  117829. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  117830. /**
  117831. * Gets a boolean indicating that current material needs to register RTT
  117832. */
  117833. get: function () {
  117834. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117835. return true;
  117836. }
  117837. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117838. return true;
  117839. }
  117840. return false;
  117841. },
  117842. enumerable: true,
  117843. configurable: true
  117844. });
  117845. /**
  117846. * The entire material has been created in order to prevent overdraw.
  117847. * @returns false
  117848. */
  117849. BackgroundMaterial.prototype.needAlphaTesting = function () {
  117850. return true;
  117851. };
  117852. /**
  117853. * The entire material has been created in order to prevent overdraw.
  117854. * @returns true if blending is enable
  117855. */
  117856. BackgroundMaterial.prototype.needAlphaBlending = function () {
  117857. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  117858. };
  117859. /**
  117860. * Checks wether the material is ready to be rendered for a given mesh.
  117861. * @param mesh The mesh to render
  117862. * @param subMesh The submesh to check against
  117863. * @param useInstances Specify wether or not the material is used with instances
  117864. * @returns true if all the dependencies are ready (Textures, Effects...)
  117865. */
  117866. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  117867. var _this = this;
  117868. if (useInstances === void 0) { useInstances = false; }
  117869. if (subMesh.effect && this.isFrozen) {
  117870. if (this._wasPreviouslyReady) {
  117871. return true;
  117872. }
  117873. }
  117874. if (!subMesh._materialDefines) {
  117875. subMesh._materialDefines = new BackgroundMaterialDefines();
  117876. }
  117877. var scene = this.getScene();
  117878. var defines = subMesh._materialDefines;
  117879. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  117880. if (defines._renderId === scene.getRenderId()) {
  117881. return true;
  117882. }
  117883. }
  117884. var engine = scene.getEngine();
  117885. // Lights
  117886. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  117887. defines._needNormals = true;
  117888. // Textures
  117889. if (defines._areTexturesDirty) {
  117890. defines._needUVs = false;
  117891. if (scene.texturesEnabled) {
  117892. if (scene.getEngine().getCaps().textureLOD) {
  117893. defines.TEXTURELODSUPPORT = true;
  117894. }
  117895. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117896. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  117897. return false;
  117898. }
  117899. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  117900. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  117901. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  117902. defines.OPACITYFRESNEL = this._opacityFresnel;
  117903. }
  117904. else {
  117905. defines.DIFFUSE = false;
  117906. defines.DIFFUSEHASALPHA = false;
  117907. defines.GAMMADIFFUSE = false;
  117908. defines.OPACITYFRESNEL = false;
  117909. }
  117910. var reflectionTexture = this._reflectionTexture;
  117911. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117912. if (!reflectionTexture.isReadyOrNotBlocking()) {
  117913. return false;
  117914. }
  117915. defines.REFLECTION = true;
  117916. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  117917. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  117918. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  117919. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  117920. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  117921. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  117922. defines.REFLECTIONBGR = this.switchToBGR;
  117923. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  117924. defines.INVERTCUBICMAP = true;
  117925. }
  117926. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  117927. switch (reflectionTexture.coordinatesMode) {
  117928. case BABYLON.Texture.EXPLICIT_MODE:
  117929. defines.REFLECTIONMAP_EXPLICIT = true;
  117930. break;
  117931. case BABYLON.Texture.PLANAR_MODE:
  117932. defines.REFLECTIONMAP_PLANAR = true;
  117933. break;
  117934. case BABYLON.Texture.PROJECTION_MODE:
  117935. defines.REFLECTIONMAP_PROJECTION = true;
  117936. break;
  117937. case BABYLON.Texture.SKYBOX_MODE:
  117938. defines.REFLECTIONMAP_SKYBOX = true;
  117939. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  117940. break;
  117941. case BABYLON.Texture.SPHERICAL_MODE:
  117942. defines.REFLECTIONMAP_SPHERICAL = true;
  117943. break;
  117944. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  117945. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  117946. break;
  117947. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  117948. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  117949. break;
  117950. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  117951. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  117952. break;
  117953. case BABYLON.Texture.CUBIC_MODE:
  117954. case BABYLON.Texture.INVCUBIC_MODE:
  117955. default:
  117956. defines.REFLECTIONMAP_CUBIC = true;
  117957. break;
  117958. }
  117959. if (this.reflectionFresnel) {
  117960. defines.REFLECTIONFRESNEL = true;
  117961. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  117962. this._reflectionControls.x = this.reflectionAmount;
  117963. this._reflectionControls.y = this.reflectionReflectance0;
  117964. this._reflectionControls.z = this.reflectionReflectance90;
  117965. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  117966. }
  117967. else {
  117968. defines.REFLECTIONFRESNEL = false;
  117969. defines.REFLECTIONFALLOFF = false;
  117970. }
  117971. }
  117972. else {
  117973. defines.REFLECTION = false;
  117974. defines.REFLECTIONFRESNEL = false;
  117975. defines.REFLECTIONFALLOFF = false;
  117976. defines.REFLECTIONBLUR = false;
  117977. defines.REFLECTIONMAP_3D = false;
  117978. defines.REFLECTIONMAP_SPHERICAL = false;
  117979. defines.REFLECTIONMAP_PLANAR = false;
  117980. defines.REFLECTIONMAP_CUBIC = false;
  117981. defines.REFLECTIONMAP_PROJECTION = false;
  117982. defines.REFLECTIONMAP_SKYBOX = false;
  117983. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117984. defines.REFLECTIONMAP_EXPLICIT = false;
  117985. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117986. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117987. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117988. defines.INVERTCUBICMAP = false;
  117989. defines.REFLECTIONMAP_OPPOSITEZ = false;
  117990. defines.LODINREFLECTIONALPHA = false;
  117991. defines.GAMMAREFLECTION = false;
  117992. defines.RGBDREFLECTION = false;
  117993. }
  117994. }
  117995. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  117996. defines.USERGBCOLOR = this._useRGBColor;
  117997. defines.NOISE = this._enableNoise;
  117998. }
  117999. if (defines._areLightsDirty) {
  118000. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  118001. }
  118002. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  118003. if (!this._imageProcessingConfiguration.isReady()) {
  118004. return false;
  118005. }
  118006. this._imageProcessingConfiguration.prepareDefines(defines);
  118007. }
  118008. // Misc.
  118009. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  118010. // Values that need to be evaluated on every frame
  118011. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  118012. // Attribs
  118013. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  118014. if (mesh) {
  118015. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  118016. mesh.createNormals(true);
  118017. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  118018. }
  118019. }
  118020. }
  118021. // Get correct effect
  118022. if (defines.isDirty) {
  118023. defines.markAsProcessed();
  118024. scene.resetCachedMaterial();
  118025. // Fallbacks
  118026. var fallbacks = new BABYLON.EffectFallbacks();
  118027. if (defines.FOG) {
  118028. fallbacks.addFallback(0, "FOG");
  118029. }
  118030. if (defines.POINTSIZE) {
  118031. fallbacks.addFallback(1, "POINTSIZE");
  118032. }
  118033. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  118034. if (defines.NUM_BONE_INFLUENCERS > 0) {
  118035. fallbacks.addCPUSkinningFallback(0, mesh);
  118036. }
  118037. //Attributes
  118038. var attribs = [BABYLON.VertexBuffer.PositionKind];
  118039. if (defines.NORMAL) {
  118040. attribs.push(BABYLON.VertexBuffer.NormalKind);
  118041. }
  118042. if (defines.UV1) {
  118043. attribs.push(BABYLON.VertexBuffer.UVKind);
  118044. }
  118045. if (defines.UV2) {
  118046. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  118047. }
  118048. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  118049. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  118050. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  118051. "vFogInfos", "vFogColor", "pointSize",
  118052. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  118053. "vPrimaryColor", "vPrimaryColorShadow",
  118054. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  118055. "shadowLevel", "alpha",
  118056. "vBackgroundCenter", "vReflectionControl",
  118057. "vDiffuseInfos", "diffuseMatrix",
  118058. ];
  118059. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  118060. var uniformBuffers = ["Material", "Scene"];
  118061. if (BABYLON.ImageProcessingConfiguration) {
  118062. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  118063. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  118064. }
  118065. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  118066. uniformsNames: uniforms,
  118067. uniformBuffersNames: uniformBuffers,
  118068. samplers: samplers,
  118069. defines: defines,
  118070. maxSimultaneousLights: this._maxSimultaneousLights
  118071. });
  118072. var onCompiled = function (effect) {
  118073. if (_this.onCompiled) {
  118074. _this.onCompiled(effect);
  118075. }
  118076. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  118077. };
  118078. var join = defines.toString();
  118079. subMesh.setEffect(scene.getEngine().createEffect("background", {
  118080. attributes: attribs,
  118081. uniformsNames: uniforms,
  118082. uniformBuffersNames: uniformBuffers,
  118083. samplers: samplers,
  118084. defines: join,
  118085. fallbacks: fallbacks,
  118086. onCompiled: onCompiled,
  118087. onError: this.onError,
  118088. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  118089. }, engine), defines);
  118090. this.buildUniformLayout();
  118091. }
  118092. if (!subMesh.effect || !subMesh.effect.isReady()) {
  118093. return false;
  118094. }
  118095. defines._renderId = scene.getRenderId();
  118096. this._wasPreviouslyReady = true;
  118097. return true;
  118098. };
  118099. /**
  118100. * Compute the primary color according to the chosen perceptual color.
  118101. */
  118102. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  118103. if (!this.__perceptualColor) {
  118104. return;
  118105. }
  118106. this._primaryColor.copyFrom(this.__perceptualColor);
  118107. // Revert gamma space.
  118108. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  118109. // Revert image processing configuration.
  118110. if (this._imageProcessingConfiguration) {
  118111. // Revert Exposure.
  118112. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  118113. }
  118114. this._computePrimaryColors();
  118115. };
  118116. /**
  118117. * Compute the highlights and shadow colors according to their chosen levels.
  118118. */
  118119. BackgroundMaterial.prototype._computePrimaryColors = function () {
  118120. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  118121. return;
  118122. }
  118123. // Find the highlight color based on the configuration.
  118124. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  118125. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  118126. // Find the shadow color based on the configuration.
  118127. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  118128. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  118129. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  118130. };
  118131. /**
  118132. * Build the uniform buffer used in the material.
  118133. */
  118134. BackgroundMaterial.prototype.buildUniformLayout = function () {
  118135. // Order is important !
  118136. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  118137. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  118138. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  118139. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  118140. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  118141. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  118142. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  118143. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  118144. this._uniformBuffer.addUniform("pointSize", 1);
  118145. this._uniformBuffer.addUniform("shadowLevel", 1);
  118146. this._uniformBuffer.addUniform("alpha", 1);
  118147. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  118148. this._uniformBuffer.addUniform("vReflectionControl", 4);
  118149. this._uniformBuffer.create();
  118150. };
  118151. /**
  118152. * Unbind the material.
  118153. */
  118154. BackgroundMaterial.prototype.unbind = function () {
  118155. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  118156. this._uniformBuffer.setTexture("diffuseSampler", null);
  118157. }
  118158. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  118159. this._uniformBuffer.setTexture("reflectionSampler", null);
  118160. }
  118161. _super.prototype.unbind.call(this);
  118162. };
  118163. /**
  118164. * Bind only the world matrix to the material.
  118165. * @param world The world matrix to bind.
  118166. */
  118167. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  118168. this._activeEffect.setMatrix("world", world);
  118169. };
  118170. /**
  118171. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  118172. * @param world The world matrix to bind.
  118173. * @param subMesh The submesh to bind for.
  118174. */
  118175. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  118176. var scene = this.getScene();
  118177. var defines = subMesh._materialDefines;
  118178. if (!defines) {
  118179. return;
  118180. }
  118181. var effect = subMesh.effect;
  118182. if (!effect) {
  118183. return;
  118184. }
  118185. this._activeEffect = effect;
  118186. // Matrices
  118187. this.bindOnlyWorldMatrix(world);
  118188. // Bones
  118189. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  118190. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  118191. if (mustRebind) {
  118192. this._uniformBuffer.bindToEffect(effect, "Material");
  118193. this.bindViewProjection(effect);
  118194. var reflectionTexture = this._reflectionTexture;
  118195. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  118196. // Texture uniforms
  118197. if (scene.texturesEnabled) {
  118198. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118199. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  118200. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  118201. }
  118202. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118203. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  118204. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  118205. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  118206. }
  118207. }
  118208. if (this.shadowLevel > 0) {
  118209. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  118210. }
  118211. this._uniformBuffer.updateFloat("alpha", this.alpha);
  118212. // Point size
  118213. if (this.pointsCloud) {
  118214. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  118215. }
  118216. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  118217. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  118218. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  118219. }
  118220. else {
  118221. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  118222. }
  118223. }
  118224. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  118225. // Textures
  118226. if (scene.texturesEnabled) {
  118227. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118228. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  118229. }
  118230. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118231. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  118232. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  118233. }
  118234. else if (!defines.REFLECTIONBLUR) {
  118235. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  118236. }
  118237. else {
  118238. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  118239. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  118240. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  118241. }
  118242. if (defines.REFLECTIONFRESNEL) {
  118243. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  118244. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  118245. }
  118246. }
  118247. }
  118248. // Clip plane
  118249. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  118250. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  118251. }
  118252. if (mustRebind || !this.isFrozen) {
  118253. if (scene.lightsEnabled) {
  118254. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  118255. }
  118256. // View
  118257. this.bindView(effect);
  118258. // Fog
  118259. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  118260. // image processing
  118261. if (this._imageProcessingConfiguration) {
  118262. this._imageProcessingConfiguration.bind(this._activeEffect);
  118263. }
  118264. }
  118265. this._uniformBuffer.update();
  118266. this._afterBind(mesh, this._activeEffect);
  118267. };
  118268. /**
  118269. * Dispose the material.
  118270. * @param forceDisposeEffect Force disposal of the associated effect.
  118271. * @param forceDisposeTextures Force disposal of the associated textures.
  118272. */
  118273. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  118274. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  118275. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  118276. if (forceDisposeTextures) {
  118277. if (this.diffuseTexture) {
  118278. this.diffuseTexture.dispose();
  118279. }
  118280. if (this.reflectionTexture) {
  118281. this.reflectionTexture.dispose();
  118282. }
  118283. }
  118284. this._renderTargets.dispose();
  118285. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118286. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118287. }
  118288. _super.prototype.dispose.call(this, forceDisposeEffect);
  118289. };
  118290. /**
  118291. * Clones the material.
  118292. * @param name The cloned name.
  118293. * @returns The cloned material.
  118294. */
  118295. BackgroundMaterial.prototype.clone = function (name) {
  118296. var _this = this;
  118297. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  118298. };
  118299. /**
  118300. * Serializes the current material to its JSON representation.
  118301. * @returns The JSON representation.
  118302. */
  118303. BackgroundMaterial.prototype.serialize = function () {
  118304. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  118305. serializationObject.customType = "BABYLON.BackgroundMaterial";
  118306. return serializationObject;
  118307. };
  118308. /**
  118309. * Gets the class name of the material
  118310. * @returns "BackgroundMaterial"
  118311. */
  118312. BackgroundMaterial.prototype.getClassName = function () {
  118313. return "BackgroundMaterial";
  118314. };
  118315. /**
  118316. * Parse a JSON input to create back a background material.
  118317. * @param source The JSON data to parse
  118318. * @param scene The scene to create the parsed material in
  118319. * @param rootUrl The root url of the assets the material depends upon
  118320. * @returns the instantiated BackgroundMaterial.
  118321. */
  118322. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  118323. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  118324. };
  118325. /**
  118326. * Standard reflectance value at parallel view angle.
  118327. */
  118328. BackgroundMaterial.StandardReflectance0 = 0.05;
  118329. /**
  118330. * Standard reflectance value at grazing angle.
  118331. */
  118332. BackgroundMaterial.StandardReflectance90 = 0.5;
  118333. __decorate([
  118334. BABYLON.serializeAsColor3()
  118335. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  118336. __decorate([
  118337. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118338. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  118339. __decorate([
  118340. BABYLON.serializeAsColor3()
  118341. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  118342. __decorate([
  118343. BABYLON.serialize()
  118344. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  118345. __decorate([
  118346. BABYLON.serialize()
  118347. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  118348. __decorate([
  118349. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118350. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  118351. __decorate([
  118352. BABYLON.serializeAsTexture()
  118353. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  118354. __decorate([
  118355. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118356. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  118357. __decorate([
  118358. BABYLON.serialize()
  118359. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  118360. __decorate([
  118361. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118362. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  118363. __decorate([
  118364. BABYLON.serializeAsTexture()
  118365. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  118366. __decorate([
  118367. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118368. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  118369. __decorate([
  118370. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118371. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  118372. __decorate([
  118373. BABYLON.serialize()
  118374. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  118375. __decorate([
  118376. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118377. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  118378. __decorate([
  118379. BABYLON.serializeAsVector3()
  118380. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  118381. __decorate([
  118382. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118383. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  118384. __decorate([
  118385. BABYLON.serialize()
  118386. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  118387. __decorate([
  118388. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118389. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  118390. __decorate([
  118391. BABYLON.serialize()
  118392. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  118393. __decorate([
  118394. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118395. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  118396. __decorate([
  118397. BABYLON.serialize()
  118398. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  118399. __decorate([
  118400. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118401. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  118402. __decorate([
  118403. BABYLON.serialize()
  118404. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  118405. __decorate([
  118406. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118407. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  118408. __decorate([
  118409. BABYLON.serialize()
  118410. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  118411. __decorate([
  118412. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118413. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  118414. __decorate([
  118415. BABYLON.serialize()
  118416. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  118417. __decorate([
  118418. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118419. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  118420. __decorate([
  118421. BABYLON.serialize()
  118422. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  118423. __decorate([
  118424. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118425. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  118426. __decorate([
  118427. BABYLON.serialize()
  118428. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  118429. __decorate([
  118430. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118431. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  118432. __decorate([
  118433. BABYLON.serialize()
  118434. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  118435. __decorate([
  118436. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118437. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  118438. __decorate([
  118439. BABYLON.serializeAsImageProcessingConfiguration()
  118440. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  118441. return BackgroundMaterial;
  118442. }(BABYLON.PushMaterial));
  118443. BABYLON.BackgroundMaterial = BackgroundMaterial;
  118444. })(BABYLON || (BABYLON = {}));
  118445. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  118446. var __assign = (this && this.__assign) || function () {
  118447. __assign = Object.assign || function(t) {
  118448. for (var s, i = 1, n = arguments.length; i < n; i++) {
  118449. s = arguments[i];
  118450. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  118451. t[p] = s[p];
  118452. }
  118453. return t;
  118454. };
  118455. return __assign.apply(this, arguments);
  118456. };
  118457. var BABYLON;
  118458. (function (BABYLON) {
  118459. /**
  118460. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  118461. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  118462. * It also helps with the default setup of your imageProcessing configuration.
  118463. */
  118464. var EnvironmentHelper = /** @class */ (function () {
  118465. /**
  118466. * constructor
  118467. * @param options
  118468. * @param scene The scene to add the material to
  118469. */
  118470. function EnvironmentHelper(options, scene) {
  118471. var _this = this;
  118472. this._errorHandler = function (message, exception) {
  118473. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  118474. };
  118475. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  118476. this._scene = scene;
  118477. this.onErrorObservable = new BABYLON.Observable();
  118478. this._setupBackground();
  118479. this._setupImageProcessing();
  118480. }
  118481. /**
  118482. * Creates the default options for the helper.
  118483. */
  118484. EnvironmentHelper._getDefaultOptions = function () {
  118485. return {
  118486. createGround: true,
  118487. groundSize: 15,
  118488. groundTexture: this._groundTextureCDNUrl,
  118489. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118490. groundOpacity: 0.9,
  118491. enableGroundShadow: true,
  118492. groundShadowLevel: 0.5,
  118493. enableGroundMirror: false,
  118494. groundMirrorSizeRatio: 0.3,
  118495. groundMirrorBlurKernel: 64,
  118496. groundMirrorAmount: 1,
  118497. groundMirrorFresnelWeight: 1,
  118498. groundMirrorFallOffDistance: 0,
  118499. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  118500. groundYBias: 0.00001,
  118501. createSkybox: true,
  118502. skyboxSize: 20,
  118503. skyboxTexture: this._skyboxTextureCDNUrl,
  118504. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118505. backgroundYRotation: 0,
  118506. sizeAuto: true,
  118507. rootPosition: BABYLON.Vector3.Zero(),
  118508. setupImageProcessing: true,
  118509. environmentTexture: this._environmentTextureCDNUrl,
  118510. cameraExposure: 0.8,
  118511. cameraContrast: 1.2,
  118512. toneMappingEnabled: true,
  118513. };
  118514. };
  118515. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  118516. /**
  118517. * Gets the root mesh created by the helper.
  118518. */
  118519. get: function () {
  118520. return this._rootMesh;
  118521. },
  118522. enumerable: true,
  118523. configurable: true
  118524. });
  118525. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  118526. /**
  118527. * Gets the skybox created by the helper.
  118528. */
  118529. get: function () {
  118530. return this._skybox;
  118531. },
  118532. enumerable: true,
  118533. configurable: true
  118534. });
  118535. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  118536. /**
  118537. * Gets the skybox texture created by the helper.
  118538. */
  118539. get: function () {
  118540. return this._skyboxTexture;
  118541. },
  118542. enumerable: true,
  118543. configurable: true
  118544. });
  118545. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  118546. /**
  118547. * Gets the skybox material created by the helper.
  118548. */
  118549. get: function () {
  118550. return this._skyboxMaterial;
  118551. },
  118552. enumerable: true,
  118553. configurable: true
  118554. });
  118555. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  118556. /**
  118557. * Gets the ground mesh created by the helper.
  118558. */
  118559. get: function () {
  118560. return this._ground;
  118561. },
  118562. enumerable: true,
  118563. configurable: true
  118564. });
  118565. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  118566. /**
  118567. * Gets the ground texture created by the helper.
  118568. */
  118569. get: function () {
  118570. return this._groundTexture;
  118571. },
  118572. enumerable: true,
  118573. configurable: true
  118574. });
  118575. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  118576. /**
  118577. * Gets the ground mirror created by the helper.
  118578. */
  118579. get: function () {
  118580. return this._groundMirror;
  118581. },
  118582. enumerable: true,
  118583. configurable: true
  118584. });
  118585. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  118586. /**
  118587. * Gets the ground mirror render list to helps pushing the meshes
  118588. * you wish in the ground reflection.
  118589. */
  118590. get: function () {
  118591. if (this._groundMirror) {
  118592. return this._groundMirror.renderList;
  118593. }
  118594. return null;
  118595. },
  118596. enumerable: true,
  118597. configurable: true
  118598. });
  118599. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  118600. /**
  118601. * Gets the ground material created by the helper.
  118602. */
  118603. get: function () {
  118604. return this._groundMaterial;
  118605. },
  118606. enumerable: true,
  118607. configurable: true
  118608. });
  118609. /**
  118610. * Updates the background according to the new options
  118611. * @param options
  118612. */
  118613. EnvironmentHelper.prototype.updateOptions = function (options) {
  118614. var newOptions = __assign({}, this._options, options);
  118615. if (this._ground && !newOptions.createGround) {
  118616. this._ground.dispose();
  118617. this._ground = null;
  118618. }
  118619. if (this._groundMaterial && !newOptions.createGround) {
  118620. this._groundMaterial.dispose();
  118621. this._groundMaterial = null;
  118622. }
  118623. if (this._groundTexture) {
  118624. if (this._options.groundTexture != newOptions.groundTexture) {
  118625. this._groundTexture.dispose();
  118626. this._groundTexture = null;
  118627. }
  118628. }
  118629. if (this._skybox && !newOptions.createSkybox) {
  118630. this._skybox.dispose();
  118631. this._skybox = null;
  118632. }
  118633. if (this._skyboxMaterial && !newOptions.createSkybox) {
  118634. this._skyboxMaterial.dispose();
  118635. this._skyboxMaterial = null;
  118636. }
  118637. if (this._skyboxTexture) {
  118638. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  118639. this._skyboxTexture.dispose();
  118640. this._skyboxTexture = null;
  118641. }
  118642. }
  118643. if (this._groundMirror && !newOptions.enableGroundMirror) {
  118644. this._groundMirror.dispose();
  118645. this._groundMirror = null;
  118646. }
  118647. if (this._scene.environmentTexture) {
  118648. if (this._options.environmentTexture != newOptions.environmentTexture) {
  118649. this._scene.environmentTexture.dispose();
  118650. }
  118651. }
  118652. this._options = newOptions;
  118653. this._setupBackground();
  118654. this._setupImageProcessing();
  118655. };
  118656. /**
  118657. * Sets the primary color of all the available elements.
  118658. * @param color the main color to affect to the ground and the background
  118659. */
  118660. EnvironmentHelper.prototype.setMainColor = function (color) {
  118661. if (this.groundMaterial) {
  118662. this.groundMaterial.primaryColor = color;
  118663. }
  118664. if (this.skyboxMaterial) {
  118665. this.skyboxMaterial.primaryColor = color;
  118666. }
  118667. if (this.groundMirror) {
  118668. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  118669. }
  118670. };
  118671. /**
  118672. * Setup the image processing according to the specified options.
  118673. */
  118674. EnvironmentHelper.prototype._setupImageProcessing = function () {
  118675. if (this._options.setupImageProcessing) {
  118676. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  118677. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  118678. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  118679. this._setupEnvironmentTexture();
  118680. }
  118681. };
  118682. /**
  118683. * Setup the environment texture according to the specified options.
  118684. */
  118685. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  118686. if (this._scene.environmentTexture) {
  118687. return;
  118688. }
  118689. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  118690. this._scene.environmentTexture = this._options.environmentTexture;
  118691. return;
  118692. }
  118693. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  118694. this._scene.environmentTexture = environmentTexture;
  118695. };
  118696. /**
  118697. * Setup the background according to the specified options.
  118698. */
  118699. EnvironmentHelper.prototype._setupBackground = function () {
  118700. if (!this._rootMesh) {
  118701. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  118702. }
  118703. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  118704. var sceneSize = this._getSceneSize();
  118705. if (this._options.createGround) {
  118706. this._setupGround(sceneSize);
  118707. this._setupGroundMaterial();
  118708. this._setupGroundDiffuseTexture();
  118709. if (this._options.enableGroundMirror) {
  118710. this._setupGroundMirrorTexture(sceneSize);
  118711. }
  118712. this._setupMirrorInGroundMaterial();
  118713. }
  118714. if (this._options.createSkybox) {
  118715. this._setupSkybox(sceneSize);
  118716. this._setupSkyboxMaterial();
  118717. this._setupSkyboxReflectionTexture();
  118718. }
  118719. this._rootMesh.position.x = sceneSize.rootPosition.x;
  118720. this._rootMesh.position.z = sceneSize.rootPosition.z;
  118721. this._rootMesh.position.y = sceneSize.rootPosition.y;
  118722. };
  118723. /**
  118724. * Get the scene sizes according to the setup.
  118725. */
  118726. EnvironmentHelper.prototype._getSceneSize = function () {
  118727. var _this = this;
  118728. var groundSize = this._options.groundSize;
  118729. var skyboxSize = this._options.skyboxSize;
  118730. var rootPosition = this._options.rootPosition;
  118731. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  118732. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118733. }
  118734. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  118735. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  118736. });
  118737. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  118738. if (this._options.sizeAuto) {
  118739. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  118740. this._scene.activeCamera.upperRadiusLimit) {
  118741. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  118742. skyboxSize = groundSize;
  118743. }
  118744. var sceneDiagonalLenght = sceneDiagonal.length();
  118745. if (sceneDiagonalLenght > groundSize) {
  118746. groundSize = sceneDiagonalLenght * 2;
  118747. skyboxSize = groundSize;
  118748. }
  118749. // 10 % bigger.
  118750. groundSize *= 1.1;
  118751. skyboxSize *= 1.5;
  118752. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  118753. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  118754. }
  118755. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118756. };
  118757. /**
  118758. * Setup the ground according to the specified options.
  118759. */
  118760. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  118761. var _this = this;
  118762. if (!this._ground || this._ground.isDisposed()) {
  118763. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  118764. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  118765. this._ground.parent = this._rootMesh;
  118766. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  118767. }
  118768. this._ground.receiveShadows = this._options.enableGroundShadow;
  118769. };
  118770. /**
  118771. * Setup the ground material according to the specified options.
  118772. */
  118773. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  118774. if (!this._groundMaterial) {
  118775. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  118776. }
  118777. this._groundMaterial.alpha = this._options.groundOpacity;
  118778. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  118779. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  118780. this._groundMaterial.primaryColor = this._options.groundColor;
  118781. this._groundMaterial.useRGBColor = false;
  118782. this._groundMaterial.enableNoise = true;
  118783. if (this._ground) {
  118784. this._ground.material = this._groundMaterial;
  118785. }
  118786. };
  118787. /**
  118788. * Setup the ground diffuse texture according to the specified options.
  118789. */
  118790. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  118791. if (!this._groundMaterial) {
  118792. return;
  118793. }
  118794. if (this._groundTexture) {
  118795. return;
  118796. }
  118797. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  118798. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  118799. return;
  118800. }
  118801. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118802. diffuseTexture.gammaSpace = false;
  118803. diffuseTexture.hasAlpha = true;
  118804. this._groundMaterial.diffuseTexture = diffuseTexture;
  118805. };
  118806. /**
  118807. * Setup the ground mirror texture according to the specified options.
  118808. */
  118809. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  118810. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118811. if (!this._groundMirror) {
  118812. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  118813. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  118814. this._groundMirror.anisotropicFilteringLevel = 1;
  118815. this._groundMirror.wrapU = wrapping;
  118816. this._groundMirror.wrapV = wrapping;
  118817. this._groundMirror.gammaSpace = false;
  118818. if (this._groundMirror.renderList) {
  118819. for (var i = 0; i < this._scene.meshes.length; i++) {
  118820. var mesh = this._scene.meshes[i];
  118821. if (mesh !== this._ground &&
  118822. mesh !== this._skybox &&
  118823. mesh !== this._rootMesh) {
  118824. this._groundMirror.renderList.push(mesh);
  118825. }
  118826. }
  118827. }
  118828. }
  118829. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  118830. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  118831. };
  118832. /**
  118833. * Setup the ground to receive the mirror texture.
  118834. */
  118835. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  118836. if (this._groundMaterial) {
  118837. this._groundMaterial.reflectionTexture = this._groundMirror;
  118838. this._groundMaterial.reflectionFresnel = true;
  118839. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  118840. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  118841. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  118842. }
  118843. };
  118844. /**
  118845. * Setup the skybox according to the specified options.
  118846. */
  118847. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  118848. var _this = this;
  118849. if (!this._skybox || this._skybox.isDisposed()) {
  118850. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  118851. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  118852. }
  118853. this._skybox.parent = this._rootMesh;
  118854. };
  118855. /**
  118856. * Setup the skybox material according to the specified options.
  118857. */
  118858. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  118859. if (!this._skybox) {
  118860. return;
  118861. }
  118862. if (!this._skyboxMaterial) {
  118863. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  118864. }
  118865. this._skyboxMaterial.useRGBColor = false;
  118866. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  118867. this._skyboxMaterial.enableNoise = true;
  118868. this._skybox.material = this._skyboxMaterial;
  118869. };
  118870. /**
  118871. * Setup the skybox reflection texture according to the specified options.
  118872. */
  118873. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  118874. if (!this._skyboxMaterial) {
  118875. return;
  118876. }
  118877. if (this._skyboxTexture) {
  118878. return;
  118879. }
  118880. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  118881. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  118882. return;
  118883. }
  118884. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118885. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118886. this._skyboxTexture.gammaSpace = false;
  118887. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  118888. };
  118889. /**
  118890. * Dispose all the elements created by the Helper.
  118891. */
  118892. EnvironmentHelper.prototype.dispose = function () {
  118893. if (this._groundMaterial) {
  118894. this._groundMaterial.dispose(true, true);
  118895. }
  118896. if (this._skyboxMaterial) {
  118897. this._skyboxMaterial.dispose(true, true);
  118898. }
  118899. this._rootMesh.dispose(false);
  118900. };
  118901. /**
  118902. * Default ground texture URL.
  118903. */
  118904. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  118905. /**
  118906. * Default skybox texture URL.
  118907. */
  118908. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  118909. /**
  118910. * Default environment texture URL.
  118911. */
  118912. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  118913. return EnvironmentHelper;
  118914. }());
  118915. BABYLON.EnvironmentHelper = EnvironmentHelper;
  118916. })(BABYLON || (BABYLON = {}));
  118917. //# sourceMappingURL=babylon.environmentHelper.js.map
  118918. var BABYLON;
  118919. (function (BABYLON) {
  118920. /** Internal class used to store shapes for emitters */
  118921. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  118922. function ParticleSystemSetEmitterCreationOptions() {
  118923. }
  118924. return ParticleSystemSetEmitterCreationOptions;
  118925. }());
  118926. /**
  118927. * Represents a set of particle systems working together to create a specific effect
  118928. */
  118929. var ParticleSystemSet = /** @class */ (function () {
  118930. function ParticleSystemSet() {
  118931. /**
  118932. * Gets the particle system list
  118933. */
  118934. this.systems = new Array();
  118935. }
  118936. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  118937. /**
  118938. * Gets the emitter node used with this set
  118939. */
  118940. get: function () {
  118941. return this._emitterNode;
  118942. },
  118943. enumerable: true,
  118944. configurable: true
  118945. });
  118946. /**
  118947. * Creates a new emitter mesh as a sphere
  118948. * @param options defines the options used to create the sphere
  118949. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  118950. * @param scene defines the hosting scene
  118951. */
  118952. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  118953. if (this._emitterNode) {
  118954. this._emitterNode.dispose();
  118955. }
  118956. this._emitterCreationOptions = {
  118957. kind: "Sphere",
  118958. options: options,
  118959. renderingGroupId: renderingGroupId
  118960. };
  118961. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  118962. emitterMesh.renderingGroupId = renderingGroupId;
  118963. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  118964. material.emissiveColor = options.color;
  118965. emitterMesh.material = material;
  118966. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118967. var system = _a[_i];
  118968. system.emitter = emitterMesh;
  118969. }
  118970. this._emitterNode = emitterMesh;
  118971. };
  118972. /**
  118973. * Starts all particle systems of the set
  118974. * @param emitter defines an optional mesh to use as emitter for the particle systems
  118975. */
  118976. ParticleSystemSet.prototype.start = function (emitter) {
  118977. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118978. var system = _a[_i];
  118979. if (emitter) {
  118980. system.emitter = emitter;
  118981. }
  118982. system.start();
  118983. }
  118984. };
  118985. /**
  118986. * Release all associated resources
  118987. */
  118988. ParticleSystemSet.prototype.dispose = function () {
  118989. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118990. var system = _a[_i];
  118991. system.dispose();
  118992. }
  118993. this.systems = [];
  118994. if (this._emitterNode) {
  118995. this._emitterNode.dispose();
  118996. this._emitterNode = null;
  118997. }
  118998. };
  118999. /**
  119000. * Serialize the set into a JSON compatible object
  119001. * @returns a JSON compatible representation of the set
  119002. */
  119003. ParticleSystemSet.prototype.serialize = function () {
  119004. var result = {};
  119005. result.systems = [];
  119006. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119007. var system = _a[_i];
  119008. result.systems.push(system.serialize());
  119009. }
  119010. if (this._emitterNode) {
  119011. result.emitter = this._emitterCreationOptions;
  119012. }
  119013. return result;
  119014. };
  119015. /**
  119016. * Parse a new ParticleSystemSet from a serialized source
  119017. * @param data defines a JSON compatible representation of the set
  119018. * @param scene defines the hosting scene
  119019. * @param gpu defines if we want GPU particles or CPU particles
  119020. * @returns a new ParticleSystemSet
  119021. */
  119022. ParticleSystemSet.Parse = function (data, scene, gpu) {
  119023. if (gpu === void 0) { gpu = false; }
  119024. var result = new ParticleSystemSet();
  119025. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  119026. scene = scene || BABYLON.Engine.LastCreatedScene;
  119027. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  119028. var system = _a[_i];
  119029. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  119030. }
  119031. if (data.emitter) {
  119032. var options = data.emitter.options;
  119033. switch (data.emitter.kind) {
  119034. case "Sphere":
  119035. result.setEmitterAsSphere({
  119036. diameter: options.diameter,
  119037. segments: options.segments,
  119038. color: BABYLON.Color3.FromArray(options.color)
  119039. }, data.emitter.renderingGroupId, scene);
  119040. break;
  119041. }
  119042. }
  119043. return result;
  119044. };
  119045. return ParticleSystemSet;
  119046. }());
  119047. BABYLON.ParticleSystemSet = ParticleSystemSet;
  119048. })(BABYLON || (BABYLON = {}));
  119049. //# sourceMappingURL=babylon.particleSystemSet.js.map
  119050. var BABYLON;
  119051. (function (BABYLON) {
  119052. /**
  119053. * This class is made for on one-liner static method to help creating particle system set.
  119054. */
  119055. var ParticleHelper = /** @class */ (function () {
  119056. function ParticleHelper() {
  119057. }
  119058. /**
  119059. * Create a default particle system that you can tweak
  119060. * @param emitter defines the emitter to use
  119061. * @param capacity defines the system capacity (default is 500 particles)
  119062. * @param scene defines the hosting scene
  119063. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  119064. * @returns the new Particle system
  119065. */
  119066. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  119067. if (capacity === void 0) { capacity = 500; }
  119068. if (useGPU === void 0) { useGPU = false; }
  119069. var system;
  119070. if (useGPU) {
  119071. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  119072. }
  119073. else {
  119074. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  119075. }
  119076. system.emitter = emitter;
  119077. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  119078. system.createConeEmitter(0.1, Math.PI / 4);
  119079. // Particle color
  119080. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  119081. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  119082. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  119083. // Particle Size
  119084. system.minSize = 0.1;
  119085. system.maxSize = 0.1;
  119086. // Emission speed
  119087. system.minEmitPower = 2;
  119088. system.maxEmitPower = 2;
  119089. // Update speed
  119090. system.updateSpeed = 1 / 60;
  119091. system.emitRate = 30;
  119092. return system;
  119093. };
  119094. /**
  119095. * This is the main static method (one-liner) of this helper to create different particle systems
  119096. * @param type This string represents the type to the particle system to create
  119097. * @param scene The scene where the particle system should live
  119098. * @param gpu If the system will use gpu
  119099. * @returns the ParticleSystemSet created
  119100. */
  119101. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  119102. if (gpu === void 0) { gpu = false; }
  119103. if (!scene) {
  119104. scene = BABYLON.Engine.LastCreatedScene;
  119105. }
  119106. var token = {};
  119107. scene._addPendingData(token);
  119108. return new Promise(function (resolve, reject) {
  119109. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  119110. scene._removePendingData(token);
  119111. return reject("Particle system with GPU is not supported.");
  119112. }
  119113. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  119114. scene._removePendingData(token);
  119115. var newData = JSON.parse(data.toString());
  119116. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  119117. }, undefined, undefined, undefined, function (req, exception) {
  119118. scene._removePendingData(token);
  119119. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  119120. });
  119121. });
  119122. };
  119123. /**
  119124. * Static function used to export a particle system to a ParticleSystemSet variable.
  119125. * Please note that the emitter shape is not exported
  119126. * @param systems defines the particle systems to export
  119127. * @returns the created particle system set
  119128. */
  119129. ParticleHelper.ExportSet = function (systems) {
  119130. var set = new BABYLON.ParticleSystemSet();
  119131. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  119132. var system = systems_1[_i];
  119133. set.systems.push(system);
  119134. }
  119135. return set;
  119136. };
  119137. /**
  119138. * Gets or sets base Assets URL
  119139. */
  119140. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  119141. return ParticleHelper;
  119142. }());
  119143. BABYLON.ParticleHelper = ParticleHelper;
  119144. })(BABYLON || (BABYLON = {}));
  119145. //# sourceMappingURL=babylon.particleHelper.js.map
  119146. var BABYLON;
  119147. (function (BABYLON) {
  119148. /**
  119149. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  119150. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  119151. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  119152. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  119153. */
  119154. var VideoDome = /** @class */ (function (_super) {
  119155. __extends(VideoDome, _super);
  119156. /**
  119157. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  119158. * @param name Element's name, child elements will append suffixes for their own names.
  119159. * @param urlsOrVideo defines the url(s) or the video element to use
  119160. * @param options An object containing optional or exposed sub element properties
  119161. */
  119162. function VideoDome(name, urlsOrVideo, options, scene) {
  119163. var _this = _super.call(this, name, scene) || this;
  119164. _this._useDirectMapping = false;
  119165. // set defaults and manage values
  119166. name = name || "videoDome";
  119167. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  119168. options.clickToPlay = Boolean(options.clickToPlay);
  119169. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  119170. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  119171. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  119172. if (options.useDirectMapping === undefined) {
  119173. _this._useDirectMapping = true;
  119174. }
  119175. else {
  119176. _this._useDirectMapping = options.useDirectMapping;
  119177. }
  119178. _this._setReady(false);
  119179. // create
  119180. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  119181. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  119182. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  119183. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  119184. texture.onLoadObservable.addOnce(function () {
  119185. _this._setReady(true);
  119186. });
  119187. // configure material
  119188. material.useEquirectangularFOV = true;
  119189. material.fovMultiplier = 1.0;
  119190. material.opacityFresnel = false;
  119191. if (_this._useDirectMapping) {
  119192. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119193. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119194. material.diffuseTexture = texture;
  119195. }
  119196. else {
  119197. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  119198. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119199. material.reflectionTexture = texture;
  119200. }
  119201. // configure mesh
  119202. _this._mesh.material = material;
  119203. _this._mesh.parent = _this;
  119204. // optional configuration
  119205. if (options.clickToPlay) {
  119206. scene.onPointerUp = function () {
  119207. _this._videoTexture.video.play();
  119208. };
  119209. }
  119210. return _this;
  119211. }
  119212. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  119213. /**
  119214. * Gets the video texture being displayed on the sphere
  119215. */
  119216. get: function () {
  119217. return this._videoTexture;
  119218. },
  119219. enumerable: true,
  119220. configurable: true
  119221. });
  119222. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  119223. /**
  119224. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  119225. * Also see the options.resolution property.
  119226. */
  119227. get: function () {
  119228. return this._material.fovMultiplier;
  119229. },
  119230. set: function (value) {
  119231. this._material.fovMultiplier = value;
  119232. },
  119233. enumerable: true,
  119234. configurable: true
  119235. });
  119236. /**
  119237. * Releases resources associated with this node.
  119238. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119239. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119240. */
  119241. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119242. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119243. this._videoTexture.dispose();
  119244. this._mesh.dispose();
  119245. this._material.dispose();
  119246. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119247. };
  119248. return VideoDome;
  119249. }(BABYLON.TransformNode));
  119250. BABYLON.VideoDome = VideoDome;
  119251. })(BABYLON || (BABYLON = {}));
  119252. //# sourceMappingURL=babylon.videoDome.js.map
  119253. var BABYLON;
  119254. (function (BABYLON) {
  119255. /**
  119256. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  119257. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  119258. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  119259. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  119260. */
  119261. var PhotoDome = /** @class */ (function (_super) {
  119262. __extends(PhotoDome, _super);
  119263. /**
  119264. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  119265. * @param name Element's name, child elements will append suffixes for their own names.
  119266. * @param urlsOfPhoto defines the url of the photo to display
  119267. * @param options defines an object containing optional or exposed sub element properties
  119268. * @param onError defines a callback called when an error occured while loading the texture
  119269. */
  119270. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  119271. if (onError === void 0) { onError = null; }
  119272. var _this = _super.call(this, name, scene) || this;
  119273. _this._useDirectMapping = false;
  119274. /**
  119275. * Observable raised when an error occured while loading the 360 image
  119276. */
  119277. _this.onLoadErrorObservable = new BABYLON.Observable();
  119278. // set defaults and manage values
  119279. name = name || "photoDome";
  119280. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  119281. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  119282. if (options.useDirectMapping === undefined) {
  119283. _this._useDirectMapping = true;
  119284. }
  119285. else {
  119286. _this._useDirectMapping = options.useDirectMapping;
  119287. }
  119288. _this._setReady(false);
  119289. // create
  119290. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  119291. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  119292. // configure material
  119293. material.opacityFresnel = false;
  119294. material.useEquirectangularFOV = true;
  119295. material.fovMultiplier = 1.0;
  119296. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  119297. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  119298. if (onError) {
  119299. onError(message, exception);
  119300. }
  119301. });
  119302. _this.photoTexture.onLoadObservable.addOnce(function () {
  119303. _this._setReady(true);
  119304. });
  119305. // configure mesh
  119306. _this._mesh.material = material;
  119307. _this._mesh.parent = _this;
  119308. return _this;
  119309. }
  119310. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  119311. /**
  119312. * Gets or sets the texture being displayed on the sphere
  119313. */
  119314. get: function () {
  119315. return this._photoTexture;
  119316. },
  119317. set: function (value) {
  119318. if (this._photoTexture === value) {
  119319. return;
  119320. }
  119321. this._photoTexture = value;
  119322. if (this._useDirectMapping) {
  119323. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119324. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119325. this._material.diffuseTexture = this._photoTexture;
  119326. }
  119327. else {
  119328. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  119329. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119330. this._material.reflectionTexture = this._photoTexture;
  119331. }
  119332. },
  119333. enumerable: true,
  119334. configurable: true
  119335. });
  119336. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  119337. /**
  119338. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  119339. * Also see the options.resolution property.
  119340. */
  119341. get: function () {
  119342. return this._material.fovMultiplier;
  119343. },
  119344. set: function (value) {
  119345. this._material.fovMultiplier = value;
  119346. },
  119347. enumerable: true,
  119348. configurable: true
  119349. });
  119350. /**
  119351. * Releases resources associated with this node.
  119352. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119353. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119354. */
  119355. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119356. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119357. this._photoTexture.dispose();
  119358. this._mesh.dispose();
  119359. this._material.dispose();
  119360. this.onLoadErrorObservable.clear();
  119361. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119362. };
  119363. return PhotoDome;
  119364. }(BABYLON.TransformNode));
  119365. BABYLON.PhotoDome = PhotoDome;
  119366. })(BABYLON || (BABYLON = {}));
  119367. //# sourceMappingURL=babylon.photoDome.js.map
  119368. var BABYLON;
  119369. (function (BABYLON) {
  119370. /** @hidden */
  119371. var _OcclusionDataStorage = /** @class */ (function () {
  119372. function _OcclusionDataStorage() {
  119373. /** @hidden */
  119374. this.occlusionInternalRetryCounter = 0;
  119375. /** @hidden */
  119376. this.isOcclusionQueryInProgress = false;
  119377. /** @hidden */
  119378. this.isOccluded = false;
  119379. /** @hidden */
  119380. this.occlusionRetryCount = -1;
  119381. /** @hidden */
  119382. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  119383. /** @hidden */
  119384. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  119385. }
  119386. return _OcclusionDataStorage;
  119387. }());
  119388. BABYLON.Engine.prototype.createQuery = function () {
  119389. return this._gl.createQuery();
  119390. };
  119391. BABYLON.Engine.prototype.deleteQuery = function (query) {
  119392. this._gl.deleteQuery(query);
  119393. return this;
  119394. };
  119395. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  119396. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  119397. };
  119398. BABYLON.Engine.prototype.getQueryResult = function (query) {
  119399. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  119400. };
  119401. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  119402. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119403. this._gl.beginQuery(glAlgorithm, query);
  119404. return this;
  119405. };
  119406. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  119407. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119408. this._gl.endQuery(glAlgorithm);
  119409. return this;
  119410. };
  119411. BABYLON.Engine.prototype._createTimeQuery = function () {
  119412. var timerQuery = this.getCaps().timerQuery;
  119413. if (timerQuery.createQueryEXT) {
  119414. return timerQuery.createQueryEXT();
  119415. }
  119416. return this.createQuery();
  119417. };
  119418. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  119419. var timerQuery = this.getCaps().timerQuery;
  119420. if (timerQuery.deleteQueryEXT) {
  119421. timerQuery.deleteQueryEXT(query);
  119422. return;
  119423. }
  119424. this.deleteQuery(query);
  119425. };
  119426. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  119427. var timerQuery = this.getCaps().timerQuery;
  119428. if (timerQuery.getQueryObjectEXT) {
  119429. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  119430. }
  119431. return this.getQueryResult(query);
  119432. };
  119433. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  119434. var timerQuery = this.getCaps().timerQuery;
  119435. if (timerQuery.getQueryObjectEXT) {
  119436. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  119437. }
  119438. return this.isQueryResultAvailable(query);
  119439. };
  119440. BABYLON.Engine.prototype.startTimeQuery = function () {
  119441. var caps = this.getCaps();
  119442. var timerQuery = caps.timerQuery;
  119443. if (!timerQuery) {
  119444. return null;
  119445. }
  119446. var token = new BABYLON._TimeToken();
  119447. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119448. if (caps.canUseTimestampForTimerQuery) {
  119449. token._startTimeQuery = this._createTimeQuery();
  119450. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  119451. }
  119452. else {
  119453. if (this._currentNonTimestampToken) {
  119454. return this._currentNonTimestampToken;
  119455. }
  119456. token._timeElapsedQuery = this._createTimeQuery();
  119457. if (timerQuery.beginQueryEXT) {
  119458. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119459. }
  119460. else {
  119461. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119462. }
  119463. this._currentNonTimestampToken = token;
  119464. }
  119465. return token;
  119466. };
  119467. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  119468. var caps = this.getCaps();
  119469. var timerQuery = caps.timerQuery;
  119470. if (!timerQuery || !token) {
  119471. return -1;
  119472. }
  119473. if (caps.canUseTimestampForTimerQuery) {
  119474. if (!token._startTimeQuery) {
  119475. return -1;
  119476. }
  119477. if (!token._endTimeQuery) {
  119478. token._endTimeQuery = this._createTimeQuery();
  119479. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  119480. }
  119481. }
  119482. else if (!token._timeElapsedQueryEnded) {
  119483. if (!token._timeElapsedQuery) {
  119484. return -1;
  119485. }
  119486. if (timerQuery.endQueryEXT) {
  119487. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  119488. }
  119489. else {
  119490. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  119491. }
  119492. token._timeElapsedQueryEnded = true;
  119493. }
  119494. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119495. var available = false;
  119496. if (token._endTimeQuery) {
  119497. available = this._getTimeQueryAvailability(token._endTimeQuery);
  119498. }
  119499. else if (token._timeElapsedQuery) {
  119500. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  119501. }
  119502. if (available && !disjoint) {
  119503. var result = 0;
  119504. if (caps.canUseTimestampForTimerQuery) {
  119505. if (!token._startTimeQuery || !token._endTimeQuery) {
  119506. return -1;
  119507. }
  119508. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  119509. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  119510. result = timeEnd - timeStart;
  119511. this._deleteTimeQuery(token._startTimeQuery);
  119512. this._deleteTimeQuery(token._endTimeQuery);
  119513. token._startTimeQuery = null;
  119514. token._endTimeQuery = null;
  119515. }
  119516. else {
  119517. if (!token._timeElapsedQuery) {
  119518. return -1;
  119519. }
  119520. result = this._getTimeQueryResult(token._timeElapsedQuery);
  119521. this._deleteTimeQuery(token._timeElapsedQuery);
  119522. token._timeElapsedQuery = null;
  119523. token._timeElapsedQueryEnded = false;
  119524. this._currentNonTimestampToken = null;
  119525. }
  119526. return result;
  119527. }
  119528. return -1;
  119529. };
  119530. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  119531. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  119532. };
  119533. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  119534. get: function () {
  119535. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  119536. },
  119537. enumerable: false,
  119538. configurable: true
  119539. });
  119540. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  119541. get: function () {
  119542. if (!this.__occlusionDataStorage) {
  119543. this.__occlusionDataStorage = new _OcclusionDataStorage();
  119544. }
  119545. return this.__occlusionDataStorage;
  119546. },
  119547. enumerable: false,
  119548. configurable: true
  119549. });
  119550. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  119551. get: function () {
  119552. return this._occlusionDataStorage.isOccluded;
  119553. },
  119554. set: function (value) {
  119555. this._occlusionDataStorage.isOccluded = value;
  119556. },
  119557. enumerable: true,
  119558. configurable: true
  119559. });
  119560. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  119561. get: function () {
  119562. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  119563. },
  119564. set: function (value) {
  119565. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  119566. },
  119567. enumerable: true,
  119568. configurable: true
  119569. });
  119570. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  119571. get: function () {
  119572. return this._occlusionDataStorage.occlusionType;
  119573. },
  119574. set: function (value) {
  119575. this._occlusionDataStorage.occlusionType = value;
  119576. },
  119577. enumerable: true,
  119578. configurable: true
  119579. });
  119580. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  119581. get: function () {
  119582. return this._occlusionDataStorage.occlusionRetryCount;
  119583. },
  119584. set: function (value) {
  119585. this._occlusionDataStorage.occlusionRetryCount = value;
  119586. },
  119587. enumerable: true,
  119588. configurable: true
  119589. });
  119590. // We also need to update AbstractMesh as there is a portion of the code there
  119591. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  119592. var dataStorage = this._occlusionDataStorage;
  119593. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  119594. dataStorage.isOccluded = false;
  119595. return false;
  119596. }
  119597. var engine = this.getEngine();
  119598. if (engine.webGLVersion < 2) {
  119599. dataStorage.isOccluded = false;
  119600. return false;
  119601. }
  119602. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  119603. dataStorage.isOccluded = false;
  119604. return false;
  119605. }
  119606. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  119607. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  119608. if (isOcclusionQueryAvailable) {
  119609. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  119610. dataStorage.isOcclusionQueryInProgress = false;
  119611. dataStorage.occlusionInternalRetryCounter = 0;
  119612. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  119613. }
  119614. else {
  119615. dataStorage.occlusionInternalRetryCounter++;
  119616. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  119617. dataStorage.isOcclusionQueryInProgress = false;
  119618. dataStorage.occlusionInternalRetryCounter = 0;
  119619. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  119620. // if strict continue the last state of the object.
  119621. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  119622. }
  119623. else {
  119624. return false;
  119625. }
  119626. }
  119627. }
  119628. var scene = this.getScene();
  119629. if (scene.getBoundingBoxRenderer) {
  119630. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  119631. if (!this._occlusionQuery) {
  119632. this._occlusionQuery = engine.createQuery();
  119633. }
  119634. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  119635. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  119636. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  119637. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  119638. }
  119639. return dataStorage.isOccluded;
  119640. };
  119641. })(BABYLON || (BABYLON = {}));
  119642. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  119643. var BABYLON;
  119644. (function (BABYLON) {
  119645. /**
  119646. * Class used to generate noise procedural textures
  119647. */
  119648. var NoiseProceduralTexture = /** @class */ (function (_super) {
  119649. __extends(NoiseProceduralTexture, _super);
  119650. /**
  119651. * Creates a new NoiseProceduralTexture
  119652. * @param name defines the name fo the texture
  119653. * @param size defines the size of the texture (default is 256)
  119654. * @param scene defines the hosting scene
  119655. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  119656. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  119657. */
  119658. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  119659. if (size === void 0) { size = 256; }
  119660. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  119661. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  119662. _this._time = 0;
  119663. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  119664. _this.brightness = 0.2;
  119665. /** Defines the number of octaves to process */
  119666. _this.octaves = 3;
  119667. /** Defines the level of persistence (0.8 by default) */
  119668. _this.persistence = 0.8;
  119669. /** Gets or sets animation speed factor (default is 1) */
  119670. _this.animationSpeedFactor = 1;
  119671. _this.autoClear = false;
  119672. _this._updateShaderUniforms();
  119673. return _this;
  119674. }
  119675. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  119676. var scene = this.getScene();
  119677. if (!scene) {
  119678. return;
  119679. }
  119680. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  119681. this.setFloat("brightness", this.brightness);
  119682. this.setFloat("persistence", this.persistence);
  119683. this.setFloat("timeScale", this._time);
  119684. };
  119685. NoiseProceduralTexture.prototype._getDefines = function () {
  119686. return "#define OCTAVES " + (this.octaves | 0);
  119687. };
  119688. /** Generate the current state of the procedural texture */
  119689. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  119690. this._updateShaderUniforms();
  119691. _super.prototype.render.call(this, useCameraPostProcess);
  119692. };
  119693. /**
  119694. * Serializes this noise procedural texture
  119695. * @returns a serialized noise procedural texture object
  119696. */
  119697. NoiseProceduralTexture.prototype.serialize = function () {
  119698. var serializationObject = {};
  119699. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  119700. serializationObject.brightness = this.brightness;
  119701. serializationObject.octaves = this.octaves;
  119702. serializationObject.persistence = this.persistence;
  119703. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  119704. serializationObject.size = this.getSize().width;
  119705. serializationObject.generateMipMaps = this._generateMipMaps;
  119706. return serializationObject;
  119707. };
  119708. /**
  119709. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  119710. * @param parsedTexture defines parsed texture data
  119711. * @param scene defines the current scene
  119712. * @param rootUrl defines the root URL containing noise procedural texture information
  119713. * @returns a parsed NoiseProceduralTexture
  119714. */
  119715. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  119716. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  119717. texture.brightness = parsedTexture.brightness;
  119718. texture.octaves = parsedTexture.octaves;
  119719. texture.persistence = parsedTexture.persistence;
  119720. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  119721. return texture;
  119722. };
  119723. return NoiseProceduralTexture;
  119724. }(BABYLON.ProceduralTexture));
  119725. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  119726. })(BABYLON || (BABYLON = {}));
  119727. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  119728. var __assign = (this && this.__assign) || function () {
  119729. __assign = Object.assign || function(t) {
  119730. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119731. s = arguments[i];
  119732. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119733. t[p] = s[p];
  119734. }
  119735. return t;
  119736. };
  119737. return __assign.apply(this, arguments);
  119738. };
  119739. var BABYLON;
  119740. (function (BABYLON) {
  119741. /**
  119742. * This can helps recording videos from BabylonJS.
  119743. * This is based on the available WebRTC functionalities of the browser.
  119744. *
  119745. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  119746. */
  119747. var VideoRecorder = /** @class */ (function () {
  119748. /**
  119749. * Create a new VideoCapture object which can help converting what you see in Babylon to
  119750. * a video file.
  119751. * @param engine Defines the BabylonJS Engine you wish to record
  119752. * @param options Defines options that can be used to customized the capture
  119753. */
  119754. function VideoRecorder(engine, options) {
  119755. if (options === void 0) { options = null; }
  119756. if (!VideoRecorder.IsSupported(engine)) {
  119757. throw "Your browser does not support recording so far.";
  119758. }
  119759. var canvas = engine.getRenderingCanvas();
  119760. if (!canvas) {
  119761. throw "The babylon engine must have a canvas to be recorded";
  119762. }
  119763. this._canvas = canvas;
  119764. this._canvas.isRecording = false;
  119765. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  119766. var stream = this._canvas.captureStream(this._options.fps);
  119767. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  119768. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  119769. this._mediaRecorder.onerror = this._handleError.bind(this);
  119770. this._mediaRecorder.onstop = this._handleStop.bind(this);
  119771. }
  119772. /**
  119773. * Returns wehther or not the VideoRecorder is available in your browser.
  119774. * @param engine Defines the Babylon Engine to check the support for
  119775. * @returns true if supported otherwise false
  119776. */
  119777. VideoRecorder.IsSupported = function (engine) {
  119778. var canvas = engine.getRenderingCanvas();
  119779. return (!!canvas && typeof canvas.captureStream === "function");
  119780. };
  119781. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  119782. /**
  119783. * True wether a recording is already in progress.
  119784. */
  119785. get: function () {
  119786. return !!this._canvas && this._canvas.isRecording;
  119787. },
  119788. enumerable: true,
  119789. configurable: true
  119790. });
  119791. /**
  119792. * Stops the current recording before the default capture timeout passed in the startRecording
  119793. * functions.
  119794. */
  119795. VideoRecorder.prototype.stopRecording = function () {
  119796. if (!this._canvas || !this._mediaRecorder) {
  119797. return;
  119798. }
  119799. if (!this.isRecording) {
  119800. return;
  119801. }
  119802. this._canvas.isRecording = false;
  119803. this._mediaRecorder.stop();
  119804. };
  119805. /**
  119806. * Starts recording the canvas for a max duration specified in parameters.
  119807. * @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.
  119808. * @param maxDuration Defines the maximum recording time in seconds.
  119809. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  119810. * @return a promise callback at the end of the recording with the video data in Blob.
  119811. */
  119812. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  119813. var _this = this;
  119814. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  119815. if (maxDuration === void 0) { maxDuration = 7; }
  119816. if (!this._canvas || !this._mediaRecorder) {
  119817. throw "Recorder has already been disposed";
  119818. }
  119819. if (this.isRecording) {
  119820. throw "Recording already in progress";
  119821. }
  119822. if (maxDuration > 0) {
  119823. setTimeout(function () {
  119824. _this.stopRecording();
  119825. }, maxDuration * 1000);
  119826. }
  119827. this._fileName = fileName;
  119828. this._recordedChunks = [];
  119829. this._resolve = null;
  119830. this._reject = null;
  119831. this._canvas.isRecording = true;
  119832. this._mediaRecorder.start(this._options.recordChunckSize);
  119833. return new Promise(function (resolve, reject) {
  119834. _this._resolve = resolve;
  119835. _this._reject = reject;
  119836. });
  119837. };
  119838. /**
  119839. * Releases internal resources used during the recording.
  119840. */
  119841. VideoRecorder.prototype.dispose = function () {
  119842. this._canvas = null;
  119843. this._mediaRecorder = null;
  119844. this._recordedChunks = [];
  119845. this._fileName = null;
  119846. this._resolve = null;
  119847. this._reject = null;
  119848. };
  119849. VideoRecorder.prototype._handleDataAvailable = function (event) {
  119850. if (event.data.size > 0) {
  119851. this._recordedChunks.push(event.data);
  119852. }
  119853. };
  119854. VideoRecorder.prototype._handleError = function (event) {
  119855. this.stopRecording();
  119856. if (this._reject) {
  119857. this._reject(event.error);
  119858. }
  119859. else {
  119860. throw new event.error();
  119861. }
  119862. };
  119863. VideoRecorder.prototype._handleStop = function () {
  119864. this.stopRecording();
  119865. var superBuffer = new Blob(this._recordedChunks);
  119866. if (this._resolve) {
  119867. this._resolve(superBuffer);
  119868. }
  119869. window.URL.createObjectURL(superBuffer);
  119870. if (this._fileName) {
  119871. BABYLON.Tools.Download(superBuffer, this._fileName);
  119872. }
  119873. };
  119874. VideoRecorder._defaultOptions = {
  119875. mimeType: "video/webm",
  119876. fps: 25,
  119877. recordChunckSize: 3000
  119878. };
  119879. return VideoRecorder;
  119880. }());
  119881. BABYLON.VideoRecorder = VideoRecorder;
  119882. })(BABYLON || (BABYLON = {}));
  119883. //# sourceMappingURL=babylon.videoRecorder.js.map
  119884. var BABYLON;
  119885. (function (BABYLON) {
  119886. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  119887. if (replace === void 0) { replace = false; }
  119888. // Dispose existing light in replace mode.
  119889. if (replace) {
  119890. if (this.lights) {
  119891. for (var i = 0; i < this.lights.length; i++) {
  119892. this.lights[i].dispose();
  119893. }
  119894. }
  119895. }
  119896. // Light
  119897. if (this.lights.length === 0) {
  119898. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  119899. }
  119900. };
  119901. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  119902. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119903. if (replace === void 0) { replace = false; }
  119904. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119905. // Dispose existing camera in replace mode.
  119906. if (replace) {
  119907. if (this.activeCamera) {
  119908. this.activeCamera.dispose();
  119909. this.activeCamera = null;
  119910. }
  119911. }
  119912. // Camera
  119913. if (!this.activeCamera) {
  119914. var worldExtends = this.getWorldExtends();
  119915. var worldSize = worldExtends.max.subtract(worldExtends.min);
  119916. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  119917. var camera;
  119918. var radius = worldSize.length() * 1.5;
  119919. // empty scene scenario!
  119920. if (!isFinite(radius)) {
  119921. radius = 1;
  119922. worldCenter.copyFromFloats(0, 0, 0);
  119923. }
  119924. if (createArcRotateCamera) {
  119925. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  119926. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  119927. arcRotateCamera.wheelPrecision = 100 / radius;
  119928. camera = arcRotateCamera;
  119929. }
  119930. else {
  119931. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  119932. freeCamera.setTarget(worldCenter);
  119933. camera = freeCamera;
  119934. }
  119935. camera.minZ = radius * 0.01;
  119936. camera.maxZ = radius * 1000;
  119937. camera.speed = radius * 0.2;
  119938. this.activeCamera = camera;
  119939. var canvas = this.getEngine().getRenderingCanvas();
  119940. if (attachCameraControls && canvas) {
  119941. camera.attachControl(canvas);
  119942. }
  119943. }
  119944. };
  119945. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  119946. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119947. if (replace === void 0) { replace = false; }
  119948. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119949. this.createDefaultLight(replace);
  119950. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  119951. };
  119952. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  119953. if (pbr === void 0) { pbr = false; }
  119954. if (scale === void 0) { scale = 1000; }
  119955. if (blur === void 0) { blur = 0; }
  119956. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  119957. if (!environmentTexture) {
  119958. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  119959. return null;
  119960. }
  119961. if (setGlobalEnvTexture) {
  119962. if (environmentTexture) {
  119963. this.environmentTexture = environmentTexture;
  119964. }
  119965. }
  119966. // Skybox
  119967. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  119968. if (pbr) {
  119969. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  119970. hdrSkyboxMaterial.backFaceCulling = false;
  119971. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  119972. if (hdrSkyboxMaterial.reflectionTexture) {
  119973. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119974. }
  119975. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  119976. hdrSkyboxMaterial.disableLighting = true;
  119977. hdrSkyboxMaterial.twoSidedLighting = true;
  119978. hdrSkybox.infiniteDistance = true;
  119979. hdrSkybox.material = hdrSkyboxMaterial;
  119980. }
  119981. else {
  119982. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  119983. skyboxMaterial.backFaceCulling = false;
  119984. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  119985. if (skyboxMaterial.reflectionTexture) {
  119986. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119987. }
  119988. skyboxMaterial.disableLighting = true;
  119989. hdrSkybox.infiniteDistance = true;
  119990. hdrSkybox.material = skyboxMaterial;
  119991. }
  119992. return hdrSkybox;
  119993. };
  119994. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  119995. if (BABYLON.EnvironmentHelper) {
  119996. return new BABYLON.EnvironmentHelper(options, this);
  119997. }
  119998. return null;
  119999. };
  120000. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  120001. if (webVROptions === void 0) { webVROptions = {}; }
  120002. return new BABYLON.VRExperienceHelper(this, webVROptions);
  120003. };
  120004. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  120005. var _this = this;
  120006. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  120007. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  120008. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  120009. .then(function (ui) {
  120010. new BABYLON.WebXRInput(helper);
  120011. return helper;
  120012. });
  120013. });
  120014. };
  120015. })(BABYLON || (BABYLON = {}));
  120016. //# sourceMappingURL=babylon.sceneHelpers.js.map
  120017. 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"};
  120018. 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};"};
  120019. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  120020. globalObject["BABYLON"] = BABYLON;
  120021. //backwards compatibility
  120022. if(typeof earcut !== 'undefined') {
  120023. globalObject["Earcut"] = {
  120024. earcut: earcut
  120025. };
  120026. }
  120027. return BABYLON;
  120028. });